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

9327 lines
396 KiB
C

/*
* Copyright (C) 2006 Vitaliy Margolen
* Copyright (C) 2006 Chris Robinson
* Copyright (C) 2006 Louis Lenders
* Copyright 2006-2007 Henri Verbeet
* Copyright 2006-2007, 2011-2013 Stefan Dösinger for CodeWeavers
* Copyright 2013 Henri Verbeet 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
*/
#define WINVER 0x0602 /* for CURSOR_SUPPRESSED */
#include <stdlib.h>
#define COBJMACROS
#include <initguid.h>
#include <d3d8.h>
#include "wine/test.h"
struct vec3
{
float x, y, z;
};
#define CREATE_DEVICE_FULLSCREEN 0x01
#define CREATE_DEVICE_FPU_PRESERVE 0x02
#define CREATE_DEVICE_SWVP_ONLY 0x04
#define CREATE_DEVICE_LOCKABLE_BACKBUFFER 0x08
struct device_desc
{
HWND device_window;
unsigned int width;
unsigned int height;
DWORD flags;
};
#define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp))
#define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp))
static DEVMODEW registry_mode;
static HRESULT (WINAPI *ValidateVertexShader)(DWORD *, DWORD *, DWORD *, int, DWORD *);
static HRESULT (WINAPI *ValidatePixelShader)(DWORD *, DWORD *, int, DWORD *);
static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
0x0000FFFF}; /* END */
static const DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xB00F0000, /* tex t0 */
0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
0x0000FFFF}; /* END */
static int get_refcount(IUnknown *object)
{
IUnknown_AddRef( object );
return IUnknown_Release( object );
}
static HWND create_window(void)
{
RECT r = {0, 0, 640, 480};
AdjustWindowRect(&r, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
return CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, r.right - r.left, r.bottom - r.top, NULL, NULL, NULL, NULL);
}
/* try to make sure pending X events have been processed before continuing */
static void flush_events(void)
{
MSG msg;
int diff = 200;
int min_timeout = 100;
DWORD time = GetTickCount() + diff;
while (diff > 0)
{
if (MsgWaitForMultipleObjects( 0, NULL, FALSE, min_timeout, QS_ALLINPUT ) == WAIT_TIMEOUT) break;
while (PeekMessageA(&msg, 0, 0, 0, PM_REMOVE)) DispatchMessageA(&msg);
diff = time - GetTickCount();
}
}
static IDirect3DDevice8 *create_device(IDirect3D8 *d3d8, HWND focus_window, const struct device_desc *desc)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DDevice8 *device;
DWORD behavior_flags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = focus_window;
present_parameters.Windowed = TRUE;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
if (desc)
{
present_parameters.BackBufferWidth = desc->width;
present_parameters.BackBufferHeight = desc->height;
present_parameters.hDeviceWindow = desc->device_window;
present_parameters.Windowed = !(desc->flags & CREATE_DEVICE_FULLSCREEN);
if (desc->flags & CREATE_DEVICE_LOCKABLE_BACKBUFFER)
present_parameters.Flags |= D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
if (desc->flags & CREATE_DEVICE_SWVP_ONLY)
behavior_flags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
if (desc->flags & CREATE_DEVICE_FPU_PRESERVE)
behavior_flags |= D3DCREATE_FPU_PRESERVE;
}
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
behavior_flags, &present_parameters, &device)))
return device;
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
behavior_flags, &present_parameters, &device)))
return device;
if (desc && desc->flags & CREATE_DEVICE_SWVP_ONLY)
return NULL;
behavior_flags ^= (D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_SOFTWARE_VERTEXPROCESSING);
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
behavior_flags, &present_parameters, &device)))
return device;
return NULL;
}
static HRESULT reset_device(IDirect3DDevice8 *device, const struct device_desc *desc)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = NULL;
present_parameters.Windowed = TRUE;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
if (desc)
{
present_parameters.BackBufferWidth = desc->width;
present_parameters.BackBufferHeight = desc->height;
present_parameters.hDeviceWindow = desc->device_window;
present_parameters.Windowed = !(desc->flags & CREATE_DEVICE_FULLSCREEN);
}
return IDirect3DDevice8_Reset(device, &present_parameters);
}
#define CHECK_CALL(r,c,d,rc) \
if (SUCCEEDED(r)) {\
int tmp1 = get_refcount( (IUnknown *)d ); \
int rc_new = rc; \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
} else {\
trace("%s failed: %#08x\n", c, r); \
}
#define CHECK_RELEASE(obj,d,rc) \
if (obj) { \
int tmp1, rc_new = rc; \
IUnknown_Release( (IUnknown*)obj ); \
tmp1 = get_refcount( (IUnknown *)d ); \
ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
}
#define CHECK_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = get_refcount( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_RELEASE_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_Release( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_ADDREF_REFCOUNT(obj,rc) \
{ \
int rc_new = rc; \
int count = IUnknown_AddRef( (IUnknown *)obj ); \
ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
}
#define CHECK_SURFACE_CONTAINER(obj,iid,expected) \
{ \
void *container_ptr = (void *)0x1337c0d3; \
hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \
ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \
"Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \
if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \
}
static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT height, UINT count)
{
IDirect3DBaseTexture8* texture = NULL;
HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
if (SUCCEEDED(hr)) {
DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture);
ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
} else
trace("CreateTexture failed: %#08x\n", hr);
if (texture) IDirect3DBaseTexture8_Release( texture );
}
static void test_mipmap_levels(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
check_mipmap_levels(device, 32, 32, 6);
check_mipmap_levels(device, 256, 1, 9);
check_mipmap_levels(device, 1, 256, 9);
check_mipmap_levels(device, 1, 1, 1);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_swapchain(void)
{
IDirect3DSwapChain8 *swapchain1;
IDirect3DSwapChain8 *swapchain2;
IDirect3DSwapChain8 *swapchain3;
IDirect3DSurface8 *backbuffer, *stereo_buffer;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window, window2;
HRESULT hr;
struct device_desc device_desc;
window = create_window();
ok(!!window, "Failed to create a window.\n");
window2 = create_window();
ok(!!window2, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
backbuffer = (void *)0xdeadbeef;
/* IDirect3DDevice8::GetBackBuffer crashes if a NULL output pointer is passed. */
hr = IDirect3DDevice8_GetBackBuffer(device, 1, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!backbuffer, "The back buffer pointer is %p, expected NULL.\n", backbuffer);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
IDirect3DSurface8_Release(backbuffer);
/* The back buffer type value is ignored. */
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
/* Create a bunch of swapchains */
d3dpp.BackBufferCount = 0;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
d3dpp.BackBufferCount = 1;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain2);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
d3dpp.BackBufferCount = 2;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain3);
ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
if(SUCCEEDED(hr)) {
/* Swapchain 3, created with backbuffercount 2 */
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, NULL);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
/* The back buffer type value is ignored. */
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr);
ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer);
IDirect3DSurface8_Release(stereo_buffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
}
/* Check the back buffers of the swapchains */
/* Swapchain 1, created with backbuffercount 0 */
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr);
ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr);
if(backbuffer) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
/* Swapchain 2 - created with backbuffercount 1 */
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr);
ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef;
hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer);
ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
IDirect3DSwapChain8_Release(swapchain3);
IDirect3DSwapChain8_Release(swapchain2);
IDirect3DSwapChain8_Release(swapchain1);
d3dpp.Windowed = FALSE;
d3dpp.hDeviceWindow = window;
d3dpp.BackBufferCount = 1;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
d3dpp.hDeviceWindow = window2;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.device_window = window;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
d3dpp.hDeviceWindow = window;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
d3dpp.hDeviceWindow = window2;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
d3dpp.Windowed = TRUE;
d3dpp.hDeviceWindow = window;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
d3dpp.hDeviceWindow = window2;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window2);
DestroyWindow(window);
}
static void test_refcount(void)
{
IDirect3DVertexBuffer8 *pVertexBuffer = NULL;
IDirect3DIndexBuffer8 *pIndexBuffer = NULL;
DWORD dVertexShader = -1;
DWORD dPixelShader = -1;
IDirect3DCubeTexture8 *pCubeTexture = NULL;
IDirect3DTexture8 *pTexture = NULL;
IDirect3DVolumeTexture8 *pVolumeTexture = NULL;
IDirect3DVolume8 *pVolumeLevel = NULL;
IDirect3DSurface8 *pStencilSurface = NULL;
IDirect3DSurface8 *pImageSurface = NULL;
IDirect3DSurface8 *pRenderTarget = NULL;
IDirect3DSurface8 *pRenderTarget2 = NULL;
IDirect3DSurface8 *pRenderTarget3 = NULL;
IDirect3DSurface8 *pTextureLevel = NULL;
IDirect3DSurface8 *pBackBuffer = NULL;
DWORD dStateBlock = -1;
IDirect3DSwapChain8 *pSwapChain = NULL;
D3DCAPS8 caps;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice8 *device = NULL;
ULONG refcount = 0, tmp;
IDirect3D8 *d3d, *d3d2;
HWND window;
HRESULT hr;
DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */
D3DVSD_END()
};
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
CHECK_REFCOUNT(d3d, 1);
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
IDirect3DDevice8_GetDeviceCaps(device, &caps);
refcount = get_refcount((IUnknown *)device);
ok(refcount == 1, "Invalid device RefCount %d\n", refcount);
CHECK_REFCOUNT(d3d, 2);
hr = IDirect3DDevice8_GetDirect3D(device, &d3d2);
CHECK_CALL(hr, "GetDirect3D", device, refcount);
ok(d3d2 == d3d, "Expected IDirect3D8 pointers to be equal.\n");
CHECK_REFCOUNT(d3d, 3);
CHECK_RELEASE_REFCOUNT(d3d, 2);
/**
* Check refcount of implicit surfaces. Findings:
* - the container is the device
* - they hold a reference to the device
* - they are created with a refcount of 0 (Get/Release returns original refcount)
* - they are not freed if refcount reaches 0.
* - the refcount is not forwarded to the container.
*/
hr = IDirect3DDevice8_GetRenderTarget(device, &pRenderTarget);
CHECK_CALL(hr, "GetRenderTarget", device, ++refcount);
if (pRenderTarget)
{
CHECK_SURFACE_CONTAINER(pRenderTarget, IID_IDirect3DDevice8, device);
CHECK_REFCOUNT(pRenderTarget, 1);
CHECK_ADDREF_REFCOUNT(pRenderTarget, 2);
CHECK_REFCOUNT(device, refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(device, refcount);
hr = IDirect3DDevice8_GetRenderTarget(device, &pRenderTarget);
CHECK_CALL(hr, "GetRenderTarget", device, refcount);
CHECK_REFCOUNT(pRenderTarget, 2);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
CHECK_REFCOUNT(device, --refcount);
/* The render target is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pRenderTarget, 1);
CHECK_REFCOUNT(device, ++refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
CHECK_REFCOUNT(device, --refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
}
/* Render target and back buffer are identical. */
hr = IDirect3DDevice8_GetBackBuffer(device, 0, 0, &pBackBuffer);
CHECK_CALL(hr, "GetBackBuffer", device, ++refcount);
if (pBackBuffer)
{
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n",
pRenderTarget, pBackBuffer);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
pBackBuffer = NULL;
}
CHECK_REFCOUNT(device, --refcount);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &pStencilSurface);
CHECK_CALL(hr, "GetDepthStencilSurface", device, ++refcount);
if (pStencilSurface)
{
CHECK_SURFACE_CONTAINER(pStencilSurface, IID_IDirect3DDevice8, device);
CHECK_REFCOUNT(pStencilSurface, 1);
CHECK_ADDREF_REFCOUNT(pStencilSurface, 2);
CHECK_REFCOUNT(device, refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(device, refcount);
CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
CHECK_REFCOUNT(device, --refcount);
/* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pStencilSurface, 1);
CHECK_REFCOUNT(device, ++refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
CHECK_REFCOUNT(device, --refcount);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
pStencilSurface = NULL;
}
/* Buffers */
hr = IDirect3DDevice8_CreateIndexBuffer(device, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer);
CHECK_CALL(hr, "CreateIndexBuffer", device, ++refcount);
if(pIndexBuffer)
{
tmp = get_refcount( (IUnknown *)pIndexBuffer );
hr = IDirect3DDevice8_SetIndices(device, pIndexBuffer, 0);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
hr = IDirect3DDevice8_SetIndices(device, NULL, 0);
CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer);
CHECK_CALL(hr, "CreateVertexBuffer", device, ++refcount);
if(pVertexBuffer)
{
IDirect3DVertexBuffer8 *pVBuf = (void*)~0;
UINT stride = ~0;
tmp = get_refcount( (IUnknown *)pVertexBuffer );
hr = IDirect3DDevice8_SetStreamSource(device, 0, pVertexBuffer, 3 * sizeof(float));
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0);
CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
hr = IDirect3DDevice8_GetStreamSource(device, 0, &pVBuf, &stride);
ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n");
ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf);
ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride);
}
/* Shaders */
hr = IDirect3DDevice8_CreateVertexShader(device, decl, simple_vs, &dVertexShader, 0);
CHECK_CALL(hr, "CreateVertexShader", device, refcount);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
{
hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &dPixelShader);
CHECK_CALL(hr, "CreatePixelShader", device, refcount);
}
/* Textures */
hr = IDirect3DDevice8_CreateTexture(device, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture);
CHECK_CALL(hr, "CreateTexture", device, ++refcount);
if (pTexture)
{
tmp = get_refcount( (IUnknown *)pTexture );
/* SetTexture should not increase refcounts */
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) pTexture);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
CHECK_CALL( hr, "SetTexture", pTexture, tmp);
/* This should not increment device refcount */
hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
CHECK_CALL(hr, "GetSurfaceLevel", device, refcount);
/* But should increment texture's refcount */
CHECK_REFCOUNT( pTexture, tmp+1 );
/* Because the texture and surface refcount are identical */
if (pTextureLevel)
{
CHECK_REFCOUNT ( pTextureLevel, tmp+1 );
CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 );
CHECK_REFCOUNT ( pTexture , tmp+2 );
CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 );
CHECK_REFCOUNT ( pTexture , tmp+1 );
CHECK_RELEASE_REFCOUNT( pTexture , tmp );
CHECK_REFCOUNT ( pTextureLevel, tmp );
}
}
if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
{
hr = IDirect3DDevice8_CreateCubeTexture(device, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture);
CHECK_CALL(hr, "CreateCubeTexture", device, ++refcount);
}
else
{
skip("Cube textures not supported\n");
}
if(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)
{
hr = IDirect3DDevice8_CreateVolumeTexture(device, 32, 32, 2, 0, 0,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture);
CHECK_CALL(hr, "CreateVolumeTexture", device, ++refcount);
}
else
{
skip("Volume textures not supported\n");
}
if (pVolumeTexture)
{
tmp = get_refcount( (IUnknown *)pVolumeTexture );
/* This should not increment device refcount */
hr = IDirect3DVolumeTexture8_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel);
CHECK_CALL(hr, "GetVolumeLevel", device, refcount);
/* But should increment volume texture's refcount */
CHECK_REFCOUNT( pVolumeTexture, tmp+1 );
/* Because the volume texture and volume refcount are identical */
if (pVolumeLevel)
{
CHECK_REFCOUNT ( pVolumeLevel , tmp+1 );
CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+2 );
CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 );
CHECK_REFCOUNT ( pVolumeTexture, tmp+1 );
CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp );
CHECK_REFCOUNT ( pVolumeLevel , tmp );
}
}
/* Surfaces */
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 32, 32,
D3DFMT_D16, D3DMULTISAMPLE_NONE, &pStencilSurface);
CHECK_CALL(hr, "CreateDepthStencilSurface", device, ++refcount);
CHECK_REFCOUNT( pStencilSurface, 1);
hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32,
D3DFMT_X8R8G8B8, &pImageSurface);
CHECK_CALL(hr, "CreateImageSurface", device, ++refcount);
CHECK_REFCOUNT( pImageSurface, 1);
hr = IDirect3DDevice8_CreateRenderTarget(device, 32, 32,
D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget3);
CHECK_CALL(hr, "CreateRenderTarget", device, ++refcount);
CHECK_REFCOUNT( pRenderTarget3, 1);
/* Misc */
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &dStateBlock);
CHECK_CALL(hr, "CreateStateBlock", device, refcount);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &pSwapChain);
CHECK_CALL(hr, "CreateAdditionalSwapChain", device, ++refcount);
if(pSwapChain)
{
/* check implicit back buffer */
hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer);
CHECK_CALL(hr, "GetBackBuffer", device, ++refcount);
CHECK_REFCOUNT( pSwapChain, 1);
if(pBackBuffer)
{
CHECK_SURFACE_CONTAINER(pBackBuffer, IID_IDirect3DDevice8, device);
CHECK_REFCOUNT( pBackBuffer, 1);
CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
CHECK_REFCOUNT(device, --refcount);
/* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */
CHECK_ADDREF_REFCOUNT(pBackBuffer, 1);
CHECK_REFCOUNT(device, ++refcount);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
CHECK_REFCOUNT(device, --refcount);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
pBackBuffer = NULL;
}
CHECK_REFCOUNT( pSwapChain, 1);
}
if(pVertexBuffer)
{
BYTE *data;
/* Vertex buffers can be locked multiple times */
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr);
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr);
}
/* The implicit render target is not freed if refcount reaches 0.
* Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/
hr = IDirect3DDevice8_GetRenderTarget(device, &pRenderTarget2);
CHECK_CALL(hr, "GetRenderTarget", device, ++refcount);
if (pRenderTarget2)
{
CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n",
pRenderTarget, pRenderTarget2);
CHECK_REFCOUNT(device, --refcount);
CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
pRenderTarget2 = NULL;
}
pRenderTarget = NULL;
cleanup:
CHECK_RELEASE(device, device, --refcount);
/* Buffers */
CHECK_RELEASE(pVertexBuffer, device, --refcount);
CHECK_RELEASE(pIndexBuffer, device, --refcount);
/* Shaders */
if (dVertexShader != ~0u)
IDirect3DDevice8_DeleteVertexShader(device, dVertexShader);
if (dPixelShader != ~0u)
IDirect3DDevice8_DeletePixelShader(device, dPixelShader);
/* Textures */
CHECK_RELEASE(pTexture, device, --refcount);
CHECK_RELEASE(pCubeTexture, device, --refcount);
CHECK_RELEASE(pVolumeTexture, device, --refcount);
/* Surfaces */
CHECK_RELEASE(pStencilSurface, device, --refcount);
CHECK_RELEASE(pImageSurface, device, --refcount);
CHECK_RELEASE(pRenderTarget3, device, --refcount);
/* Misc */
if (dStateBlock != ~0u)
IDirect3DDevice8_DeleteStateBlock(device, dStateBlock);
/* This will destroy device - cannot check the refcount here */
if (pSwapChain)
CHECK_RELEASE_REFCOUNT(pSwapChain, 0);
CHECK_RELEASE_REFCOUNT(d3d, 0);
DestroyWindow(window);
}
static void test_checkdevicemultisampletype(void)
{
IDirect3D8 *d3d;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES) == D3DERR_NOTAVAILABLE)
{
skip("Multisampling not supported for D3DFMT_X8R8G8B8, skipping test.\n");
goto cleanup;
}
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_UNKNOWN, TRUE, D3DMULTISAMPLE_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
65536, TRUE, D3DMULTISAMPLE_NONE);
todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_NONE);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, FALSE, D3DMULTISAMPLE_NONE);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES);
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
/* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_15_SAMPLES);
ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, 65536);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_DXT5, TRUE, D3DMULTISAMPLE_2_SAMPLES);
ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_invalid_multisample(void)
{
IDirect3DDevice8 *device;
IDirect3DSurface8 *rt;
IDirect3D8 *d3d;
BOOL available;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
available = SUCCEEDED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES));
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128,
D3DFMT_X8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt);
if (available)
{
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
IDirect3DSurface8_Release(rt);
}
else
{
ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr);
}
/* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */
available = SUCCEEDED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_15_SAMPLES));
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128,
D3DFMT_X8R8G8B8, D3DMULTISAMPLE_15_SAMPLES, FALSE, &rt);
if (available)
{
ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
IDirect3DSurface8_Release(rt);
}
else
{
ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_cursor(void)
{
HMODULE user32_handle = GetModuleHandleA("user32.dll");
IDirect3DSurface8 *cursor = NULL;
IDirect3DDevice8 *device;
CURSORINFO info;
IDirect3D8 *d3d;
ULONG refcount;
HCURSOR cur;
HWND window;
HRESULT hr;
BOOL ret;
pGetCursorInfo = (void *)GetProcAddress(user32_handle, "GetCursorInfo");
if (!pGetCursorInfo)
{
win_skip("GetCursorInfo is not available\n");
return;
}
window = create_window();
ok(!!window, "Failed to create a window.\n");
ret = SetCursorPos(50, 50);
ok(ret, "Failed to set cursor position.\n");
flush_events();
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
cur = info.hCursor;
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor);
ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr);
/* Initially hidden */
ret = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(!ret, "IDirect3DDevice8_ShowCursor returned %d\n", ret);
/* Not enabled without a surface*/
ret = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(!ret, "IDirect3DDevice8_ShowCursor returned %d\n", ret);
/* Fails */
hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, NULL);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr);
hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor);
ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr);
IDirect3DSurface8_Release(cursor);
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
/* Still hidden */
ret = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(!ret, "IDirect3DDevice8_ShowCursor returned %d\n", ret);
/* Enabled now*/
ret = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(ret, "IDirect3DDevice8_ShowCursor returned %d\n", ret);
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor != cur, "The cursor handle is %p\n", info.hCursor);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static const POINT *expect_pos;
static LRESULT CALLBACK test_cursor_proc(HWND window, UINT message, WPARAM wparam, LPARAM lparam)
{
if (message == WM_MOUSEMOVE)
{
if (expect_pos && expect_pos->x && expect_pos->y)
{
POINT p = {GET_X_LPARAM(lparam), GET_Y_LPARAM(lparam)};
ClientToScreen(window, &p);
if (expect_pos->x == p.x && expect_pos->y == p.y)
++expect_pos;
}
}
return DefWindowProcA(window, message, wparam, lparam);
}
static void test_cursor_pos(void)
{
IDirect3DSurface8 *cursor;
IDirect3DDevice8 *device;
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
UINT refcount;
HWND window;
HRESULT hr;
BOOL ret;
/* Note that we don't check for movement we're not supposed to receive.
* That's because it's hard to distinguish from the user accidentally
* moving the mouse. */
static const POINT points[] =
{
{50, 50},
{75, 75},
{100, 100},
{125, 125},
{150, 150},
{125, 125},
{150, 150},
{150, 150},
{0, 0},
};
wc.lpfnWndProc = test_cursor_proc;
wc.lpszClassName = "d3d8_test_cursor_wc";
ok(RegisterClassA(&wc), "Failed to register window class.\n");
window = CreateWindowA("d3d8_test_cursor_wc", "d3d8_test", WS_POPUP | WS_SYSMENU,
0, 0, 320, 240, NULL, NULL, NULL, NULL);
ShowWindow(window, SW_SHOW);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor);
ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor);
ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#x.\n", hr);
IDirect3DSurface8_Release(cursor);
ret = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(!ret, "Failed to show cursor, hr %#x.\n", ret);
flush_events();
expect_pos = points;
ret = SetCursorPos(50, 50);
ok(ret, "Failed to set cursor position.\n");
flush_events();
IDirect3DDevice8_SetCursorPosition(device, 75, 75, 0);
flush_events();
/* SetCursorPosition() eats duplicates. */
IDirect3DDevice8_SetCursorPosition(device, 75, 75, 0);
flush_events();
ret = SetCursorPos(100, 100);
ok(ret, "Failed to set cursor position.\n");
flush_events();
/* Even if the position was set with SetCursorPos(). */
IDirect3DDevice8_SetCursorPosition(device, 100, 100, 0);
flush_events();
IDirect3DDevice8_SetCursorPosition(device, 125, 125, 0);
flush_events();
ret = SetCursorPos(150, 150);
ok(ret, "Failed to set cursor position.\n");
flush_events();
IDirect3DDevice8_SetCursorPosition(device, 125, 125, 0);
flush_events();
IDirect3DDevice8_SetCursorPosition(device, 150, 150, 0);
flush_events();
/* SetCursorPos() doesn't. */
ret = SetCursorPos(150, 150);
ok(ret, "Failed to set cursor position.\n");
flush_events();
ok(!expect_pos->x && !expect_pos->y, "Didn't receive MOUSEMOVE %u (%d, %d).\n",
(unsigned)(expect_pos - points), expect_pos->x, expect_pos->y);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
DestroyWindow(window);
UnregisterClassA("d3d8_test_cursor_wc", GetModuleHandleA(NULL));
IDirect3D8_Release(d3d8);
}
static void test_states(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_shader_versions(void)
{
IDirect3D8 *d3d;
D3DCAPS8 caps;
HRESULT hr;
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetDeviceCaps(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps);
ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get device caps, hr %#x.\n", hr);
IDirect3D8_Release(d3d);
if (FAILED(hr))
{
skip("No Direct3D support, skipping test.\n");
return;
}
ok(caps.VertexShaderVersion <= D3DVS_VERSION(1,1),
"Got unexpected VertexShaderVersion %#x.\n", caps.VertexShaderVersion);
ok(caps.PixelShaderVersion <= D3DPS_VERSION(1,4),
"Got unexpected PixelShaderVersion %#x.\n", caps.PixelShaderVersion);
}
static void test_display_formats(void)
{
D3DDEVTYPE device_type = D3DDEVTYPE_HAL;
unsigned int backbuffer, display;
unsigned int windowed, i;
D3DDISPLAYMODE mode;
IDirect3D8 *d3d8;
BOOL should_pass;
BOOL has_modes;
HRESULT hr;
static const struct
{
const char *name;
D3DFORMAT format;
D3DFORMAT alpha_format;
BOOL display;
BOOL windowed;
}
formats[] =
{
{"D3DFMT_R5G6B5", D3DFMT_R5G6B5, 0, TRUE, TRUE},
{"D3DFMT_X1R5G5B5", D3DFMT_X1R5G5B5, D3DFMT_A1R5G5B5, TRUE, TRUE},
{"D3DFMT_A1R5G5B5", D3DFMT_A1R5G5B5, D3DFMT_A1R5G5B5, FALSE, FALSE},
{"D3DFMT_X8R8G8B8", D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, TRUE, TRUE},
{"D3DFMT_A8R8G8B8", D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE, FALSE},
{"D3DFMT_UNKNOWN", D3DFMT_UNKNOWN, 0, FALSE, FALSE},
};
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
for (display = 0; display < ARRAY_SIZE(formats); ++display)
{
for (i = 0, has_modes = FALSE; SUCCEEDED(IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &mode)); ++i)
{
if (mode.Format == formats[display].format)
{
has_modes = TRUE;
break;
}
}
for (windowed = 0; windowed <= 1; ++windowed)
{
for (backbuffer = 0; backbuffer < ARRAY_SIZE(formats); ++backbuffer)
{
should_pass = FALSE;
if (formats[display].display && (formats[display].windowed || !windowed) && (has_modes || windowed))
{
D3DFORMAT backbuffer_format;
if (windowed && formats[backbuffer].format == D3DFMT_UNKNOWN)
backbuffer_format = formats[display].format;
else
backbuffer_format = formats[backbuffer].format;
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, device_type, formats[display].format,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, backbuffer_format);
should_pass = (hr == D3D_OK) && (formats[display].format == formats[backbuffer].format
|| (formats[display].alpha_format
&& formats[display].alpha_format == formats[backbuffer].alpha_format));
}
hr = IDirect3D8_CheckDeviceType(d3d8, D3DADAPTER_DEFAULT, device_type,
formats[display].format, formats[backbuffer].format, windowed);
ok(SUCCEEDED(hr) == should_pass || broken(SUCCEEDED(hr) && !has_modes) /* Win8 64-bit */,
"Got unexpected hr %#x for %s / %s, windowed %#x, should_pass %#x.\n",
hr, formats[display].name, formats[backbuffer].name, windowed, should_pass);
}
}
}
IDirect3D8_Release(d3d8);
}
/* Test adapter display modes */
static void test_display_modes(void)
{
UINT max_modes, i;
D3DDISPLAYMODE dmode;
IDirect3D8 *d3d;
HRESULT res;
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
max_modes = IDirect3D8_GetAdapterModeCount(d3d, D3DADAPTER_DEFAULT);
ok(max_modes > 0 ||
broken(max_modes == 0), /* VMware */
"GetAdapterModeCount(D3DADAPTER_DEFAULT) returned 0!\n");
for (i = 0; i < max_modes; ++i)
{
res = IDirect3D8_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, i, &dmode);
ok(res==D3D_OK, "EnumAdapterModes returned %#08x for mode %u!\n", res, i);
if(res != D3D_OK)
continue;
ok(dmode.Format==D3DFMT_X8R8G8B8 || dmode.Format==D3DFMT_R5G6B5,
"Unexpected display mode returned for mode %u: %#x\n", i , dmode.Format);
}
IDirect3D8_Release(d3d);
}
struct mode
{
unsigned int w;
unsigned int h;
};
static int compare_mode(const void *a, const void *b)
{
const struct mode *mode_a = a;
const struct mode *mode_b = b;
unsigned int w = mode_a->w - mode_b->w;
unsigned int h = mode_a->h - mode_b->h;
return abs(w) >= abs(h) ? -w : -h;
}
static void test_reset(void)
{
UINT width, orig_width = GetSystemMetrics(SM_CXSCREEN);
UINT height, orig_height = GetSystemMetrics(SM_CYSCREEN);
IDirect3DDevice8 *device1 = NULL;
IDirect3DDevice8 *device2 = NULL;
struct device_desc device_desc;
D3DDISPLAYMODE d3ddm, d3ddm2;
D3DSURFACE_DESC surface_desc;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DSurface8 *surface;
IDirect3DTexture8 *texture;
IDirect3DVertexBuffer8 *vb;
IDirect3DIndexBuffer8 *ib;
UINT adapter_mode_count;
D3DLOCKED_RECT lockrect;
UINT mode_count = 0;
DEVMODEW devmode;
IDirect3D8 *d3d8;
RECT winrect, client_rect;
D3DVIEWPORT8 vp;
D3DCAPS8 caps;
DWORD shader;
DWORD value;
HWND window;
HRESULT hr;
LONG ret;
UINT i;
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT4),
D3DVSD_END(),
};
struct mode *modes = NULL;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm);
ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr);
adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT);
modes = HeapAlloc(GetProcessHeap(), 0, sizeof(*modes) * adapter_mode_count);
for (i = 0; i < adapter_mode_count; ++i)
{
UINT j;
memset(&d3ddm2, 0, sizeof(d3ddm2));
hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm2);
ok(SUCCEEDED(hr), "EnumAdapterModes failed, hr %#x.\n", hr);
if (d3ddm2.Format != d3ddm.Format)
continue;
for (j = 0; j < mode_count; ++j)
{
if (modes[j].w == d3ddm2.Width && modes[j].h == d3ddm2.Height)
break;
}
if (j == mode_count)
{
modes[j].w = d3ddm2.Width;
modes[j].h = d3ddm2.Height;
++mode_count;
}
/* We use them as invalid modes. */
if ((d3ddm2.Width == 801 && d3ddm2.Height == 600)
|| (d3ddm2.Width == 32 && d3ddm2.Height == 32))
{
skip("This system supports a screen resolution of %dx%d, not running mode tests.\n",
d3ddm2.Width, d3ddm2.Height);
goto cleanup;
}
}
if (mode_count < 2)
{
skip("Less than 2 modes supported, skipping mode tests.\n");
goto cleanup;
}
/* Prefer higher resolutions. */
qsort(modes, mode_count, sizeof(*modes), compare_mode);
i = 0;
if (modes[i].w == orig_width && modes[i].h == orig_height) ++i;
device_desc.width = modes[i].w;
device_desc.height = modes[i].h;
device_desc.device_window = window;
device_desc.flags = CREATE_DEVICE_FULLSCREEN | CREATE_DEVICE_SWVP_ONLY;
if (!(device1 = create_device(d3d8, window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto cleanup;
}
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
/* This skips the test on testbot Win 8 VMs. */
if (hr == D3DERR_DEVICELOST)
{
skip("Device is lost.\n");
goto cleanup;
}
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device1, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[i].w, "Screen width is %u, expected %u.\n", width, modes[i].w);
ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h);
hr = IDirect3DDevice8_GetViewport(device1, &vp);
ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr);
ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y);
ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w);
ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
i = 1;
vp.X = 10;
vp.Y = 20;
vp.Width = modes[i].w / 2;
vp.Height = modes[i].h / 2;
vp.MinZ = 0.2f;
vp.MaxZ = 0.3f;
hr = IDirect3DDevice8_SetViewport(device1, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value);
hr = IDirect3DDevice8_SetRenderState(device1, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = modes[i].w;
d3dpp.BackBufferHeight = modes[i].h;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value);
memset(&vp, 0, sizeof(vp));
hr = IDirect3DDevice8_GetViewport(device1, &vp);
ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr);
ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y);
ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w);
ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[i].w, "Screen width is %u, expected %u.\n", width, modes[i].w);
ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr);
ok(surface_desc.Width == modes[i].w, "Back buffer width is %u, expected %u.\n",
surface_desc.Width, modes[i].w);
ok(surface_desc.Height == modes[i].h, "Back buffer height is %u, expected %u.\n",
surface_desc.Height, modes[i].h);
IDirect3DSurface8_Release(surface);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = 400;
d3dpp.BackBufferHeight = 300;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
memset(&vp, 0, sizeof(vp));
hr = IDirect3DDevice8_GetViewport(device1, &vp);
ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr);
ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y);
ok(vp.Width == 400, "D3DVIEWPORT->Width = %u, expected 400.\n", vp.Width);
ok(vp.Height == 300, "D3DVIEWPORT->Height = %u, expected 300.\n", vp.Height);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == orig_width, "Screen width is %u, expected %u.\n", width, orig_width);
ok(height == orig_height, "Screen height is %u, expected %u.\n", height, orig_height);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr);
ok(surface_desc.Width == 400, "Back buffer width is %u, expected 400.\n",
surface_desc.Width);
ok(surface_desc.Height == 300, "Back buffer height is %u, expected 300.\n",
surface_desc.Height);
IDirect3DSurface8_Release(surface);
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = modes[1].w;
devmode.dmPelsHeight = modes[1].h;
ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[1].w, "Screen width is %u, expected %u.\n", width, modes[1].w);
ok(height == modes[1].h, "Screen height is %u, expected %u.\n", height, modes[1].h);
d3dpp.BackBufferWidth = 500;
d3dpp.BackBufferHeight = 400;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == modes[1].w, "Screen width is %u, expected %u.\n", width, modes[1].w);
ok(height == modes[1].h, "Screen height is %u, expected %u.\n", height, modes[1].h);
ZeroMemory(&vp, sizeof(vp));
hr = IDirect3DDevice8_GetViewport(device1, &vp);
ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr);
ok(vp.X == 0, "D3DVIEWPORT->X = %d.\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %d.\n", vp.Y);
ok(vp.Width == 500, "D3DVIEWPORT->Width = %d.\n", vp.Width);
ok(vp.Height == 400, "D3DVIEWPORT->Height = %d.\n", vp.Height);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f.\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f.\n", vp.MaxZ);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr);
ok(surface_desc.Width == 500, "Back buffer width is %u, expected 500.\n",
surface_desc.Width);
ok(surface_desc.Height == 400, "Back buffer height is %u, expected 400.\n",
surface_desc.Height);
IDirect3DSurface8_Release(surface);
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = orig_width;
devmode.dmPelsHeight = orig_height;
ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret);
width = GetSystemMetrics(SM_CXSCREEN);
height = GetSystemMetrics(SM_CYSCREEN);
ok(width == orig_width, "Got screen width %u, expected %u.\n", width, orig_width);
ok(height == orig_height, "Got screen height %u, expected %u.\n", height, orig_height);
winrect.left = 0;
winrect.top = 0;
winrect.right = 200;
winrect.bottom = 150;
ok(AdjustWindowRect(&winrect, WS_OVERLAPPEDWINDOW, FALSE), "AdjustWindowRect failed\n");
ok(SetWindowPos(window, NULL, 0, 0,
winrect.right-winrect.left,
winrect.bottom-winrect.top,
SWP_NOMOVE|SWP_NOZORDER),
"SetWindowPos failed\n");
/* Windows 10 gives us a different size than we requested with some DPI scaling settings (e.g. 172%). */
GetClientRect(window, &client_rect);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = 0;
d3dpp.BackBufferHeight = 0;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
ok(!d3dpp.BackBufferWidth, "Got unexpected BackBufferWidth %u.\n", d3dpp.BackBufferWidth);
ok(!d3dpp.BackBufferHeight, "Got unexpected BackBufferHeight %u.\n", d3dpp.BackBufferHeight);
ok(d3dpp.BackBufferFormat == d3ddm.Format, "Got unexpected BackBufferFormat %#x, expected %#x.\n",
d3dpp.BackBufferFormat, d3ddm.Format);
ok(d3dpp.BackBufferCount == 1, "Got unexpected BackBufferCount %u.\n", d3dpp.BackBufferCount);
ok(!d3dpp.MultiSampleType, "Got unexpected MultiSampleType %u.\n", d3dpp.MultiSampleType);
ok(d3dpp.SwapEffect == D3DSWAPEFFECT_DISCARD, "Got unexpected SwapEffect %#x.\n", d3dpp.SwapEffect);
ok(!d3dpp.hDeviceWindow, "Got unexpected hDeviceWindow %p.\n", d3dpp.hDeviceWindow);
ok(d3dpp.Windowed, "Got unexpected Windowed %#x.\n", d3dpp.Windowed);
ok(!d3dpp.EnableAutoDepthStencil, "Got unexpected EnableAutoDepthStencil %#x.\n", d3dpp.EnableAutoDepthStencil);
ok(!d3dpp.AutoDepthStencilFormat, "Got unexpected AutoDepthStencilFormat %#x.\n", d3dpp.AutoDepthStencilFormat);
ok(!d3dpp.Flags, "Got unexpected Flags %#x.\n", d3dpp.Flags);
ok(!d3dpp.FullScreen_RefreshRateInHz, "Got unexpected FullScreen_RefreshRateInHz %u.\n",
d3dpp.FullScreen_RefreshRateInHz);
ok(!d3dpp.FullScreen_PresentationInterval, "Got unexpected FullScreen_PresentationInterval %#x.\n",
d3dpp.FullScreen_PresentationInterval);
memset(&vp, 0, sizeof(vp));
hr = IDirect3DDevice8_GetViewport(device1, &vp);
ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X);
ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y);
ok(vp.Width == client_rect.right, "D3DVIEWPORT->Width = %d, expected %d\n",
vp.Width, client_rect.right);
ok(vp.Height == client_rect.bottom, "D3DVIEWPORT->Height = %d, expected %d\n",
vp.Height, client_rect.bottom);
ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ);
ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
}
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr);
ok(surface_desc.Format == d3ddm.Format, "Got unexpected Format %#x, expected %#x.\n",
surface_desc.Format, d3ddm.Format);
ok(!surface_desc.MultiSampleType, "Got unexpected MultiSampleType %u.\n", d3dpp.MultiSampleType);
ok(surface_desc.Width == client_rect.right,
"Back buffer width is %u, expected %d.\n", surface_desc.Width, client_rect.right);
ok(surface_desc.Height == client_rect.bottom,
"Back buffer height is %u, expected %d.\n", surface_desc.Height, client_rect.bottom);
IDirect3DSurface8_Release(surface);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.BackBufferWidth = 400;
d3dpp.BackBufferHeight = 300;
d3dpp.BackBufferFormat = d3ddm.Format;
/* Reset fails if there is a resource in the default pool. */
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET);
IDirect3DTexture8_Release(texture);
/* Reset again to get the device out of the lost state. */
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)
{
IDirect3DVolumeTexture8 *volume_texture;
hr = IDirect3DDevice8_CreateVolumeTexture(device1, 16, 16, 4, 1, 0,
D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &volume_texture);
ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n",
hr, D3DERR_DEVICENOTRESET);
IDirect3DVolumeTexture8_Release(volume_texture);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
}
else
{
skip("Volume textures not supported.\n");
}
/* Scratch, sysmem and managed pool resources are fine. */
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateVertexBuffer(device1, 16, 0,
D3DFVF_XYZ, D3DPOOL_SYSTEMMEM, &vb);
ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(vb);
hr = IDirect3DDevice8_CreateIndexBuffer(device1, 16, 0,
D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib);
ok(hr == D3D_OK, "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr);
IDirect3DIndexBuffer8_Release(ib);
/* The depth stencil should get reset to the auto depth stencil when present. */
hr = IDirect3DDevice8_SetRenderTarget(device1, NULL, NULL);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND);
ok(!surface, "Depth / stencil buffer should be NULL.\n");
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
ok(!!surface, "Depth / stencil buffer should not be NULL.\n");
if (surface) IDirect3DSurface8_Release(surface);
d3dpp.EnableAutoDepthStencil = FALSE;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND);
ok(!surface, "Depth / stencil buffer should be NULL.\n");
/* Will a sysmem or scratch resource survive while locked? */
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
IDirect3DTexture8_UnlockRect(texture, 0);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
IDirect3DTexture8_UnlockRect(texture, 0);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &texture);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
/* A reference held to an implicit surface causes failures as well. */
hr = IDirect3DDevice8_GetBackBuffer(device1, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
/* Shaders are fine as well. */
hr = IDirect3DDevice8_CreateVertexShader(device1, decl, simple_vs, &shader, 0);
ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device1, shader);
ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#x.\n", hr);
/* Try setting invalid modes. */
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 32;
d3dpp.BackBufferHeight = 32;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 801;
d3dpp.BackBufferHeight = 600;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 0;
d3dpp.BackBufferHeight = 0;
d3dpp.BackBufferFormat = d3ddm.Format;
hr = IDirect3DDevice8_Reset(device1, &d3dpp);
ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET);
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm);
ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = FALSE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device2);
if (FAILED(hr))
{
skip("Failed to create device, hr %#x.\n", hr);
goto cleanup;
}
hr = IDirect3DDevice8_TestCooperativeLevel(device2);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr);
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = 400;
d3dpp.BackBufferHeight = 300;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device2, &d3dpp);
ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr);
if (FAILED(hr))
goto cleanup;
hr = IDirect3DDevice8_GetDepthStencilSurface(device2, &surface);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
ok(!!surface, "Depth / stencil buffer should not be NULL.\n");
if (surface)
IDirect3DSurface8_Release(surface);
cleanup:
HeapFree(GetProcessHeap(), 0, modes);
if (device2)
IDirect3DDevice8_Release(device2);
if (device1)
IDirect3DDevice8_Release(device1);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_scene(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
/* Test an EndScene without BeginScene. Should return an error */
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
/* Test a normal BeginScene / EndScene pair, this should work */
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
/* Test another EndScene without having begun a new scene. Should return an error */
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
/* Two nested BeginScene and EndScene calls */
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
/* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_shader(void)
{
DWORD hPixelShader = 0, hVertexShader = 0;
DWORD hPixelShader2 = 0, hVertexShader2 = 0;
DWORD hTempHandle;
D3DCAPS8 caps;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
DWORD data_size;
ULONG refcount;
HWND window;
HRESULT hr;
void *data;
static DWORD dwVertexDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
DWORD decl_normal_float2[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT2), /* D3DVSDE_NORMAL, Register v1 */
D3DVSD_END()
};
DWORD decl_normal_float4[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT4), /* D3DVSDE_NORMAL, Register v1 */
D3DVSD_END()
};
DWORD decl_normal_d3dcolor[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_D3DCOLOR),/* D3DVSDE_NORMAL, Register v1 */
D3DVSD_END()
};
const DWORD vertex_decl_size = sizeof(dwVertexDecl);
const DWORD simple_vs_size = sizeof(simple_vs);
const DWORD simple_ps_size = sizeof(simple_ps);
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
IDirect3DDevice8_GetDeviceCaps(device, &caps);
/* Test setting and retrieving a FVF */
hr = IDirect3DDevice8_SetVertexShader(device, fvf);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle);
ok(SUCCEEDED(hr), "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
ok(hTempHandle == fvf, "Vertex shader %#08x is set, expected %#08x\n", hTempHandle, fvf);
/* First create a vertex shader */
hr = IDirect3DDevice8_SetVertexShader(device, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, simple_vs, &hVertexShader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
/* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */
hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* Assign the shader, then verify that GetVertexShader works */
hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
/* Verify that we can retrieve the declaration */
hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr);
ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned (%#08x), "
"expected D3DERR_INVALIDCALL\n", hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = vertex_decl_size;
hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr);
ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n");
HeapFree(GetProcessHeap(), 0, data);
/* Verify that we can retrieve the shader function */
hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr);
ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size);
data_size = 1;
hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned (%#08x), "
"expected D3DERR_INVALIDCALL\n", hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = simple_vs_size;
hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr);
ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
/* The shader should be unset now */
hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* Test a broken declaration. 3DMark2001 tries to use normals with 2 components
* First try the fixed function shader function, then a custom one
*/
hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, 0, &hVertexShader, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float4, 0, &hVertexShader, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_d3dcolor, 0, &hVertexShader, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, simple_vs, &hVertexShader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
{
/* The same with a pixel shader */
hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
/* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* Assign the shader, then verify that GetPixelShader works */
hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
/* Verify that we can retrieve the shader function */
hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, NULL, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr);
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
data_size = 1;
hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), "
"expected D3DERR_INVALIDCALL\n", hr);
ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
data_size = simple_ps_size;
hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr);
ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
HeapFree(GetProcessHeap(), 0, data);
/* Delete the assigned shader. This is supposed to work */
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
/* The shader should be unset now */
hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
/* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
/* Check for double delete. */
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2);
ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader);
ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
}
else
{
skip("Pixel shaders not supported\n");
}
/* What happens if a non-bound shader is deleted? */
hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader2, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle);
ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
/* Check for double delete. */
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_limits(void)
{
IDirect3DTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr);
/* There are 8 texture stages. We should be able to access all of them */
for (i = 0; i < 8; ++i)
{
hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)texture);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr);
hr = IDirect3DDevice8_SetTexture(device, i, NULL);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr);
hr = IDirect3DDevice8_SetTextureStageState(device, i, D3DTSS_COLOROP, D3DTOP_ADD);
ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr);
}
/* Investigations show that accessing higher textures stage states does
* not return an error either. Writing to too high texture stages
* (approximately texture 40) causes memory corruption in windows, so
* there is no bounds checking. */
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_lights(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
BOOL enabled;
D3DCAPS8 caps;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) {
hr = IDirect3DDevice8_LightEnable(device, i, TRUE);
ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr);
hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled);
ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL),
"GetLightEnable on light %u failed with %08x\n", i, hr);
ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled");
}
/* TODO: Test the rendering results in this situation */
hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE);
ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr);
hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled);
ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr);
ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled");
hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE);
ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) {
hr = IDirect3DDevice8_LightEnable(device, i, FALSE);
ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_render_zero_triangles(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse;
}
quad[] =
{
{{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},
};
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */,
0 /* PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_depth_stencil_reset(void)
{
D3DPRESENT_PARAMETERS present_parameters;
D3DDISPLAYMODE display_mode;
IDirect3DSurface8 *surface, *orig_rt;
IDirect3DDevice8 *device = NULL;
IDirect3D8 *d3d8;
UINT refcount;
HRESULT hr;
HWND hwnd;
hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
ok(!!hwnd, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &display_mode);
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = display_mode.Format;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
if(FAILED(hr))
{
skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &orig_rt);
ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL);
ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr);
ok(surface == orig_rt, "Render target is %p, should be %p\n", surface, orig_rt);
if (surface) IDirect3DSurface8_Release(surface);
IDirect3DSurface8_Release(orig_rt);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
ok(surface == NULL, "Depth stencil should be NULL\n");
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
ok(surface != NULL, "Depth stencil should not be NULL\n");
if (surface) IDirect3DSurface8_Release(surface);
present_parameters.EnableAutoDepthStencil = FALSE;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
ok(surface == NULL, "Depth stencil should be NULL\n");
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
device = NULL;
IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &display_mode );
ZeroMemory( &present_parameters, sizeof(present_parameters) );
present_parameters.Windowed = TRUE;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = display_mode.Format;
present_parameters.EnableAutoDepthStencil = FALSE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device );
if(FAILED(hr))
{
skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
goto cleanup;
}
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3D_OK, "IDirect3DDevice8_TestCooperativeLevel after creation returned %#x\n", hr);
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.Windowed = TRUE;
present_parameters.BackBufferWidth = 400;
present_parameters.BackBufferHeight = 300;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(hr == D3D_OK, "IDirect3DDevice8_Reset failed with 0x%08x\n", hr);
if (FAILED(hr)) goto cleanup;
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
ok(surface != NULL, "Depth stencil should not be NULL\n");
if (surface) IDirect3DSurface8_Release(surface);
cleanup:
if (device)
{
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
IDirect3D8_Release(d3d8);
DestroyWindow(hwnd);
}
static HWND filter_messages;
enum message_window
{
DEVICE_WINDOW,
FOCUS_WINDOW,
};
struct message
{
UINT message;
enum message_window window;
BOOL check_wparam;
WPARAM expect_wparam;
HRESULT device_state;
WINDOWPOS *store_wp;
};
static const struct message *expect_messages;
static HWND device_window, focus_window;
static LONG windowposchanged_received, syscommand_received;
static IDirect3DDevice8 *focus_test_device;
struct wndproc_thread_param
{
HWND dummy_window;
HANDLE window_created;
HANDLE test_finished;
BOOL running_in_foreground;
};
static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam)
{
HRESULT hr;
if (filter_messages && filter_messages == hwnd)
{
if (message != WM_DISPLAYCHANGE && message != WM_IME_NOTIFY)
todo_wine ok(0, "Received unexpected message %#x for window %p.\n", message, hwnd);
}
if (expect_messages)
{
HWND w;
switch (expect_messages->window)
{
case DEVICE_WINDOW:
w = device_window;
break;
case FOCUS_WINDOW:
w = focus_window;
break;
default:
w = NULL;
break;
};
if (hwnd == w && expect_messages->message == message)
{
if (expect_messages->check_wparam)
ok(wparam == expect_messages->expect_wparam,
"Got unexpected wparam %lx for message %x, expected %lx.\n",
wparam, message, expect_messages->expect_wparam);
if (expect_messages->store_wp)
*expect_messages->store_wp = *(WINDOWPOS *)lparam;
if (focus_test_device)
{
hr = IDirect3DDevice8_TestCooperativeLevel(focus_test_device);
/* Wined3d marks the device lost earlier than Windows (it follows ddraw
* behavior. See test_wndproc before the focus_loss_messages sequence
* about the D3DERR_DEVICENOTRESET behavior, */
todo_wine_if(message != WM_ACTIVATEAPP || hr == D3D_OK)
ok(hr == expect_messages->device_state,
"Got device state %#x on message %#x, expected %#x.\n",
hr, message, expect_messages->device_state);
}
++expect_messages;
}
}
/* KDE randomly does something with the hidden window during the
* mode change that sometimes generates a WM_WINDOWPOSCHANGING
* message. A WM_WINDOWPOSCHANGED message is not generated, so
* just flag WM_WINDOWPOSCHANGED as bad. */
if (message == WM_WINDOWPOSCHANGED)
InterlockedIncrement(&windowposchanged_received);
else if (message == WM_SYSCOMMAND)
InterlockedIncrement(&syscommand_received);
return DefWindowProcA(hwnd, message, wparam, lparam);
}
static DWORD WINAPI wndproc_thread(void *param)
{
struct wndproc_thread_param *p = param;
DWORD res;
BOOL ret;
p->dummy_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth,
registry_mode.dmPelsHeight, 0, 0, 0, 0);
p->running_in_foreground = SetForegroundWindow(p->dummy_window);
ret = SetEvent(p->window_created);
ok(ret, "SetEvent failed, last error %#x.\n", GetLastError());
for (;;)
{
MSG msg;
while (PeekMessageA(&msg, 0, 0, 0, PM_REMOVE)) DispatchMessageA(&msg);
res = WaitForSingleObject(p->test_finished, 100);
if (res == WAIT_OBJECT_0) break;
if (res != WAIT_TIMEOUT)
{
ok(0, "Wait failed (%#x), last error %#x.\n", res, GetLastError());
break;
}
}
DestroyWindow(p->dummy_window);
return 0;
}
static void test_wndproc(void)
{
struct wndproc_thread_param thread_params;
struct device_desc device_desc;
IDirect3DDevice8 *device;
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
HANDLE thread;
LONG_PTR proc;
ULONG ref;
DWORD res, tid;
HWND tmp;
UINT i, adapter_mode_count;
HRESULT hr;
D3DDISPLAYMODE d3ddm;
DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0;
DEVMODEW devmode;
LONG change_ret, device_style;
BOOL ret;
WINDOWPOS windowpos;
static const struct message create_messages[] =
{
{WM_WINDOWPOSCHANGING, FOCUS_WINDOW, FALSE, 0},
/* Do not test wparam here. If device creation succeeds,
* wparam is WA_ACTIVE. If device creation fails (testbot)
* wparam is set to WA_INACTIVE on some Windows versions. */
{WM_ACTIVATE, FOCUS_WINDOW, FALSE, 0},
{WM_SETFOCUS, FOCUS_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_MOVE, DEVICE_WINDOW, FALSE, 0},
{WM_SIZE, DEVICE_WINDOW, FALSE, 0},
{0, 0, FALSE, 0},
};
static const struct message focus_loss_messages[] =
{
/* WM_ACTIVATE (wparam = WA_INACTIVE) is sent on Windows. It is
* not reliable on X11 WMs. When the window focus follows the
* mouse pointer the message is not sent.
* {WM_ACTIVATE, FOCUS_WINDOW, TRUE, WA_INACTIVE}, */
{WM_DISPLAYCHANGE, DEVICE_WINDOW, FALSE, 0, D3DERR_DEVICENOTRESET},
/* WM_DISPLAYCHANGE is sent to the focus window too, but the order is
* not deterministic. */
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0, D3DERR_DEVICENOTRESET},
/* Windows sends WM_ACTIVATE to the device window, indicating that
* SW_SHOWMINIMIZED is used instead of SW_MINIMIZE. Yet afterwards
* the foreground and focus window are NULL. On Wine SW_SHOWMINIMIZED
* leaves the device window active, breaking re-activation in the
* lost device test.
* {WM_ACTIVATE, DEVICE_WINDOW, TRUE, 0x200000 | WA_ACTIVE}, */
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0, D3DERR_DEVICENOTRESET},
{WM_SIZE, DEVICE_WINDOW, TRUE, SIZE_MINIMIZED,
D3DERR_DEVICENOTRESET},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, FALSE, D3DERR_DEVICELOST},
/* WM_ACTIVATEAPP is sent to the device window too, but the order is
* not deterministic. It may be sent after the focus window handling
* or before. */
{0, 0, FALSE, 0, 0},
};
static const struct message reactivate_messages[] =
{
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
{WM_MOVE, DEVICE_WINDOW, FALSE, 0},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, TRUE},
{0, 0, FALSE, 0},
};
static const struct message focus_loss_messages_hidden[] =
{
{WM_DISPLAYCHANGE, DEVICE_WINDOW, FALSE, 0},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, FALSE},
{0, 0, FALSE, 0},
};
static const struct message focus_loss_messages_filtered[] =
{
/* WM_ACTIVATE is delivered to the window proc because it is
* generated by SetForegroundWindow before the d3d routine
* starts it work. Don't check for it due to focus-follows-mouse
* WMs though. */
{WM_DISPLAYCHANGE, FOCUS_WINDOW, FALSE, 0},
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, FALSE},
{0, 0, FALSE, 0},
};
static const struct message reactivate_messages_filtered[] =
{
{WM_ACTIVATEAPP, FOCUS_WINDOW, TRUE, TRUE},
{0, 0, FALSE, 0},
};
static const struct message sc_restore_messages[] =
{
/* WM_SYSCOMMAND is delivered only once, after d3d has already
* processed it. Our wndproc has no way to prevent d3d from
* handling the message. The second DefWindowProc call done by
* our wndproc doesn't do any changes to the window because it
* is already restored due to d3d's handling. */
{WM_WINDOWPOSCHANGING, FOCUS_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, FOCUS_WINDOW, FALSE, 0},
{WM_SIZE, FOCUS_WINDOW, TRUE, SIZE_RESTORED},
{WM_SYSCOMMAND, FOCUS_WINDOW, TRUE, SC_RESTORE},
{0, 0, FALSE, 0},
};
static const struct message sc_minimize_messages[] =
{
{WM_SYSCOMMAND, FOCUS_WINDOW, TRUE, SC_MINIMIZE},
{WM_WINDOWPOSCHANGING, FOCUS_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, FOCUS_WINDOW, FALSE, 0},
{WM_MOVE, FOCUS_WINDOW, FALSE, 0},
{WM_SIZE, FOCUS_WINDOW, TRUE, SIZE_MINIMIZED},
{0, 0, FALSE, 0},
};
static const struct message sc_maximize_messages[] =
{
{WM_SYSCOMMAND, FOCUS_WINDOW, TRUE, SC_MAXIMIZE},
{WM_WINDOWPOSCHANGING, FOCUS_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, FOCUS_WINDOW, FALSE, 0},
{WM_MOVE, FOCUS_WINDOW, FALSE, 0},
{WM_SIZE, FOCUS_WINDOW, TRUE, SIZE_MAXIMIZED},
{0, 0, FALSE, 0},
};
struct message mode_change_messages[] =
{
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
{WM_SIZE, DEVICE_WINDOW, FALSE, 0},
/* TODO: WM_DISPLAYCHANGE is sent to the focus window too, but the order is
* differs between Wine and Windows. */
/* TODO 2: Windows sends a second WM_WINDOWPOSCHANGING(SWP_NOMOVE | SWP_NOSIZE
* | SWP_NOACTIVATE) in this situation, suggesting a difference in their ShowWindow
* implementation. This SetWindowPos call could in theory affect the Z order. Wine's
* ShowWindow does not send such a message because the window is already visible. */
{0, 0, FALSE, 0},
};
struct message mode_change_messages_hidden[] =
{
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
{WM_SIZE, DEVICE_WINDOW, FALSE, 0},
{WM_SHOWWINDOW, DEVICE_WINDOW, FALSE, 0},
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW, FALSE, 0, ~0U, &windowpos},
{WM_WINDOWPOSCHANGED, DEVICE_WINDOW, FALSE, 0},
/* TODO: WM_DISPLAYCHANGE is sent to the focus window too, but the order is
* differs between Wine and Windows. */
{0, 0, FALSE, 0},
};
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT);
for (i = 0; i < adapter_mode_count; ++i)
{
hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm);
ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr);
if (d3ddm.Format != D3DFMT_X8R8G8B8)
continue;
if (d3ddm.Width == registry_mode.dmPelsWidth && d3ddm.Height == registry_mode.dmPelsHeight)
continue;
/* The r200 driver on Windows XP enumerates modes like 320x200 and 320x240 but
* refuses to create a device at these sizes. */
if (d3ddm.Width < 640 || d3ddm.Height < 480)
continue;
if (!user32_width)
{
user32_width = d3ddm.Width;
user32_height = d3ddm.Height;
continue;
}
/* Make sure the d3d mode is smaller in width or height and at most
* equal in the other dimension than the mode passed to
* ChangeDisplaySettings. Otherwise Windows shrinks the window to
* the ChangeDisplaySettings parameters + 12. */
if (d3ddm.Width == user32_width && d3ddm.Height == user32_height)
continue;
if (d3ddm.Width <= user32_width && d3ddm.Height <= user32_height)
{
d3d_width = d3ddm.Width;
d3d_height = d3ddm.Height;
break;
}
if (user32_width <= d3ddm.Width && user32_height <= d3ddm.Height)
{
d3d_width = user32_width;
d3d_height = user32_height;
user32_width = d3ddm.Width;
user32_height = d3ddm.Height;
break;
}
}
if (!d3d_width)
{
skip("Could not find adequate modes, skipping mode tests.\n");
IDirect3D8_Release(d3d8);
return;
}
wc.lpfnWndProc = test_proc;
wc.lpszClassName = "d3d8_test_wndproc_wc";
ok(RegisterClassA(&wc), "Failed to register window class.\n");
thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL);
ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError());
thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL);
ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError());
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = user32_width;
devmode.dmPelsHeight = user32_height;
change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0);
thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid);
ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError());
res = WaitForSingleObject(thread_params.window_created, INFINITE);
ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError());
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
trace("device_window %p, focus_window %p, dummy_window %p.\n",
device_window, focus_window, thread_params.dummy_window);
tmp = GetFocus();
ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp);
if (thread_params.running_in_foreground)
{
tmp = GetForegroundWindow();
ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n",
thread_params.dummy_window, tmp);
}
else
skip("Not running in foreground, skip foreground window test\n");
flush_events();
expect_messages = create_messages;
device_desc.device_window = device_window;
device_desc.width = d3d_width;
device_desc.height = d3d_height;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
if (0) /* Disabled until we can make this work in a reliable way on Wine. */
{
tmp = GetFocus();
ok(tmp == focus_window, "Expected focus %p, got %p.\n", focus_window, tmp);
tmp = GetForegroundWindow();
ok(tmp == focus_window, "Expected foreground window %p, got %p.\n", focus_window, tmp);
}
SetForegroundWindow(focus_window);
flush_events();
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
/* Change the mode while the device is in use and then drop focus. */
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = user32_width;
devmode.dmPelsHeight = user32_height;
change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x, i=%u.\n", change_ret, i);
/* Wine doesn't (yet) mark the device not reset when the mode is changed, thus the todo_wine.
* But sometimes focus-follows-mouse WMs also temporarily drop window focus, which makes
* mark the device lost, then not reset, causing the test to succeed for the wrong reason. */
hr = IDirect3DDevice8_TestCooperativeLevel(device);
todo_wine_if (hr != D3DERR_DEVICENOTRESET)
ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr);
expect_messages = focus_loss_messages;
focus_test_device = device;
/* SetForegroundWindow is a poor replacement for the user pressing alt-tab or
* manually changing the focus. It generates the same messages, but the task
* bar still shows the previous foreground window as active, and the window has
* an inactive titlebar if reactivated with SetForegroundWindow. Reactivating
* the device is difficult, see below. */
SetForegroundWindow(GetDesktopWindow());
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
tmp = GetFocus();
ok(tmp != device_window, "The device window is active.\n");
ok(tmp != focus_window, "The focus window is active.\n");
focus_test_device = NULL;
/* The Present call is necessary to make native realize the device is lost. */
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
/* Focus-follows-mouse WMs prematurely reactivate our window. */
todo_wine_if (hr == D3DERR_DEVICENOTRESET)
ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth
&& devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpect screen size %ux%u.\n",
devmode.dmPelsWidth, devmode.dmPelsHeight);
/* I have to minimize and restore the focus window, otherwise native d3d8 fails
* device::reset with D3DERR_DEVICELOST. This does not happen when the window
* restore is triggered by the user. */
expect_messages = reactivate_messages;
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
/* Set focus twice to make KDE and fvwm in focus-follows-mouse mode happy. */
SetForegroundWindow(focus_window);
flush_events();
SetForegroundWindow(focus_window);
flush_events(); /* WM_WINDOWPOSCHANGING etc arrive after SetForegroundWindow returns. */
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it, i=%u.\n",
expect_messages->message, expect_messages->window, i);
expect_messages = NULL;
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth
&& devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpect screen size %ux%u.\n",
devmode.dmPelsWidth, devmode.dmPelsHeight);
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
/* Remove the WS_VISIBLE flag to test hidden windows. This is enough to trigger d3d's hidden
* window codepath, but does not actually hide the window without a SetWindowPos(SWP_FRAMECHANGED)
* call. This way we avoid focus changes and random failures on focus follows mouse WMs. */
device_style = GetWindowLongA(device_window, GWL_STYLE);
SetWindowLongA(device_window, GWL_STYLE, device_style & ~WS_VISIBLE);
flush_events();
expect_messages = focus_loss_messages_hidden;
windowposchanged_received = 0;
SetForegroundWindow(GetDesktopWindow());
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
ok(!windowposchanged_received, "Received WM_WINDOWPOSCHANGED but did not expect it.\n");
expect_messages = NULL;
flush_events();
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth, "Got unexpect width %u.\n", devmode.dmPelsWidth);
ok(devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpect height %u.\n", devmode.dmPelsHeight);
/* SW_SHOWMINNOACTIVE is needed to make FVWM happy. SW_SHOWNOACTIVATE is needed to make windows
* send SIZE_RESTORED after ShowWindow(SW_SHOWMINNOACTIVE). */
ShowWindow(focus_window, SW_SHOWNOACTIVATE);
ShowWindow(focus_window, SW_SHOWMINNOACTIVE);
flush_events();
syscommand_received = 0;
expect_messages = sc_restore_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received);
expect_messages = NULL;
flush_events();
expect_messages = sc_minimize_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_MINIMIZE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
flush_events();
expect_messages = sc_maximize_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
flush_events();
SetForegroundWindow(GetDesktopWindow());
ShowWindow(device_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
SetForegroundWindow(focus_window);
flush_events();
/* Releasing a device in lost state breaks follow-up tests on native. */
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
filter_messages = focus_window;
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
/* Fix up the mode until Wine's device release behavior is fixed. */
change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
/* Hide the device window. It prevents WM_ACTIVATEAPP messages from being sent
* on native in the test below. It isn't needed anyways. Creating the third
* device will show it again. */
filter_messages = NULL;
ShowWindow(device_window, SW_HIDE);
/* Remove the maximized state from the SYSCOMMAND test while we're not
* interfering with a device. */
ShowWindow(focus_window, SW_SHOWNORMAL);
filter_messages = focus_window;
device_desc.device_window = focus_window;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
expect_messages = focus_loss_messages_filtered;
windowposchanged_received = 0;
SetForegroundWindow(GetDesktopWindow());
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
ok(!windowposchanged_received, "Received WM_WINDOWPOSCHANGED but did not expect it.\n");
expect_messages = NULL;
/* The window is iconic even though no message was sent. */
ok(IsIconic(focus_window), "The focus window is not iconic.\n");
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr);
syscommand_received = 0;
expect_messages = sc_restore_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received);
expect_messages = NULL;
flush_events();
/* For FVWM. */
ShowWindow(focus_window, SW_RESTORE);
flush_events();
expect_messages = sc_minimize_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_MINIMIZE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
/* Needed to make the next test reliably send WM_SIZE(SIZE_MAXIMIZED). Without
* this call it sends WM_SIZE(SIZE_RESTORED). */
ShowWindow(focus_window, SW_RESTORE);
flush_events();
expect_messages = sc_maximize_messages;
SendMessageA(focus_window, WM_SYSCOMMAND, SC_MAXIMIZE, 0);
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
SetForegroundWindow(GetDesktopWindow());
flush_events();
/* ShowWindow(SW_RESTORE); SetForegroundWindow(desktop); SetForegroundWindow(focus);
* results in the second SetForegroundWindow call failing and the device not being
* restored on native. Directly using ShowWindow(SW_RESTORE) works, but it means
* we cannot test for the absence of WM_WINDOWPOSCHANGED messages. */
expect_messages = reactivate_messages_filtered;
ShowWindow(focus_window, SW_RESTORE);
SetForegroundWindow(focus_window);
flush_events();
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it\n",
expect_messages->message, expect_messages->window);
expect_messages = NULL;
filter_messages = focus_window;
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr);
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
filter_messages = NULL;
ShowWindow(device_window, SW_RESTORE);
SetForegroundWindow(focus_window);
flush_events();
filter_messages = focus_window;
device_desc.device_window = device_window;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
flush_events();
device_desc.width = user32_width;
device_desc.height = user32_height;
expect_messages = mode_change_messages;
filter_messages = focus_window;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
filter_messages = NULL;
flush_events();
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it, i=%u.\n",
expect_messages->message, expect_messages->window, i);
/* World of Warplanes hides the window by removing WS_VISIBLE and expects Reset() to show it again. */
device_style = GetWindowLongA(device_window, GWL_STYLE);
SetWindowLongA(device_window, GWL_STYLE, device_style & ~WS_VISIBLE);
flush_events();
device_desc.width = d3d_width;
device_desc.height = d3d_height;
memset(&windowpos, 0, sizeof(windowpos));
expect_messages = mode_change_messages_hidden;
filter_messages = focus_window;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
filter_messages = NULL;
flush_events();
ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n",
expect_messages->message, expect_messages->window);
ok(windowpos.hwnd == device_window && !windowpos.hwndInsertAfter
&& !windowpos.x && !windowpos.y && !windowpos.cx && !windowpos.cy
&& windowpos.flags == (SWP_SHOWWINDOW | SWP_NOMOVE | SWP_NOSIZE),
"Got unexpected WINDOWPOS hwnd=%p, insertAfter=%p, x=%d, y=%d, cx=%d, cy=%d, flags=%x\n",
windowpos.hwnd, windowpos.hwndInsertAfter, windowpos.x, windowpos.y, windowpos.cx,
windowpos.cy, windowpos.flags);
device_style = GetWindowLongA(device_window, GWL_STYLE);
ok(device_style & WS_VISIBLE, "Expected the device window to be visible.\n");
proc = SetWindowLongPtrA(focus_window, GWLP_WNDPROC, (LONG_PTR)DefWindowProcA);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)DefWindowProcA, proc);
done:
filter_messages = NULL;
IDirect3D8_Release(d3d8);
SetEvent(thread_params.test_finished);
WaitForSingleObject(thread, INFINITE);
CloseHandle(thread_params.test_finished);
CloseHandle(thread_params.window_created);
CloseHandle(thread);
DestroyWindow(device_window);
DestroyWindow(focus_window);
UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL));
}
static void test_wndproc_windowed(void)
{
struct wndproc_thread_param thread_params;
struct device_desc device_desc;
IDirect3DDevice8 *device;
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
HANDLE thread;
LONG_PTR proc;
HRESULT hr;
ULONG ref;
DWORD res, tid;
HWND tmp;
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
wc.lpfnWndProc = test_proc;
wc.lpszClassName = "d3d8_test_wndproc_wc";
ok(RegisterClassA(&wc), "Failed to register window class.\n");
thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL);
ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError());
thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL);
ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError());
focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth,
registry_mode.dmPelsHeight, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth,
registry_mode.dmPelsHeight, 0, 0, 0, 0);
thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid);
ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError());
res = WaitForSingleObject(thread_params.window_created, INFINITE);
ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError());
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
trace("device_window %p, focus_window %p, dummy_window %p.\n",
device_window, focus_window, thread_params.dummy_window);
tmp = GetFocus();
ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp);
if (thread_params.running_in_foreground)
{
tmp = GetForegroundWindow();
ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n",
thread_params.dummy_window, tmp);
}
else
skip("Not running in foreground, skip foreground window test\n");
filter_messages = focus_window;
device_desc.device_window = device_window;
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.flags = 0;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
tmp = GetFocus();
ok(tmp == device_window, "Expected focus %p, got %p.\n", device_window, tmp);
tmp = GetForegroundWindow();
ok(tmp == thread_params.dummy_window, "Expected foreground window %p, got %p.\n",
thread_params.dummy_window, tmp);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
filter_messages = NULL;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
device_desc.flags = 0;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
filter_messages = focus_window;
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
filter_messages = device_window;
device_desc.device_window = focus_window;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
device_desc.flags = 0;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
filter_messages = device_window;
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
device_desc.device_window = device_window;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
device_desc.flags = 0;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
filter_messages = device_window;
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
done:
filter_messages = NULL;
IDirect3D8_Release(d3d8);
SetEvent(thread_params.test_finished);
WaitForSingleObject(thread, INFINITE);
CloseHandle(thread_params.test_finished);
CloseHandle(thread_params.window_created);
CloseHandle(thread);
DestroyWindow(device_window);
DestroyWindow(focus_window);
UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL));
}
static inline void set_fpu_cw(WORD cw)
{
#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define D3D8_TEST_SET_FPU_CW 1
__asm__ volatile ("fnclex");
__asm__ volatile ("fldcw %0" : : "m" (cw));
#elif defined(__i386__) && defined(_MSC_VER)
#define D3D8_TEST_SET_FPU_CW 1
__asm fnclex;
__asm fldcw cw;
#endif
}
static inline WORD get_fpu_cw(void)
{
WORD cw = 0;
#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define D3D8_TEST_GET_FPU_CW 1
__asm__ volatile ("fnstcw %0" : "=m" (cw));
#elif defined(__i386__) && defined(_MSC_VER)
#define D3D8_TEST_GET_FPU_CW 1
__asm fnstcw cw;
#endif
return cw;
}
static WORD callback_cw, callback_set_cw;
static DWORD callback_tid;
static HRESULT WINAPI dummy_object_QueryInterface(IUnknown *iface, REFIID riid, void **out)
{
*out = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI dummy_object_AddRef(IUnknown *iface)
{
callback_cw = get_fpu_cw();
set_fpu_cw(callback_set_cw);
callback_tid = GetCurrentThreadId();
return 2;
}
static ULONG WINAPI dummy_object_Release(IUnknown *iface)
{
callback_cw = get_fpu_cw();
set_fpu_cw(callback_set_cw);
callback_tid = GetCurrentThreadId();
return 1;
}
static const IUnknownVtbl dummy_object_vtbl =
{
dummy_object_QueryInterface,
dummy_object_AddRef,
dummy_object_Release,
};
static const GUID d3d8_private_data_test_guid =
{
0xfdb37466,
0x428f,
0x4edf,
{0xa3,0x7f,0x9b,0x1d,0xf4,0x88,0xc5,0xfc}
};
static void test_fpu_setup(void)
{
#if defined(D3D8_TEST_SET_FPU_CW) && defined(D3D8_TEST_GET_FPU_CW)
struct device_desc device_desc;
IDirect3DDevice8 *device;
D3DDISPLAYMODE d3ddm;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
WORD cw;
IDirect3DSurface8 *surface;
IUnknown dummy_object = {&dummy_object_vtbl};
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm);
ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr);
device_desc.device_window = window;
device_desc.width = 640;
device_desc.height = 480;
device_desc.flags = 0;
set_fpu_cw(0xf60);
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
if (!(device = create_device(d3d8, window, &device_desc)))
{
skip("Failed to create a 3D device, skipping test.\n");
set_fpu_cw(0x37f);
goto done;
}
cw = get_fpu_cw();
ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
callback_set_cw = 0xf60;
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
&dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
ok(callback_cw == 0x7f, "Callback cw is %#x, expected 0x7f.\n", callback_cw);
ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
callback_cw = 0;
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
&dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw);
ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
callback_set_cw = 0x7f;
set_fpu_cw(0x7f);
IDirect3DSurface8_Release(surface);
callback_cw = 0;
IDirect3DDevice8_Release(device);
ok(callback_cw == 0x7f, "Callback cw is %#x, expected 0x7f.\n", callback_cw);
ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
cw = get_fpu_cw();
ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw);
set_fpu_cw(0xf60);
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
device_desc.flags = CREATE_DEVICE_FPU_PRESERVE;
device = create_device(d3d8, window, &device_desc);
ok(!!device, "CreateDevice failed.\n");
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
callback_cw = 0;
callback_set_cw = 0x37f;
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
&dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw);
ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
cw = get_fpu_cw();
ok(cw == 0x37f, "cw is %#x, expected 0x37f.\n", cw);
IDirect3DSurface8_Release(surface);
callback_cw = 0;
IDirect3DDevice8_Release(device);
ok(callback_cw == 0x37f, "Callback cw is %#x, expected 0x37f.\n", callback_cw);
ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
done:
DestroyWindow(window);
IDirect3D8_Release(d3d8);
#endif
}
static void test_ApplyStateBlock(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
DWORD received, token;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
IDirect3DDevice8_BeginStateBlock(device);
IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE);
IDirect3DDevice8_EndStateBlock(device, &token);
ok(token, "Received zero stateblock handle.\n");
IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
ok(!received, "Expected = FALSE, received TRUE.\n");
hr = IDirect3DDevice8_ApplyStateBlock(device, 0);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
ok(!received, "Expected FALSE, received TRUE.\n");
hr = IDirect3DDevice8_ApplyStateBlock(device, token);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
ok(received, "Expected TRUE, received FALSE.\n");
IDirect3DDevice8_DeleteStateBlock(device, token);
IDirect3DDevice8_Release(device);
cleanup:
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_depth_stencil_size(void)
{
IDirect3DDevice8 *device;
IDirect3DSurface8 *ds, *rt, *ds_bigger, *ds_bigger2;
IDirect3DSurface8 *surf;
IDirect3D8 *d3d8;
HRESULT hr;
HWND hwnd;
hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
ok(!!hwnd, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, hwnd, NULL)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds);
ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger);
ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger2);
ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds_bigger);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr);
/* try to set the small ds without changing the render target at the same time */
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds_bigger2);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &surf);
ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#x.\n", hr);
ok(surf == rt, "The render target is %p, expected %p\n", surf, rt);
IDirect3DSurface8_Release(surf);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#x.\n", hr);
ok(surf == ds_bigger2, "The depth stencil is %p, expected %p\n", surf, ds_bigger2);
IDirect3DSurface8_Release(surf);
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf);
ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#x.\n", hr);
ok(surf == NULL, "The depth stencil is %p, expected NULL\n", surf);
if (surf) IDirect3DSurface8_Release(surf);
IDirect3DSurface8_Release(rt);
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(ds_bigger);
IDirect3DSurface8_Release(ds_bigger2);
cleanup:
IDirect3D8_Release(d3d8);
DestroyWindow(hwnd);
}
static void test_window_style(void)
{
RECT focus_rect, fullscreen_rect, r;
LONG device_style, device_exstyle;
LONG focus_style, focus_exstyle;
struct device_desc device_desc;
LONG style, expected_style;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HRESULT hr;
ULONG ref;
BOOL ret;
focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, registry_mode.dmPelsWidth / 2, registry_mode.dmPelsHeight / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, registry_mode.dmPelsWidth / 2, registry_mode.dmPelsHeight / 2, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
device_style = GetWindowLongA(device_window, GWL_STYLE);
device_exstyle = GetWindowLongA(device_window, GWL_EXSTYLE);
focus_style = GetWindowLongA(focus_window, GWL_STYLE);
focus_exstyle = GetWindowLongA(focus_window, GWL_EXSTYLE);
SetRect(&fullscreen_rect, 0, 0, registry_mode.dmPelsWidth, registry_mode.dmPelsHeight);
GetWindowRect(focus_window, &focus_rect);
device_desc.device_window = device_window;
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
style = GetWindowLongA(device_window, GWL_STYLE);
expected_style = device_style | WS_VISIBLE;
todo_wine ok(style == expected_style, "Expected device window style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(device_window, GWL_EXSTYLE);
expected_style = device_exstyle | WS_EX_TOPMOST;
todo_wine ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE);
ok(style == focus_style, "Expected focus window style %#x, got %#x.\n",
focus_style, style);
style = GetWindowLongA(focus_window, GWL_EXSTYLE);
ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n",
focus_exstyle, style);
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected %s, got %s.\n",
wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r));
GetClientRect(device_window, &r);
todo_wine ok(!EqualRect(&r, &fullscreen_rect), "Client rect and window rect are equal.\n");
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &focus_rect), "Expected %s, got %s.\n", wine_dbgstr_rect(&focus_rect),
wine_dbgstr_rect(&r));
device_desc.flags = 0;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
style = GetWindowLongA(device_window, GWL_STYLE);
expected_style = device_style | WS_VISIBLE;
ok(style == expected_style, "Expected device window style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(device_window, GWL_EXSTYLE);
expected_style = device_exstyle | WS_EX_TOPMOST;
ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE);
ok(style == focus_style, "Expected focus window style %#x, got %#x.\n",
focus_style, style);
style = GetWindowLongA(focus_window, GWL_EXSTYLE);
ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n",
focus_exstyle, style);
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow());
ok(ret, "Failed to set foreground window.\n");
style = GetWindowLongA(device_window, GWL_STYLE);
expected_style = device_style | WS_MINIMIZE | WS_VISIBLE;
todo_wine ok(style == expected_style, "Expected device window style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(device_window, GWL_EXSTYLE);
expected_style = device_exstyle | WS_EX_TOPMOST;
todo_wine ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n",
expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE);
ok(style == focus_style, "Expected focus window style %#x, got %#x.\n",
focus_style, style);
style = GetWindowLongA(focus_window, GWL_EXSTYLE);
ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n",
focus_exstyle, style);
/* Follow-up tests fail on native if the device is destroyed while lost. */
ShowWindow(focus_window, SW_MINIMIZE);
ShowWindow(focus_window, SW_RESTORE);
ret = SetForegroundWindow(focus_window);
ok(ret, "Failed to set foreground window.\n");
flush_events();
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
done:
IDirect3D8_Release(d3d8);
DestroyWindow(device_window);
DestroyWindow(focus_window);
}
static void test_unsupported_shaders(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
DWORD vs, ps;
HWND window;
HRESULT hr;
D3DCAPS8 caps;
static const DWORD vs_2_0[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const DWORD ps_2_0[] =
{
0xffff0200, /* ps_2_0 */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
#if 0
vs_1_1
dcl_position v0
def c255, 1.0, 1.0, 1.0, 1.0
add r0, v0, c255
mov oPos, r0
#endif
static const DWORD vs_1_255[] =
{
0xfffe0101,
0x0000001f, 0x80000000, 0x900f0000,
0x00000051, 0xa00f00ff, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
0x00000002, 0x800f0000, 0x90e40000, 0xa0e400ff,
0x00000001, 0xc00f0000, 0x80e40000,
0x0000ffff
};
#if 0
vs_1_1
dcl_position v0
def c256, 1.0, 1.0, 1.0, 1.0
add r0, v0, c256
mov oPos, r0
#endif
static const DWORD vs_1_256[] =
{
0xfffe0101,
0x0000001f, 0x80000000, 0x900f0000,
0x00000051, 0xa00f0100, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000,
0x00000002, 0x800f0000, 0x90e40000, 0xa0e40100,
0x00000001, 0xc00f0000, 0x80e40000,
0x0000ffff
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexShader(device, decl, simple_ps, &vs, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, simple_vs, &ps);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_2_0, &vs, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_2_0, &ps);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.MaxVertexShaderConst < 256)
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_256, &vs, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_mode_change(void)
{
RECT d3d_rect, focus_rect, r;
struct device_desc device_desc;
IDirect3DSurface8 *backbuffer;
IDirect3DDevice8 *device;
D3DSURFACE_DESC desc;
IDirect3D8 *d3d8;
DEVMODEW devmode;
ULONG refcount;
UINT adapter_mode_count, i;
HRESULT hr;
BOOL ret;
LONG change_ret;
D3DDISPLAYMODE d3ddm;
DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0;
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT);
for (i = 0; i < adapter_mode_count; ++i)
{
hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm);
ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr);
if (d3ddm.Format != D3DFMT_X8R8G8B8)
continue;
if (d3ddm.Width == registry_mode.dmPelsWidth && d3ddm.Height == registry_mode.dmPelsHeight)
continue;
/* The r200 driver on Windows XP enumerates modes like 320x200 and 320x240 but
* refuses to create a device at these sizes. */
if (d3ddm.Width < 640 || d3ddm.Height < 480)
continue;
if (!user32_width)
{
user32_width = d3ddm.Width;
user32_height = d3ddm.Height;
continue;
}
/* Make sure the d3d mode is smaller in width or height and at most
* equal in the other dimension than the mode passed to
* ChangeDisplaySettings. Otherwise Windows shrinks the window to
* the ChangeDisplaySettings parameters + 12. */
if (d3ddm.Width == user32_width && d3ddm.Height == user32_height)
continue;
if (d3ddm.Width <= user32_width && d3ddm.Height <= user32_height)
{
d3d_width = d3ddm.Width;
d3d_height = d3ddm.Height;
break;
}
if (user32_width <= d3ddm.Width && user32_height <= d3ddm.Height)
{
d3d_width = user32_width;
d3d_height = user32_height;
user32_width = d3ddm.Width;
user32_height = d3ddm.Height;
break;
}
}
if (!d3d_width)
{
skip("Could not find adequate modes, skipping mode tests.\n");
IDirect3D8_Release(d3d8);
return;
}
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = user32_width;
devmode.dmPelsHeight = user32_height;
change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
/* Make the windows visible, otherwise device::release does not restore the mode if
* the application is not in foreground like on the testbot. */
focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, user32_width / 2, user32_height / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, user32_width / 2, user32_height / 2, 0, 0, 0, 0);
SetRect(&d3d_rect, 0, 0, d3d_width, d3d_height);
GetWindowRect(focus_window, &focus_rect);
device_desc.device_window = device_window;
device_desc.width = d3d_width;
device_desc.height = d3d_height;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
goto done;
}
devmode.dmPelsWidth = user32_width;
devmode.dmPelsHeight = user32_height;
change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == user32_width && devmode.dmPelsHeight == user32_height,
"Expected resolution %ux%u, got %ux%u.\n",
user32_width, user32_height, devmode.dmPelsWidth, devmode.dmPelsHeight);
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &d3d_rect), "Expected %s, got %s.\n", wine_dbgstr_rect(&d3d_rect),
wine_dbgstr_rect(&r));
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &focus_rect), "Expected %s, got %s.\n", wine_dbgstr_rect(&focus_rect),
wine_dbgstr_rect(&r));
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(backbuffer, &desc);
ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#x.\n", hr);
ok(desc.Width == d3d_width, "Got unexpected backbuffer width %u, expected %u.\n",
desc.Width, d3d_width);
ok(desc.Height == d3d_height, "Got unexpected backbuffer height %u, expected %u.\n",
desc.Height, d3d_height);
IDirect3DSurface8_Release(backbuffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
todo_wine ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth
&& devmode.dmPelsHeight == registry_mode.dmPelsHeight,
"Expected resolution %ux%u, got %ux%u.\n",
registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode.dmPelsWidth, devmode.dmPelsHeight);
change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
/* The mode restore also happens when the device was created at the original screen size. */
device_desc.device_window = device_window;
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
ok(!!(device = create_device(d3d8, focus_window, &device_desc)), "Failed to create a D3D device.\n");
devmode.dmPelsWidth = user32_width;
devmode.dmPelsHeight = user32_height;
change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth
&& devmode.dmPelsHeight == registry_mode.dmPelsHeight,
"Expected resolution %ux%u, got %ux%u.\n",
registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode.dmPelsWidth, devmode.dmPelsHeight);
done:
DestroyWindow(device_window);
DestroyWindow(focus_window);
IDirect3D8_Release(d3d8);
}
static void test_device_window_reset(void)
{
RECT fullscreen_rect, device_rect, r;
struct device_desc device_desc;
IDirect3DDevice8 *device;
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
LONG_PTR proc;
HRESULT hr;
ULONG ref;
wc.lpfnWndProc = test_proc;
wc.lpszClassName = "d3d8_test_wndproc_wc";
ok(RegisterClassA(&wc), "Failed to register window class.\n");
focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, registry_mode.dmPelsWidth / 2, registry_mode.dmPelsHeight / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, registry_mode.dmPelsWidth / 2, registry_mode.dmPelsHeight / 2, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
SetRect(&fullscreen_rect, 0, 0, registry_mode.dmPelsWidth, registry_mode.dmPelsHeight);
GetWindowRect(device_window, &device_rect);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
device_desc.device_window = NULL;
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
if (!(device = create_device(d3d8, focus_window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected %s, got %s.\n",
wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r));
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &device_rect), "Expected %s, got %s.\n", wine_dbgstr_rect(&device_rect),
wine_dbgstr_rect(&r));
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
device_desc.device_window = device_window;
hr = reset_device(device, &device_desc);
ok(SUCCEEDED(hr), "Failed to reset device.\n");
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected %s, got %s.\n",
wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r));
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected %s, got %s.\n",
wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r));
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC);
ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc);
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
done:
IDirect3D8_Release(d3d8);
DestroyWindow(device_window);
DestroyWindow(focus_window);
UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL));
}
static void depth_blit_test(void)
{
IDirect3DDevice8 *device = NULL;
IDirect3DSurface8 *backbuffer, *ds1, *ds2, *ds3;
RECT src_rect;
const POINT dst_point = {0, 0};
IDirect3D8 *d3d8;
HRESULT hr;
HWND hwnd;
hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
ok(!!hwnd, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, hwnd, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface 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);
/* Partial blit. */
SetRect(&src_rect, 0, 0, 320, 240);
hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Flipped. */
SetRect(&src_rect, 0, 480, 640, 0);
hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Full, explicit. */
SetRect(&src_rect, 0, 0, 640, 480);
hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Depth -> color blit.*/
hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Full, NULL rects, current depth stencil -> unbound depth stencil */
hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Full, NULL rects, unbound depth stencil -> current depth stencil */
hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Full, NULL rects, unbound depth stencil -> unbound depth stencil */
hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL);
ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(ds3);
IDirect3DSurface8_Release(ds2);
IDirect3DSurface8_Release(ds1);
done:
if (device) IDirect3DDevice8_Release(device);
IDirect3D8_Release(d3d8);
DestroyWindow(hwnd);
}
static void test_reset_resources(void)
{
IDirect3DSurface8 *surface, *rt;
IDirect3DTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
ULONG ref;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24S8,
D3DMULTISAMPLE_NONE, &surface);
ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt);
ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface);
ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr);
IDirect3DSurface8_Release(rt);
IDirect3DSurface8_Release(surface);
hr = reset_device(device, NULL);
ok(SUCCEEDED(hr), "Failed to reset device.\n");
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
ok(surface == rt, "Got unexpected surface %p for render target.\n", surface);
IDirect3DSurface8_Release(surface);
IDirect3DSurface8_Release(rt);
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
done:
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_set_rt_vp_scissor(void)
{
IDirect3DDevice8 *device;
IDirect3DSurface8 *rt;
IDirect3D8 *d3d8;
DWORD stateblock;
D3DVIEWPORT8 vp;
UINT refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp);
ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr);
ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X);
ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y);
ok(vp.Width == 640, "Got unexpected vp.Width %u.\n", vp.Width);
ok(vp.Height == 480, "Got unexpected vp.Height %u.\n", vp.Height);
ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ);
ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock);
ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteStateBlock(device, stateblock);
ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp);
ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr);
ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X);
ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y);
ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width);
ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height);
ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ);
ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
vp.X = 10;
vp.Y = 20;
vp.Width = 30;
vp.Height = 40;
vp.MinZ = 0.25f;
vp.MaxZ = 0.75f;
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp);
ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr);
ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X);
ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y);
ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width);
ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height);
ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ);
ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_validate_vs(void)
{
static DWORD vs[] =
{
0xfffe0101, /* vs_1_1 */
0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
0x0000ffff, /* end */
};
HRESULT hr;
hr = ValidateVertexShader(0, 0, 0, 0, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = ValidateVertexShader(0, 0, 0, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = ValidateVertexShader(vs, 0, 0, 0, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
hr = ValidateVertexShader(vs, 0, 0, 1, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
/* Seems to do some version checking. */
*vs = 0xfffe0100; /* vs_1_0 */
hr = ValidateVertexShader(vs, 0, 0, 0, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
*vs = 0xfffe0102; /* bogus version */
hr = ValidateVertexShader(vs, 0, 0, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
/* I've seen that applications always pass the 2nd and 3rd parameter as 0.
* Simple test with non-zero parameters. */
*vs = 0xfffe0101; /* vs_1_1 */
hr = ValidateVertexShader(vs, vs, 0, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = ValidateVertexShader(vs, 0, vs, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
/* I've seen the 4th parameter always passed as either 0 or 1, but passing
* other values doesn't seem to hurt. */
hr = ValidateVertexShader(vs, 0, 0, 12345, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
/* What is the 5th parameter? The following seems to work ok. */
hr = ValidateVertexShader(vs, 0, 0, 1, vs);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
}
static void test_validate_ps(void)
{
static DWORD ps[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
0x0000ffff, /* end */
};
HRESULT hr;
hr = ValidatePixelShader(0, 0, 0, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = ValidatePixelShader(0, 0, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
hr = ValidatePixelShader(ps, 0, 0, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
hr = ValidatePixelShader(ps, 0, 1, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
/* Seems to do some version checking. */
*ps = 0xffff0105; /* bogus version */
hr = ValidatePixelShader(ps, 0, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
/* I've seen that applications always pass the 2nd parameter as 0.
* Simple test with a non-zero parameter. */
*ps = 0xffff0101; /* ps_1_1 */
hr = ValidatePixelShader(ps, ps, 1, 0);
ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
/* I've seen the 3rd parameter always passed as either 0 or 1, but passing
* other values doesn't seem to hurt. */
hr = ValidatePixelShader(ps, 0, 12345, 0);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
/* What is the 4th parameter? The following seems to work ok. */
hr = ValidatePixelShader(ps, 0, 1, ps);
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
}
static void test_volume_get_container(void)
{
IDirect3DVolumeTexture8 *texture = NULL;
IDirect3DVolume8 *volume = NULL;
IDirect3DDevice8 *device;
IUnknown *container;
IDirect3D8 *d3d8;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP))
{
skip("No volume texture support, skipping tests.\n");
IDirect3DDevice8_Release(device);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVolumeTexture(device, 128, 128, 128, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
ok(!!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume);
ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr);
ok(!!volume, "Got unexpected volume %p.\n", volume);
/* These should work... */
container = NULL;
hr = IDirect3DVolume8_GetContainer(volume, &IID_IUnknown, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DResource8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DBaseTexture8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolumeTexture8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
/* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */
hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolume8, (void **)&container);
ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr);
ok(!container, "Got unexpected container %p.\n", container);
IDirect3DVolume8_Release(volume);
IDirect3DVolumeTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_vb_lock_flags(void)
{
static const struct
{
DWORD flags;
const char *debug_string;
HRESULT result;
}
test_data[] =
{
{D3DLOCK_READONLY, "D3DLOCK_READONLY", D3D_OK },
{D3DLOCK_DISCARD, "D3DLOCK_DISCARD", D3D_OK },
{D3DLOCK_NOOVERWRITE, "D3DLOCK_NOOVERWRITE", D3D_OK },
{D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD, "D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD", D3D_OK },
{D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY, "D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY", D3D_OK },
{D3DLOCK_READONLY | D3DLOCK_DISCARD, "D3DLOCK_READONLY | D3DLOCK_DISCARD", D3D_OK },
/* Completely bogus flags aren't an error. */
{0xdeadbeef, "0xdeadbeef", D3D_OK },
};
IDirect3DVertexBuffer8 *buffer;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
unsigned int i;
ULONG refcount;
HWND window;
HRESULT hr;
BYTE *data;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, 1024, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &buffer);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i)
{
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, test_data[i].flags);
ok(hr == test_data[i].result, "Got unexpected hr %#x for %s.\n",
hr, test_data[i].debug_string);
if (SUCCEEDED(hr))
{
ok(!!data, "Got unexpected data %p.\n", data);
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
}
}
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
/* Test the default texture stage state values */
static void test_texture_stage_states(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
unsigned int i;
ULONG refcount;
D3DCAPS8 caps;
DWORD value;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
for (i = 0; i < caps.MaxTextureBlendStages; ++i)
{
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLOROP, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == (i ? D3DTOP_DISABLE : D3DTOP_MODULATE),
"Got unexpected value %#x for D3DTSS_COLOROP, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG1, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_COLORARG1, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG2, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG2, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAOP, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == (i ? D3DTOP_DISABLE : D3DTOP_SELECTARG1),
"Got unexpected value %#x for D3DTSS_ALPHAOP, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG1, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_ALPHAARG1, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG2, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG2, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT00, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT01, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT10, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT11, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXCOORDINDEX, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == i, "Got unexpected value %#x for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLSCALE, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLOFFSET, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXTURETRANSFORMFLAGS, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTTFF_DISABLE,
"Got unexpected value %#x for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG0, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG0, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG0, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG0, stage %u.\n", value, i);
hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_RESULTARG, &value);
ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr);
ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_RESULTARG, stage %u.\n", value, i);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_cube_textures(void)
{
IDirect3DCubeTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
{
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture);
ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#x.\n", hr);
IDirect3DCubeTexture8_Release(texture);
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#x.\n", hr);
IDirect3DCubeTexture8_Release(texture);
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);
ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#x.\n", hr);
IDirect3DCubeTexture8_Release(texture);
}
else
{
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_DEFAULT cube texture.\n", hr);
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_MANAGED cube texture.\n", hr);
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_SYSTEMMEM cube texture.\n", hr);
}
hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SCRATCH, &texture);
ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#x.\n", hr);
IDirect3DCubeTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_get_set_texture(void)
{
const IDirect3DBaseTexture8Vtbl *texture_vtbl;
IDirect3DBaseTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
texture = (IDirect3DBaseTexture8 *)0xdeadbeef;
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_GetTexture(device, 0, &texture);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ok(!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_MANAGED, (IDirect3DTexture8 **)&texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
texture_vtbl = texture->lpVtbl;
texture->lpVtbl = (IDirect3DBaseTexture8Vtbl *)0xdeadbeef;
hr = IDirect3DDevice8_SetTexture(device, 0, texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
texture->lpVtbl = NULL;
hr = IDirect3DDevice8_SetTexture(device, 0, texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
texture->lpVtbl = texture_vtbl;
IDirect3DBaseTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
/* Test the behaviour of the IDirect3DDevice8::CreateImageSurface() method.
*
* The expected behaviour (as documented in the original DX8 docs) is that the
* call returns a surface in the SYSTEMMEM pool. Games like Max Payne 1 and 2
* depend on this behaviour.
*
* A short remark in the DX9 docs however states that the pool of the returned
* surface object is D3DPOOL_SCRATCH. This is misinformation and would result
* in screenshots not appearing in the savegame loading menu of both games
* mentioned above (engine tries to display a texture from the scratch pool).
*
* This test verifies that the behaviour described in the original d3d8 docs
* is the correct one. For more information about this issue, see the MSDN:
* d3d9 docs: "Converting to Direct3D 9"
* d3d9 reference: "IDirect3DDevice9::CreateOffscreenPlainSurface"
* d3d8 reference: "IDirect3DDevice8::CreateImageSurface" */
static void test_image_surface_pool(void)
{
IDirect3DSurface8 *surface;
IDirect3DDevice8 *device;
D3DSURFACE_DESC desc;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &desc);
ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
ok(desc.Pool == D3DPOOL_SYSTEMMEM, "Got unexpected pool %#x.\n", desc.Pool);
IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_surface_get_container(void)
{
IDirect3DTexture8 *texture = NULL;
IDirect3DSurface8 *surface = NULL;
IDirect3DDevice8 *device;
IUnknown *container;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ok(!!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
ok(!!surface, "Got unexpected surface %p.\n", surface);
/* These should work... */
container = NULL;
hr = IDirect3DSurface8_GetContainer(surface, &IID_IUnknown, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DResource8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
container = NULL;
hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DTexture8, (void **)&container);
ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr);
ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture);
IUnknown_Release(container);
/* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */
hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DSurface8, (void **)&container);
ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr);
ok(!container, "Got unexpected container %p.\n", container);
IDirect3DSurface8_Release(surface);
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_lockrect_invalid(void)
{
static const RECT valid[] =
{
{60, 60, 68, 68},
{120, 60, 128, 68},
{60, 120, 68, 128},
};
static const RECT invalid[] =
{
{60, 60, 60, 68}, /* 0 height */
{60, 60, 68, 60}, /* 0 width */
{68, 60, 60, 68}, /* left > right */
{60, 68, 68, 60}, /* top > bottom */
{-8, 60, 0, 68}, /* left < surface */
{60, -8, 68, 0}, /* top < surface */
{-16, 60, -8, 68}, /* right < surface */
{60, -16, 68, -8}, /* bottom < surface */
{60, 60, 136, 68}, /* right > surface */
{60, 60, 68, 136}, /* bottom > surface */
{136, 60, 144, 68}, /* left > surface */
{60, 136, 68, 144}, /* top > surface */
};
IDirect3DSurface8 *surface;
IDirect3DTexture8 *texture;
IDirect3DCubeTexture8 *cube_texture;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
HRESULT hr, expected_hr;
IDirect3D8 *d3d8;
unsigned int i, r;
ULONG refcount;
HWND window;
BYTE *base;
unsigned int offset, expected_offset;
static const struct
{
D3DRESOURCETYPE type;
D3DPOOL pool;
const char *name;
BOOL validate, clear;
}
resources[] =
{
{D3DRTYPE_SURFACE, D3DPOOL_SCRATCH, "scratch surface", TRUE, TRUE},
{D3DRTYPE_TEXTURE, D3DPOOL_MANAGED, "managed texture", FALSE, FALSE},
{D3DRTYPE_TEXTURE, D3DPOOL_SYSTEMMEM, "sysmem texture", FALSE, FALSE},
{D3DRTYPE_TEXTURE, D3DPOOL_SCRATCH, "scratch texture", FALSE, FALSE},
{D3DRTYPE_CUBETEXTURE, D3DPOOL_MANAGED, "default cube texture", TRUE, TRUE},
{D3DRTYPE_CUBETEXTURE, D3DPOOL_SYSTEMMEM, "sysmem cube texture", TRUE, TRUE},
{D3DRTYPE_CUBETEXTURE, D3DPOOL_SCRATCH, "scratch cube texture", TRUE, TRUE},
};
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
for (r = 0; r < ARRAY_SIZE(resources); ++r)
{
texture = NULL;
cube_texture = NULL;
switch (resources[r].type)
{
case D3DRTYPE_SURFACE:
hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, type %s.\n", hr, resources[r].name);
break;
case D3DRTYPE_TEXTURE:
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8,
resources[r].pool, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DDevice8_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
resources[r].pool, &cube_texture);
ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name);
break;
default:
break;
}
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, type %s.\n", hr, resources[r].name);
base = locked_rect.pBits;
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
expected_hr = resources[r].type == D3DRTYPE_TEXTURE ? D3D_OK : D3DERR_INVALIDCALL;
hr = IDirect3DSurface8_UnlockRect(surface);
ok(hr == expected_hr, "Got hr %#x, expected %#x, type %s.\n", hr, expected_hr, resources[r].name);
for (i = 0; i < ARRAY_SIZE(valid); ++i)
{
const RECT *rect = &valid[i];
locked_rect.pBits = (BYTE *)0xdeadbeef;
locked_rect.Pitch = 0xdeadbeef;
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0);
ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n",
wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base;
expected_offset = rect->top * locked_rect.Pitch + rect->left * 4;
ok(offset == expected_offset,
"Got unexpected offset %u (expected %u) for rect %s, type %s.\n",
offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s\n", hr, resources[r].name);
if (texture)
{
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, rect, 0);
ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n",
wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base;
ok(offset == expected_offset,
"Got unexpected offset %u (expected %u) for rect %s, type %s.\n",
offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
}
if (cube_texture)
{
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, rect, 0);
ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n",
wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base;
ok(offset == expected_offset,
"Got unexpected offset %u (expected %u) for rect %s, type %s.\n",
offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
}
}
for (i = 0; i < ARRAY_SIZE(invalid); ++i)
{
const RECT *rect = &invalid[i];
locked_rect.pBits = (void *)0xdeadbeef;
locked_rect.Pitch = 1;
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0);
if (resources[r].validate)
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(rect), resources[r].name);
else
ok(SUCCEEDED(hr), "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(rect), resources[r].name);
if (SUCCEEDED(hr))
{
offset = (BYTE *)locked_rect.pBits - base;
expected_offset = rect->top * locked_rect.Pitch + rect->left * 4;
ok(offset == expected_offset,
"Got unexpected offset %u (expected %u) for rect %s, type %s.\n",
offset, expected_offset,wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
}
else
{
ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n",
locked_rect.pBits, resources[r].name);
ok(!locked_rect.Pitch, "Got unexpected Pitch %u, type %s.\n",
locked_rect.Pitch, resources[r].name);
}
}
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x, type %s.\n",
hr, resources[r].name);
locked_rect.pBits = (void *)0xdeadbeef;
locked_rect.Pitch = 1;
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
if (resources[r].clear)
{
ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n",
locked_rect.pBits, resources[r].name);
ok(!locked_rect.Pitch, "Got unexpected Pitch %u, type %s.\n",
locked_rect.Pitch, resources[r].name);
}
else
{
ok(locked_rect.pBits == (void *)0xdeadbeef, "Got unexpected pBits %p, type %s.\n",
locked_rect.pBits, resources[r].name);
ok(locked_rect.Pitch == 1, "Got unexpected Pitch %u, type %s.\n",
locked_rect.Pitch, resources[r].name);
}
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[1], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[1]), resources[r].name);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name);
IDirect3DSurface8_Release(surface);
if (texture)
{
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n",
hr, resources[r].name);
locked_rect.pBits = (void *)0xdeadbeef;
locked_rect.Pitch = 1;
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
ok(locked_rect.pBits == (void *)0xdeadbeef, "Got unexpected pBits %p, type %s.\n",
locked_rect.pBits, resources[r].name);
ok(locked_rect.Pitch == 1, "Got unexpected Pitch %u, type %s.\n",
locked_rect.Pitch, resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[1], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[1]), resources[r].name);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name);
IDirect3DTexture8_Release(texture);
}
if (cube_texture)
{
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0,
&locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n",
hr, resources[r].name);
locked_rect.pBits = (void *)0xdeadbeef;
locked_rect.Pitch = 1;
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0,
&locked_rect, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n",
locked_rect.pBits, resources[r].name);
ok(!locked_rect.Pitch, "Got unexpected Pitch %u, type %s.\n",
locked_rect.Pitch, resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name);
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0,
&locked_rect, &valid[0], 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0,
&locked_rect, &valid[0], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[0]), resources[r].name);
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0,
&locked_rect, &valid[1], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n",
hr, wine_dbgstr_rect(&valid[1]), resources[r].name);
hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name);
IDirect3DTexture8_Release(cube_texture);
}
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_private_data(void)
{
ULONG refcount, expected_refcount;
IDirect3DTexture8 *texture;
IDirect3DSurface8 *surface, *surface2;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
IUnknown *ptr;
HWND window;
HRESULT hr;
DWORD size;
DWORD data[4] = {1, 2, 3, 4};
static const GUID d3d8_private_data_test_guid2 =
{
0x2e5afac2,
0x87b5,
0x4c10,
{0x9b,0x4b,0x89,0xd7,0xd1,0x12,0xe7,0x2b}
};
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_A8R8G8B8, &surface);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, 0, D3DSPD_IUNKNOWN);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, 5, D3DSPD_IUNKNOWN);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, sizeof(IUnknown *) * 2, D3DSPD_IUNKNOWN);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* A failing SetPrivateData call does not clear the old data with the same tag. */
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device,
sizeof(device), D3DSPD_IUNKNOWN);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device,
sizeof(device) * 2, D3DSPD_IUNKNOWN);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
size = sizeof(ptr);
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size);
ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr);
IUnknown_Release(ptr);
hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid);
ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr);
refcount = get_refcount((IUnknown *)device);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
expected_refcount = refcount + 1;
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
expected_refcount = refcount - 1;
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
surface, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid,
device, sizeof(IUnknown *), D3DSPD_IUNKNOWN);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
size = 2 * sizeof(ptr);
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
expected_refcount = refcount + 2;
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
ok(ptr == (IUnknown *)device, "Got unexpected ptr %p, expected %p.\n", ptr, device);
IUnknown_Release(ptr);
expected_refcount--;
ptr = (IUnknown *)0xdeadbeef;
size = 1;
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
size = 2 * sizeof(ptr);
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
size = 1;
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size);
ok(hr == D3DERR_MOREDATA, "Got unexpected hr %#x.\n", hr);
ok(size == sizeof(device), "Got unexpected size %u.\n", size);
ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr);
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, NULL, NULL);
ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
size = 0xdeadbabe;
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, &ptr, &size);
ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr);
ok(size == 0xdeadbabe, "Got unexpected size %u.\n", size);
/* GetPrivateData with size = NULL causes an access violation on Windows if the
* requested data exists. */
/* Destroying the surface frees the held reference. */
IDirect3DSurface8_Release(surface);
expected_refcount = refcount - 2;
refcount = get_refcount((IUnknown *)device);
ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get texture level 0, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2);
ok(SUCCEEDED(hr), "Failed to get texture level 1, hr %#x.\n", hr);
hr = IDirect3DTexture8_SetPrivateData(texture, &d3d8_private_data_test_guid, data, sizeof(data), 0);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
memset(data, 0, sizeof(data));
size = sizeof(data);
hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, data, &size);
ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DTexture8_GetPrivateData(texture, &d3d8_private_data_test_guid, data, &size);
ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr);
ok(data[0] == 1 && data[1] == 2 && data[2] == 3 && data[3] == 4,
"Got unexpected private data: %u, %u, %u, %u.\n", data[0], data[1], data[2], data[3]);
hr = IDirect3DTexture8_FreePrivateData(texture, &d3d8_private_data_test_guid);
ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, data, sizeof(data), 0);
ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetPrivateData(surface2, &d3d8_private_data_test_guid, data, &size);
ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid);
ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface2);
IDirect3DSurface8_Release(surface);
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_surface_dimensions(void)
{
IDirect3DSurface8 *surface;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateImageSurface(device, 0, 1, D3DFMT_A8R8G8B8, &surface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateImageSurface(device, 1, 0, D3DFMT_A8R8G8B8, &surface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_surface_format_null(void)
{
static const D3DFORMAT D3DFMT_NULL = MAKEFOURCC('N','U','L','L');
IDirect3DTexture8 *texture;
IDirect3DSurface8 *surface;
IDirect3DSurface8 *rt, *ds;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
D3DSURFACE_DESC desc;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_NULL);
if (hr != D3D_OK)
{
skip("No D3DFMT_NULL support, skipping test.\n");
IDirect3D8_Release(d3d);
return;
}
window = create_window();
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_NULL);
ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#x.\n", hr);
hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DFMT_NULL, D3DFMT_D24S8);
ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_NULL,
D3DMULTISAMPLE_NONE, TRUE, &surface);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get original render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
IDirect3DSurface8_Release(rt);
IDirect3DSurface8_Release(ds);
hr = IDirect3DSurface8_GetDesc(surface, &desc);
ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
ok(desc.Width == 128, "Expected width 128, got %u.\n", desc.Width);
ok(desc.Height == 128, "Expected height 128, got %u.\n", desc.Height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
ok(locked_rect.Pitch, "Expected non-zero pitch, got %u.\n", locked_rect.Pitch);
ok(!!locked_rect.pBits, "Expected non-NULL pBits, got %p.\n", locked_rect.pBits);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 0, D3DUSAGE_RENDERTARGET,
D3DFMT_NULL, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_surface_double_unlock(void)
{
static const D3DPOOL pools[] =
{
D3DPOOL_DEFAULT,
D3DPOOL_SYSTEMMEM,
};
IDirect3DSurface8 *surface;
IDirect3DDevice8 *device;
D3DLOCKED_RECT lr;
IDirect3D8 *d3d;
unsigned int i;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
for (i = 0; i < ARRAY_SIZE(pools); ++i)
{
switch (pools[i])
{
case D3DPOOL_DEFAULT:
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, D3DFMT_X8R8G8B8);
if (FAILED(hr))
{
skip("D3DFMT_X8R8G8B8 render targets not supported, skipping double unlock DEFAULT pool test.\n");
continue;
}
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_X8R8G8B8,
D3DMULTISAMPLE_NONE, TRUE, &surface);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
break;
case D3DPOOL_SYSTEMMEM:
hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_X8R8G8B8, &surface);
ok(SUCCEEDED(hr), "Failed to create image surface, hr %#x.\n", hr);
break;
default:
break;
}
hr = IDirect3DSurface8_UnlockRect(surface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]);
hr = IDirect3DSurface8_LockRect(surface, &lr, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#x.\n", pools[i], hr);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#x.\n", pools[i], hr);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]);
IDirect3DSurface8_Release(surface);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_surface_blocks(void)
{
static const struct
{
D3DFORMAT fmt;
const char *name;
unsigned int block_width;
unsigned int block_height;
BOOL broken;
BOOL create_size_checked, core_fmt;
}
formats[] =
{
{D3DFMT_DXT1, "D3DFMT_DXT1", 4, 4, FALSE, TRUE, TRUE },
{D3DFMT_DXT2, "D3DFMT_DXT2", 4, 4, FALSE, TRUE, TRUE },
{D3DFMT_DXT3, "D3DFMT_DXT3", 4, 4, FALSE, TRUE, TRUE },
{D3DFMT_DXT4, "D3DFMT_DXT4", 4, 4, FALSE, TRUE, TRUE },
{D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, FALSE, TRUE, TRUE },
/* ATI1N and ATI2N have 2x2 blocks on all AMD cards and Geforce 7 cards,
* which doesn't match the format spec. On newer Nvidia cards
* they have the correct 4x4 block size */
{MAKEFOURCC('A','T','I','1'), "ATI1N", 4, 4, TRUE, FALSE, FALSE},
{MAKEFOURCC('A','T','I','2'), "ATI2N", 4, 4, TRUE, FALSE, FALSE},
/* Windows drivers generally enforce block-aligned locks for
* YUY2 and UYVY. The notable exception is the AMD r500 driver
* in d3d8. The same driver checks the sizes in d3d9. */
{D3DFMT_YUY2, "D3DFMT_YUY2", 2, 1, TRUE, FALSE, TRUE },
{D3DFMT_UYVY, "D3DFMT_UYVY", 2, 1, TRUE, FALSE, TRUE },
};
static const struct
{
D3DPOOL pool;
const char *name;
/* Don't check the return value, Nvidia returns D3DERR_INVALIDCALL for some formats
* and E_INVALIDARG/DDERR_INVALIDPARAMS for others. */
BOOL success;
}
pools[] =
{
{D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", FALSE},
{D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", TRUE},
{D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM",TRUE},
{D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE},
};
static struct
{
D3DRESOURCETYPE rtype;
const char *type_name;
D3DPOOL pool;
const char *pool_name;
BOOL need_driver_support, need_runtime_support;
}
create_tests[] =
{
/* D3d8 only supports sysmem surfaces, which are created via CreateImageSurface. Other tests confirm
* that they are D3DPOOL_SYSTEMMEM surfaces, but their creation restriction behaves like the scratch
* pool in d3d9. */
{D3DRTYPE_SURFACE, "D3DRTYPE_SURFACE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", FALSE, TRUE },
{D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE },
{D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", TRUE, FALSE },
{D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE },
{D3DRTYPE_TEXTURE, "D3DRTYPE_TEXTURE", D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE },
{D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE },
{D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", TRUE, FALSE },
{D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE },
{D3DRTYPE_CUBETEXTURE, "D3DRTYPE_CUBETEXTURE", D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE },
};
IDirect3DTexture8 *texture;
IDirect3DCubeTexture8 *cube_texture;
IDirect3DSurface8 *surface;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
unsigned int i, j, k, w, h;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
RECT rect;
BOOL tex_pow2, cube_pow2;
D3DCAPS8 caps;
static const RECT invalid[] =
{
{60, 60, 60, 68}, /* 0 height */
{60, 60, 68, 60}, /* 0 width */
{68, 60, 60, 68}, /* left > right */
{60, 68, 68, 60}, /* top > bottom */
{-8, 60, 0, 68}, /* left < surface */
{60, -8, 68, 0}, /* top < surface */
{-16, 60, -8, 68}, /* right < surface */
{60, -16, 68, -8}, /* bottom < surface */
{60, 60, 136, 68}, /* right > surface */
{60, 60, 68, 136}, /* bottom > surface */
{136, 60, 144, 68}, /* left > surface */
{60, 136, 68, 144}, /* top > surface */
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
tex_pow2 = caps.TextureCaps & D3DPTEXTURECAPS_POW2;
if (tex_pow2)
tex_pow2 = !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL);
cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2);
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
BOOL tex_support, cube_support, surface_support, format_known;
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_TEXTURE, formats[i].fmt);
tex_support = SUCCEEDED(hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_CUBETEXTURE, formats[i].fmt);
cube_support = SUCCEEDED(hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_SURFACE, formats[i].fmt);
surface_support = SUCCEEDED(hr);
/* Scratch pool in general allows texture creation even if the driver does
* not support the format. If the format is an extension format that is not
* known to the runtime, like ATI2N, some driver support is required for
* this to work.
*
* It is also possible that Windows Vista and Windows 7 d3d8 runtimes know
* about ATI2N. I cannot check this because all my Vista+ machines support
* ATI2N in hardware, but none of my WinXP machines do. */
format_known = tex_support || cube_support || surface_support;
for (w = 1; w <= 8; w++)
{
for (h = 1; h <= 8; h++)
{
BOOL block_aligned = TRUE;
BOOL size_is_pow2;
if (w & (formats[i].block_width - 1) || h & (formats[i].block_height - 1))
block_aligned = FALSE;
size_is_pow2 = !(w & (w - 1) || h & (h - 1));
for (j = 0; j < ARRAY_SIZE(create_tests); j++)
{
BOOL support, pow2;
HRESULT expect_hr;
BOOL may_succeed = FALSE;
IUnknown **check_null;
if (!formats[i].core_fmt)
{
/* AMD warns against creating ATI2N textures smaller than
* the block size because the runtime cannot calculate the
* correct texture size. Generalize this for all extension
* formats. */
if (w < formats[i].block_width || h < formats[i].block_height)
continue;
}
texture = (IDirect3DTexture8 *)0xdeadbeef;
cube_texture = (IDirect3DCubeTexture8 *)0xdeadbeef;
surface = (IDirect3DSurface8 *)0xdeadbeef;
switch (create_tests[j].rtype)
{
case D3DRTYPE_TEXTURE:
check_null = (IUnknown **)&texture;
hr = IDirect3DDevice8_CreateTexture(device, w, h, 1, 0,
formats[i].fmt, create_tests[j].pool, &texture);
support = tex_support;
pow2 = tex_pow2;
break;
case D3DRTYPE_CUBETEXTURE:
if (w != h)
continue;
check_null = (IUnknown **)&cube_texture;
hr = IDirect3DDevice8_CreateCubeTexture(device, w, 1, 0,
formats[i].fmt, create_tests[j].pool, &cube_texture);
support = cube_support;
pow2 = cube_pow2;
break;
case D3DRTYPE_SURFACE:
check_null = (IUnknown **)&surface;
hr = IDirect3DDevice8_CreateImageSurface(device, w, h,
formats[i].fmt, &surface);
support = surface_support;
pow2 = FALSE;
break;
default:
pow2 = FALSE;
support = FALSE;
check_null = NULL;
break;
}
if (create_tests[j].need_driver_support && !support)
expect_hr = D3DERR_INVALIDCALL;
else if (create_tests[j].need_runtime_support && !formats[i].core_fmt && !format_known)
expect_hr = D3DERR_INVALIDCALL;
else if (formats[i].create_size_checked && !block_aligned)
expect_hr = D3DERR_INVALIDCALL;
else if (pow2 && !size_is_pow2 && create_tests[j].need_driver_support)
expect_hr = D3DERR_INVALIDCALL;
else
expect_hr = D3D_OK;
if (!formats[i].core_fmt && !format_known && FAILED(expect_hr))
may_succeed = TRUE;
/* Wine knows about ATI2N and happily creates a scratch resource even if GL
* does not support it. Accept scratch creation of extension formats on
* Windows as well if it occurs. We don't really care if e.g. a Windows 7
* on an r200 GPU creates scratch ATI2N texture even though the card doesn't
* support it. */
ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)),
"Got unexpected hr %#x for format %s, pool %s, type %s, size %ux%u.\n",
hr, formats[i].name, create_tests[j].pool_name, create_tests[j].type_name, w, h);
if (FAILED(hr))
ok(*check_null == NULL, "Got object ptr %p, expected NULL.\n", *check_null);
else
IUnknown_Release(*check_null);
}
}
}
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DYNAMIC, D3DRTYPE_TEXTURE, formats[i].fmt);
if (FAILED(hr))
{
skip("Format %s not supported, skipping lockrect offset tests.\n", formats[i].name);
continue;
}
for (j = 0; j < ARRAY_SIZE(pools); ++j)
{
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1,
pools[j].pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0,
formats[i].fmt, pools[j].pool, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
if (formats[i].block_width > 1)
{
SetRect(&rect, formats[i].block_width >> 1, 0, formats[i].block_width, formats[i].block_height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0);
ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken),
"Partial block lock %s, expected %s, format %s, pool %s.\n",
SUCCEEDED(hr) ? "succeeded" : "failed",
pools[j].success ? "success" : "failure", formats[i].name, pools[j].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
SetRect(&rect, 0, 0, formats[i].block_width >> 1, formats[i].block_height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0);
ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken),
"Partial block lock %s, expected %s, format %s, pool %s.\n",
SUCCEEDED(hr) ? "succeeded" : "failed",
pools[j].success ? "success" : "failure", formats[i].name, pools[j].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
}
if (formats[i].block_height > 1)
{
SetRect(&rect, 0, formats[i].block_height >> 1, formats[i].block_width, formats[i].block_height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0);
ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken),
"Partial block lock %s, expected %s, format %s, pool %s.\n",
SUCCEEDED(hr) ? "succeeded" : "failed",
pools[j].success ? "success" : "failure", formats[i].name, pools[j].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height >> 1);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0);
ok(FAILED(hr) == !pools[j].success || broken(formats[i].broken),
"Partial block lock %s, expected %s, format %s, pool %s.\n",
SUCCEEDED(hr) ? "succeeded" : "failed",
pools[j].success ? "success" : "failure", formats[i].name, pools[j].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
}
for (k = 0; k < ARRAY_SIZE(invalid); ++k)
{
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &invalid[k], 0);
ok(FAILED(hr) == !pools[j].success, "Invalid lock %s(%#x), expected %s, format %s, pool %s, case %u.\n",
SUCCEEDED(hr) ? "succeeded" : "failed", hr, pools[j].success ? "success" : "failure",
formats[i].name, pools[j].name, k);
if (SUCCEEDED(hr))
{
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
}
SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for format %s, pool %s.\n", hr, formats[i].name, pools[j].name);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
}
if (formats[i].block_width == 1 && formats[i].block_height == 1)
continue;
if (!formats[i].core_fmt)
continue;
hr = IDirect3DDevice8_CreateTexture(device, formats[i].block_width, formats[i].block_height, 2,
D3DUSAGE_DYNAMIC, formats[i].fmt, D3DPOOL_DEFAULT, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, format %s.\n", hr, formats[i].name);
hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_UnlockRect(texture, 1);
ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
rect.left = 0;
rect.top = 0;
rect.right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1;
rect.bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1;
hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0);
ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_UnlockRect(texture, 1);
ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
rect.right = formats[i].block_width;
rect.bottom = formats[i].block_height;
hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
if (SUCCEEDED(hr))
IDirect3DTexture8_UnlockRect(texture, 1);
IDirect3DTexture8_Release(texture);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_set_palette(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
UINT refcount;
HWND window;
HRESULT hr;
PALETTEENTRY pal[256];
unsigned int i;
D3DCAPS8 caps;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
for (i = 0; i < ARRAY_SIZE(pal); i++)
{
pal[i].peRed = i;
pal[i].peGreen = i;
pal[i].peBlue = i;
pal[i].peFlags = 0xff;
}
hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal);
ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(pal); i++)
{
pal[i].peRed = i;
pal[i].peGreen = i;
pal[i].peBlue = i;
pal[i].peFlags = i;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)
{
hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal);
ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal);
ok(hr == D3DERR_INVALIDCALL, "SetPaletteEntries returned %#x, expected D3DERR_INVALIDCALL.\n", hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_swvp_buffer(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
UINT refcount;
HWND window;
HRESULT hr;
unsigned int i;
IDirect3DVertexBuffer8 *buffer;
static const unsigned int bufsize = 1024;
D3DVERTEXBUFFER_DESC desc;
struct device_desc device_desc;
struct
{
float x, y, z;
} *ptr, *ptr2;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
device_desc.device_window = window;
device_desc.width = 640;
device_desc.height = 480;
device_desc.flags = CREATE_DEVICE_SWVP_ONLY;
if (!(device = create_device(d3d8, window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, bufsize * sizeof(*ptr), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0,
D3DPOOL_DEFAULT, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc);
ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
ok(desc.Pool == D3DPOOL_DEFAULT, "Got pool %u, expected D3DPOOL_DEFAULT\n", desc.Pool);
ok(desc.Usage == (D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY),
"Got usage %u, expected D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY\n", desc.Usage);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, bufsize * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
for (i = 0; i < bufsize; i++)
{
ptr[i].x = i * 1.0f;
ptr[i].y = i * 2.0f;
ptr[i].z = i * 3.0f;
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, bufsize * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
ok(ptr == ptr2, "Lock returned two different pointers: %p, %p\n", ptr, ptr2);
for (i = 0; i < bufsize; i++)
{
if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
{
ok(FALSE, "Vertex %u is %f,%f,%f, expected %f,%f,%f\n", i,
ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
break;
}
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_managed_buffer(void)
{
static const unsigned int vertex_count = 1024;
IDirect3DVertexBuffer8 *buffer;
D3DVERTEXBUFFER_DESC desc;
IDirect3DDevice8 *device;
struct vec3 *ptr, *ptr2;
IDirect3D8 *d3d8;
unsigned int i;
UINT refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*ptr), 0, 0, D3DPOOL_MANAGED, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc);
ok(SUCCEEDED(hr), "Failed to get desc, hr %#x.\n", hr);
ok(desc.Pool == D3DPOOL_MANAGED, "Got unexpected pool %#x.\n", desc.Pool);
ok(!desc.Usage, "Got unexpected usage %#x.\n", desc.Usage);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
for (i = 0; i < vertex_count; ++i)
{
ptr[i].x = i * 1.0f;
ptr[i].y = i * 2.0f;
ptr[i].z = i * 3.0f;
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
ok(ptr2 == ptr, "Got unexpected ptr2 %p, expected %p.\n", ptr2, ptr);
for (i = 0; i < vertex_count; ++i)
{
if (ptr2[i].x != i * 1.0f || ptr2[i].y != i * 2.0f || ptr2[i].z != i * 3.0f)
{
ok(FALSE, "Got unexpected vertex %u {%.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e}.\n",
i, ptr2[i].x, ptr2[i].y, ptr2[i].z, i * 1.0f, i * 2.0f, i * 3.0f);
break;
}
}
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_npot_textures(void)
{
IDirect3DDevice8 *device = NULL;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window = NULL;
HRESULT hr;
D3DCAPS8 caps;
IDirect3DTexture8 *texture;
IDirect3DCubeTexture8 *cube_texture;
IDirect3DVolumeTexture8 *volume_texture;
struct
{
D3DPOOL pool;
const char *pool_name;
HRESULT hr;
}
pools[] =
{
{ D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", D3DERR_INVALIDCALL },
{ D3DPOOL_MANAGED, "D3DPOOL_MANAGED", D3DERR_INVALIDCALL },
{ D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", D3DERR_INVALIDCALL },
{ D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", D3D_OK },
};
unsigned int i, levels;
BOOL tex_pow2, cube_pow2, vol_pow2;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
tex_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_POW2);
cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2);
vol_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2);
ok(cube_pow2 == tex_pow2, "Cube texture and 2d texture pow2 restrictions mismatch.\n");
ok(vol_pow2 == tex_pow2, "Volume texture and 2d texture pow2 restrictions mismatch.\n");
for (i = 0; i < ARRAY_SIZE(pools); i++)
{
for (levels = 0; levels <= 2; levels++)
{
HRESULT expected;
hr = IDirect3DDevice8_CreateTexture(device, 10, 10, levels, 0, D3DFMT_X8R8G8B8,
pools[i].pool, &texture);
if (!tex_pow2)
{
expected = D3D_OK;
}
else if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
{
if (levels == 1)
expected = D3D_OK;
else
expected = pools[i].hr;
}
else
{
expected = pools[i].hr;
}
ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#x, expected %#x.\n",
pools[i].pool_name, levels, hr, expected);
if (SUCCEEDED(hr))
IDirect3DTexture8_Release(texture);
}
hr = IDirect3DDevice8_CreateCubeTexture(device, 3, 1, 0, D3DFMT_X8R8G8B8,
pools[i].pool, &cube_texture);
if (tex_pow2)
{
ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n",
pools[i].pool_name, hr, pools[i].hr);
}
else
{
ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n",
pools[i].pool_name, hr, D3D_OK);
}
if (SUCCEEDED(hr))
IDirect3DCubeTexture8_Release(cube_texture);
hr = IDirect3DDevice8_CreateVolumeTexture(device, 2, 2, 3, 1, 0, D3DFMT_X8R8G8B8,
pools[i].pool, &volume_texture);
if (tex_pow2)
{
ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n",
pools[i].pool_name, hr, pools[i].hr);
}
else
{
ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n",
pools[i].pool_name, hr, D3D_OK);
}
if (SUCCEEDED(hr))
IDirect3DVolumeTexture8_Release(volume_texture);
}
done:
if (device)
{
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_volume_locking(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
IDirect3DVolumeTexture8 *texture;
unsigned int i;
D3DLOCKED_BOX locked_box;
ULONG refcount;
D3DCAPS8 caps;
static const struct
{
D3DPOOL pool;
DWORD usage;
HRESULT create_hr, lock_hr;
}
tests[] =
{
{ D3DPOOL_DEFAULT, 0, D3D_OK, D3DERR_INVALIDCALL },
{ D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, D3D_OK, D3D_OK },
{ D3DPOOL_SYSTEMMEM, 0, D3D_OK, D3D_OK },
{ D3DPOOL_SYSTEMMEM, D3DUSAGE_DYNAMIC, D3D_OK, D3D_OK },
{ D3DPOOL_MANAGED, 0, D3D_OK, D3D_OK },
{ D3DPOOL_MANAGED, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL, D3D_OK },
{ D3DPOOL_SCRATCH, 0, D3D_OK, D3D_OK },
{ D3DPOOL_SCRATCH, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL, D3D_OK },
};
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP))
{
skip("Volume textures not supported, skipping test.\n");
goto out;
}
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 4, 1, tests[i].usage,
D3DFMT_A8R8G8B8, tests[i].pool, &texture);
ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#x returned %#x, expected %#x.\n",
tests[i].pool, tests[i].usage, hr, tests[i].create_hr);
if (FAILED(hr))
continue;
locked_box.pBits = (void *)0xdeadbeef;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0);
ok(hr == tests[i].lock_hr, "Lock returned %#x, expected %#x.\n", hr, tests[i].lock_hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
else
{
ok (locked_box.pBits == NULL, "Failed lock set pBits = %p, expected NULL.\n", locked_box.pBits);
}
IDirect3DVolumeTexture8_Release(texture);
}
out:
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_update_volumetexture(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
IDirect3DVolumeTexture8 *src, *dst;
unsigned int i;
D3DLOCKED_BOX locked_box;
ULONG refcount;
D3DCAPS8 caps;
static const struct
{
D3DPOOL src_pool, dst_pool;
HRESULT hr;
}
tests[] =
{
{ D3DPOOL_DEFAULT, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL },
{ D3DPOOL_MANAGED, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL },
{ D3DPOOL_SYSTEMMEM, D3DPOOL_DEFAULT, D3D_OK },
{ D3DPOOL_SCRATCH, D3DPOOL_DEFAULT, D3DERR_INVALIDCALL },
{ D3DPOOL_DEFAULT, D3DPOOL_MANAGED, D3DERR_INVALIDCALL },
{ D3DPOOL_MANAGED, D3DPOOL_MANAGED, D3DERR_INVALIDCALL },
{ D3DPOOL_SYSTEMMEM, D3DPOOL_MANAGED, D3DERR_INVALIDCALL },
{ D3DPOOL_SCRATCH, D3DPOOL_MANAGED, D3DERR_INVALIDCALL },
{ D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL },
{ D3DPOOL_MANAGED, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL },
{ D3DPOOL_SYSTEMMEM, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL },
{ D3DPOOL_SCRATCH, D3DPOOL_SYSTEMMEM, D3DERR_INVALIDCALL },
{ D3DPOOL_DEFAULT, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL },
{ D3DPOOL_MANAGED, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL },
{ D3DPOOL_SYSTEMMEM, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL },
{ D3DPOOL_SCRATCH, D3DPOOL_SCRATCH, D3DERR_INVALIDCALL },
};
static const struct
{
UINT src_size, dst_size;
UINT src_lvl, dst_lvl;
D3DFORMAT src_fmt, dst_fmt;
}
tests2[] =
{
{ 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 },
{ 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 },
{ 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 },
{ 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 },
{ 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 },
{ 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, /* Different level count */
{ 4, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8 }, /* Different size */
{ 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8 }, /* Different format */
};
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP))
{
skip("Volume textures not supported, skipping test.\n");
goto out;
}
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
DWORD src_usage = tests[i].src_pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0;
DWORD dst_usage = tests[i].dst_pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, src_usage,
D3DFMT_A8R8G8B8, tests[i].src_pool, &src);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, dst_usage,
D3DFMT_A8R8G8B8, tests[i].dst_pool, &dst);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(src, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
*((DWORD *)locked_box.pBits) = 0x11223344;
hr = IDirect3DVolumeTexture8_UnlockBox(src, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst);
ok(hr == tests[i].hr, "UpdateTexture returned %#x, expected %#x, src pool %x, dst pool %u.\n",
hr, tests[i].hr, tests[i].src_pool, tests[i].dst_pool);
if (SUCCEEDED(hr))
{
DWORD content = *((DWORD *)locked_box.pBits);
hr = IDirect3DVolumeTexture8_LockBox(dst, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
ok(content == 0x11223344, "Dest texture contained %#x, expected 0x11223344.\n", content);
hr = IDirect3DVolumeTexture8_UnlockBox(dst, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
IDirect3DVolumeTexture8_Release(src);
IDirect3DVolumeTexture8_Release(dst);
}
if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPVOLUMEMAP))
{
skip("Mipmapped volume maps not supported.\n");
goto out;
}
for (i = 0; i < ARRAY_SIZE(tests2); i++)
{
hr = IDirect3DDevice8_CreateVolumeTexture(device,
tests2[i].src_size, tests2[i].src_size, tests2[i].src_size,
tests2[i].src_lvl, 0, tests2[i].src_fmt, D3DPOOL_SYSTEMMEM, &src);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i);
hr = IDirect3DDevice8_CreateVolumeTexture(device,
tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_size,
tests2[i].dst_lvl, 0, tests2[i].dst_fmt, D3DPOOL_DEFAULT, &dst);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst);
todo_wine_if (FAILED(hr))
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u.\n", hr, i);
IDirect3DVolumeTexture8_Release(src);
IDirect3DVolumeTexture8_Release(dst);
}
/* As far as I can see, UpdateTexture on non-matching texture behaves like a memcpy. The raw data
* stays the same in a format change, a 2x2x1 texture is copied into the first row of a 4x4x1 texture,
* etc. I could not get it to segfault, but the nonexistent 5th pixel of a 2x2x1 texture is copied into
* pixel 1x2x1 of a 4x4x1 texture, demonstrating a read beyond the texture's end. I suspect any bad
* memory access is silently ignored by the runtime, in the kernel or on the GPU.
*
* I'm not adding tests for this behavior until an application needs it. */
out:
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_create_rt_ds_fail(void)
{
IDirect3DDevice8 *device;
HWND window;
HRESULT hr;
ULONG refcount;
IDirect3D8 *d3d8;
IDirect3DSurface8 *surface;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
/* Output pointer == NULL segfaults on Windows. */
surface = (IDirect3DSurface8 *)0xdeadbeef;
hr = IDirect3DDevice8_CreateRenderTarget(device, 4, 4, D3DFMT_D16,
D3DMULTISAMPLE_NONE, FALSE, &surface);
ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#x.\n", hr);
ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface);
if (SUCCEEDED(hr))
IDirect3DSurface8_Release(surface);
surface = (IDirect3DSurface8 *)0xdeadbeef;
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 4, 4, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, &surface);
ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#x.\n", hr);
ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface);
if (SUCCEEDED(hr))
IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_volume_blocks(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
UINT refcount;
HWND window;
HRESULT hr;
D3DCAPS8 caps;
IDirect3DVolumeTexture8 *texture;
unsigned int w, h, d, i, j;
static const struct
{
D3DFORMAT fmt;
const char *name;
unsigned int block_width;
unsigned int block_height;
unsigned int block_depth;
unsigned int block_size;
unsigned int broken;
BOOL create_size_checked, core_fmt;
}
formats[] =
{
/* Scratch volumes enforce DXTn block locks, unlike their surface counterparts.
* ATI2N and YUV blocks are not enforced on any tested card (r200, gtx 460). */
{D3DFMT_DXT1, "D3DFMT_DXT1", 4, 4, 1, 8, 0, TRUE, TRUE },
{D3DFMT_DXT2, "D3DFMT_DXT2", 4, 4, 1, 16, 0, TRUE, TRUE },
{D3DFMT_DXT3, "D3DFMT_DXT3", 4, 4, 1, 16, 0, TRUE, TRUE },
{D3DFMT_DXT4, "D3DFMT_DXT4", 4, 4, 1, 16, 0, TRUE, TRUE },
{D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, 0, TRUE, TRUE },
{D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, 0, TRUE, TRUE },
/* ATI2N has 2x2 blocks on all AMD cards and Geforce 7 cards,
* which doesn't match the format spec. On newer Nvidia cards
* it has the correct 4x4 block size.
* ATI1N volume textures are only supported by AMD GPUs right
* now and locking offsets seem just wrong. */
{MAKEFOURCC('A','T','I','1'), "ATI1N", 4, 4, 1, 8, 2, FALSE, FALSE},
{MAKEFOURCC('A','T','I','2'), "ATI2N", 4, 4, 1, 16, 1, FALSE, FALSE},
{D3DFMT_YUY2, "D3DFMT_YUY2", 2, 1, 1, 4, 1, FALSE, TRUE },
{D3DFMT_UYVY, "D3DFMT_UYVY", 2, 1, 1, 4, 1, FALSE, TRUE },
};
static const struct
{
D3DPOOL pool;
const char *name;
BOOL need_driver_support, need_runtime_support;
}
create_tests[] =
{
{D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", TRUE, FALSE},
{D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE, TRUE },
{D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM",TRUE, FALSE},
{D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE, FALSE},
};
static const struct
{
unsigned int x, y, z, x2, y2, z2;
}
offset_tests[] =
{
{0, 0, 0, 8, 8, 8},
{0, 0, 3, 8, 8, 8},
{0, 4, 0, 8, 8, 8},
{0, 4, 3, 8, 8, 8},
{4, 0, 0, 8, 8, 8},
{4, 0, 3, 8, 8, 8},
{4, 4, 0, 8, 8, 8},
{4, 4, 3, 8, 8, 8},
};
D3DBOX box;
D3DLOCKED_BOX locked_box;
BYTE *base;
INT expected_row_pitch, expected_slice_pitch;
BOOL support;
BOOL pow2;
unsigned int offset, expected_offset;
window = create_window();
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2);
for (i = 0; i < ARRAY_SIZE(formats); i++)
{
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_VOLUMETEXTURE, formats[i].fmt);
support = SUCCEEDED(hr);
/* Test creation restrictions */
for (w = 1; w <= 8; w++)
{
for (h = 1; h <= 8; h++)
{
for (d = 1; d <= 8; d++)
{
HRESULT expect_hr;
BOOL size_is_pow2;
BOOL block_aligned = TRUE;
if (w & (formats[i].block_width - 1) || h & (formats[i].block_height - 1))
block_aligned = FALSE;
size_is_pow2 = !((w & (w - 1)) || (h & (h - 1)) || (d & (d - 1)));
for (j = 0; j < ARRAY_SIZE(create_tests); j++)
{
BOOL may_succeed = FALSE;
if (create_tests[j].need_runtime_support && !formats[i].core_fmt && !support)
expect_hr = D3DERR_INVALIDCALL;
else if (formats[i].create_size_checked && !block_aligned)
expect_hr = D3DERR_INVALIDCALL;
else if (pow2 && !size_is_pow2 && create_tests[j].need_driver_support)
expect_hr = D3DERR_INVALIDCALL;
else if (create_tests[j].need_driver_support && !support)
expect_hr = D3DERR_INVALIDCALL;
else
expect_hr = D3D_OK;
texture = (IDirect3DVolumeTexture8 *)0xdeadbeef;
hr = IDirect3DDevice8_CreateVolumeTexture(device, w, h, d, 1, 0,
formats[i].fmt, create_tests[j].pool, &texture);
/* Wine knows about ATI2N and happily creates a scratch resource even if GL
* does not support it. Accept scratch creation of extension formats on
* Windows as well if it occurs. We don't really care if e.g. a Windows 7
* on an r200 GPU creates scratch ATI2N texture even though the card doesn't
* support it. */
if (!formats[i].core_fmt && !support && FAILED(expect_hr))
may_succeed = TRUE;
ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)),
"Got unexpected hr %#x for format %s, pool %s, size %ux%ux%u.\n",
hr, formats[i].name, create_tests[j].name, w, h, d);
if (FAILED(hr))
ok(texture == NULL, "Got texture ptr %p, expected NULL.\n", texture);
else
IDirect3DVolumeTexture8_Release(texture);
}
}
}
}
if (!support && !formats[i].core_fmt)
continue;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 24, 8, 8, 1, 0,
formats[i].fmt, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
/* Test lockrect offset */
for (j = 0; j < ARRAY_SIZE(offset_tests); j++)
{
unsigned int bytes_per_pixel;
bytes_per_pixel = formats[i].block_size / (formats[i].block_width * formats[i].block_height);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
base = locked_box.pBits;
if (formats[i].broken == 1)
{
expected_row_pitch = bytes_per_pixel * 24;
}
else if (formats[i].broken == 2)
{
expected_row_pitch = 24;
}
else
{
expected_row_pitch = (24 /* tex width */ + formats[i].block_height - 1) / formats[i].block_width
* formats[i].block_size;
}
ok(locked_box.RowPitch == expected_row_pitch, "Got unexpected row pitch %d for format %s, expected %d.\n",
locked_box.RowPitch, formats[i].name, expected_row_pitch);
if (formats[i].broken)
{
expected_slice_pitch = expected_row_pitch * 8;
}
else
{
expected_slice_pitch = (8 /* tex height */ + formats[i].block_depth - 1) / formats[i].block_height
* expected_row_pitch;
}
ok(locked_box.SlicePitch == expected_slice_pitch,
"Got unexpected slice pitch %d for format %s, expected %d.\n",
locked_box.SlicePitch, formats[i].name, expected_slice_pitch);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x, j %u.\n", hr, j);
box.Left = offset_tests[j].x;
box.Top = offset_tests[j].y;
box.Front = offset_tests[j].z;
box.Right = offset_tests[j].x2;
box.Bottom = offset_tests[j].y2;
box.Back = offset_tests[j].z2;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x, j %u.\n", hr, j);
offset = (BYTE *)locked_box.pBits - base;
if (formats[i].broken == 1)
{
expected_offset = box.Front * expected_slice_pitch
+ box.Top * expected_row_pitch
+ box.Left * bytes_per_pixel;
}
else if (formats[i].broken == 2)
{
expected_offset = box.Front * expected_slice_pitch
+ box.Top * expected_row_pitch
+ box.Left;
}
else
{
expected_offset = (box.Front / formats[i].block_depth) * expected_slice_pitch
+ (box.Top / formats[i].block_height) * expected_row_pitch
+ (box.Left / formats[i].block_width) * formats[i].block_size;
}
ok(offset == expected_offset, "Got unexpected offset %u for format %s, expected %u, box start %ux%ux%u.\n",
offset, formats[i].name, expected_offset, box.Left, box.Top, box.Front);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
/* Test partial block locks */
box.Front = 0;
box.Back = 1;
if (formats[i].block_width > 1)
{
box.Left = formats[i].block_width >> 1;
box.Top = 0;
box.Right = formats[i].block_width;
box.Bottom = formats[i].block_height;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(FAILED(hr) || broken(formats[i].broken),
"Partial block lock succeeded, expected failure, format %s.\n",
formats[i].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
box.Left = 0;
box.Top = 0;
box.Right = formats[i].block_width >> 1;
box.Bottom = formats[i].block_height;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(FAILED(hr) || broken(formats[i].broken),
"Partial block lock succeeded, expected failure, format %s.\n",
formats[i].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
}
if (formats[i].block_height > 1)
{
box.Left = 0;
box.Top = formats[i].block_height >> 1;
box.Right = formats[i].block_width;
box.Bottom = formats[i].block_height;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(FAILED(hr) || broken(formats[i].broken),
"Partial block lock succeeded, expected failure, format %s.\n",
formats[i].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
box.Left = 0;
box.Top = 0;
box.Right = formats[i].block_width;
box.Bottom = formats[i].block_height >> 1;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(FAILED(hr) || broken(formats[i].broken),
"Partial block lock succeeded, expected failure, format %s.\n",
formats[i].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
}
/* Test full block lock */
box.Left = 0;
box.Top = 0;
box.Right = formats[i].block_width;
box.Bottom = formats[i].block_height;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
/* Test mipmap locks. Don't do this with ATI2N, AMD warns that the runtime
* does not allocate surfaces smaller than the blocksize properly. */
if ((formats[i].block_width > 1 || formats[i].block_height > 1) && formats[i].core_fmt)
{
hr = IDirect3DDevice8_CreateVolumeTexture(device, formats[i].block_width, formats[i].block_height,
2, 2, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
box.Left = box.Top = box.Front = 0;
box.Right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1;
box.Bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1;
box.Back = 1;
hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
box.Right = formats[i].block_width;
box.Bottom = formats[i].block_height;
hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
if (SUCCEEDED(hr))
IDirect3DVolumeTexture8_UnlockBox(texture, 1);
IDirect3DVolumeTexture8_Release(texture);
}
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_lockbox_invalid(void)
{
static const struct
{
D3DBOX box;
HRESULT result;
}
test_data[] =
{
{{0, 0, 2, 2, 0, 1}, D3D_OK}, /* Valid */
{{0, 0, 4, 4, 0, 1}, D3D_OK}, /* Valid */
{{0, 0, 0, 4, 0, 1}, D3DERR_INVALIDCALL}, /* 0 height */
{{0, 0, 4, 0, 0, 1}, D3DERR_INVALIDCALL}, /* 0 width */
{{0, 0, 4, 4, 1, 1}, D3DERR_INVALIDCALL}, /* 0 depth */
{{4, 0, 0, 4, 0, 1}, D3DERR_INVALIDCALL}, /* left > right */
{{0, 4, 4, 0, 0, 1}, D3DERR_INVALIDCALL}, /* top > bottom */
{{0, 0, 4, 4, 1, 0}, D3DERR_INVALIDCALL}, /* back > front */
{{0, 0, 8, 4, 0, 1}, D3DERR_INVALIDCALL}, /* right > surface */
{{0, 0, 4, 8, 0, 1}, D3DERR_INVALIDCALL}, /* bottom > surface */
{{0, 0, 4, 4, 0, 3}, D3DERR_INVALIDCALL}, /* back > surface */
{{8, 0, 16, 4, 0, 1}, D3DERR_INVALIDCALL}, /* left > surface */
{{0, 8, 4, 16, 0, 1}, D3DERR_INVALIDCALL}, /* top > surface */
{{0, 0, 4, 4, 2, 4}, D3DERR_INVALIDCALL}, /* top > surface */
};
static const D3DBOX test_boxt_2 = {2, 2, 4, 4, 0, 1};
IDirect3DVolumeTexture8 *texture = NULL;
D3DLOCKED_BOX locked_box;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
unsigned int i;
ULONG refcount;
HWND window;
BYTE *base;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
base = locked_box.pBits;
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i)
{
unsigned int offset, expected_offset;
const D3DBOX *box = &test_data[i].box;
locked_box.pBits = (BYTE *)0xdeadbeef;
locked_box.RowPitch = 0xdeadbeef;
locked_box.SlicePitch = 0xdeadbeef;
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, box, 0);
/* Unlike surfaces, volumes properly check the box even in Windows XP */
ok(hr == test_data[i].result,
"Got unexpected hr %#x with box [%u, %u, %u]->[%u, %u, %u], expected %#x.\n",
hr, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back,
test_data[i].result);
if (FAILED(hr))
continue;
offset = (BYTE *)locked_box.pBits - base;
expected_offset = box->Front * locked_box.SlicePitch + box->Top * locked_box.RowPitch + box->Left * 4;
ok(offset == expected_offset,
"Got unexpected offset %u (expected %u) for rect [%u, %u, %u]->[%u, %u, %u].\n",
offset, expected_offset, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
}
/* locked_box = NULL throws an exception on Windows */
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n",
hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front,
test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n",
hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front,
test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_boxt_2, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n",
hr, test_boxt_2.Left, test_boxt_2.Top, test_boxt_2.Front,
test_boxt_2.Right, test_boxt_2.Bottom, test_boxt_2.Back);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_pixel_format(void)
{
int format, test_format;
PIXELFORMATDESCRIPTOR pfd;
IDirect3D8 *d3d8 = NULL;
IDirect3DDevice8 *device = NULL;
HWND hwnd, hwnd2;
HDC hdc, hdc2;
HMODULE gl;
HRESULT hr;
static const float point[] = {0.0f, 0.0f, 0.0f};
hwnd = create_window();
ok(!!hwnd, "Failed to create window.\n");
hwnd2 = create_window();
ok(!!hwnd2, "Failed to create window.\n");
hdc = GetDC(hwnd);
ok(!!hdc, "Failed to get DC.\n");
hdc2 = GetDC(hwnd2);
ok(!!hdc2, "Failed to get DC.\n");
gl = LoadLibraryA("opengl32.dll");
ok(!!gl, "failed to load opengl32.dll; SetPixelFormat()/GetPixelFormat() may not work right\n");
format = GetPixelFormat(hdc);
ok(format == 0, "new window has pixel format %d\n", format);
ZeroMemory(&pfd, sizeof(pfd));
pfd.nSize = sizeof(pfd);
pfd.nVersion = 1;
pfd.dwFlags = PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL;
pfd.iPixelType = PFD_TYPE_RGBA;
pfd.iLayerType = PFD_MAIN_PLANE;
format = ChoosePixelFormat(hdc, &pfd);
if (format <= 0)
{
skip("no pixel format available\n");
goto cleanup;
}
if (!SetPixelFormat(hdc, format, &pfd) || GetPixelFormat(hdc) != format)
{
skip("failed to set pixel format\n");
goto cleanup;
}
if (!SetPixelFormat(hdc2, format, &pfd) || GetPixelFormat(hdc2) != format)
{
skip("failed to set pixel format on second window\n");
goto cleanup;
}
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
if (!(device = create_device(d3d8, hwnd, NULL)))
{
skip("Failed to create device\n");
goto cleanup;
}
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed %#x\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, point, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed %#x\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed %#x\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_Present(device, NULL, NULL, hwnd2, NULL);
ok(SUCCEEDED(hr), "Present failed %#x\n", hr);
test_format = GetPixelFormat(hdc);
ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
test_format = GetPixelFormat(hdc2);
ok(test_format == format, "second window has pixel format %d, expected %d\n", test_format, format);
cleanup:
if (device)
{
UINT refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
if (d3d8)
IDirect3D8_Release(d3d8);
FreeLibrary(gl);
ReleaseDC(hwnd2, hdc2);
ReleaseDC(hwnd, hdc);
DestroyWindow(hwnd2);
DestroyWindow(hwnd);
}
static void test_begin_end_state_block(void)
{
IDirect3DDevice8 *device;
DWORD stateblock;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
/* Should succeed. */
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr);
/* Calling BeginStateBlock() while recording should return
* D3DERR_INVALIDCALL. */
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Should succeed. */
stateblock = 0xdeadbeef;
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock);
ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr);
ok(!!stateblock && stateblock != 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock);
IDirect3DDevice8_DeleteStateBlock(device, stateblock);
/* Calling EndStateBlock() while not recording should return
* D3DERR_INVALIDCALL. stateblock should not be touched. */
stateblock = 0xdeadbeef;
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(stateblock == 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_shader_constant_apply(void)
{
static const float vs_const[] = {1.0f, 2.0f, 3.0f, 4.0f};
static const float ps_const[] = {5.0f, 6.0f, 7.0f, 8.0f};
static const float initial[] = {0.0f, 0.0f, 0.0f, 0.0f};
DWORD vs_version, ps_version;
IDirect3DDevice8 *device;
DWORD stateblock;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
float ret[4];
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
vs_version = caps.VertexShaderVersion & 0xffff;
ps_version = caps.PixelShaderVersion & 0xffff;
if (vs_version)
{
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, initial, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, initial, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_const, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
}
if (ps_version)
{
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, initial, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, initial, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, ps_const, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_BeginStateBlock(device);
ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr);
if (vs_version)
{
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, vs_const, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
}
if (ps_version)
{
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, ps_const, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock);
ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr);
if (vs_version)
{
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
}
if (ps_version)
{
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, initial, sizeof(initial)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
}
/* Apply doesn't overwrite constants that aren't explicitly set on the
* source stateblock. */
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock);
ok(SUCCEEDED(hr), "Failed to apply stateblock, hr %#x.\n", hr);
if (vs_version)
{
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, vs_const, sizeof(vs_const)),
"Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]);
}
if (ps_version)
{
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1);
ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr);
ok(!memcmp(ret, ps_const, sizeof(ps_const)),
"Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n",
ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]);
}
IDirect3DDevice8_DeleteStateBlock(device, stateblock);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_resource_type(void)
{
IDirect3DDevice8 *device;
IDirect3DSurface8 *surface;
IDirect3DTexture8 *texture;
IDirect3DCubeTexture8 *cube_texture;
IDirect3DVolume8 *volume;
IDirect3DVolumeTexture8 *volume_texture;
D3DSURFACE_DESC surface_desc;
D3DVOLUME_DESC volume_desc;
D3DRESOURCETYPE type;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
D3DCAPS8 caps;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_X8R8G8B8, &surface);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_CreateTexture(device, 2, 8, 4, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
type = IDirect3DTexture8_GetType(texture);
ok(type == D3DRTYPE_TEXTURE, "Expected type D3DRTYPE_TEXTURE, got %u.\n", type);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width);
ok(surface_desc.Height == 8, "Expected height 8, got %u.\n", surface_desc.Height);
hr = IDirect3DTexture8_GetLevelDesc(texture, 0, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width);
ok(surface_desc.Height == 8, "Expected height 8, got %u.\n", surface_desc.Height);
IDirect3DSurface8_Release(surface);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 2, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width);
ok(surface_desc.Height == 2, "Expected height 2, got %u.\n", surface_desc.Height);
hr = IDirect3DTexture8_GetLevelDesc(texture, 2, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width);
ok(surface_desc.Height == 2, "Expected height 2, got %u.\n", surface_desc.Height);
IDirect3DSurface8_Release(surface);
IDirect3DTexture8_Release(texture);
if (caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
{
hr = IDirect3DDevice8_CreateCubeTexture(device, 1, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &cube_texture);
ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x.\n", hr);
type = IDirect3DCubeTexture8_GetType(cube_texture);
ok(type == D3DRTYPE_CUBETEXTURE, "Expected type D3DRTYPE_CUBETEXTURE, got %u.\n", type);
hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture,
D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get cube map surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
hr = IDirect3DCubeTexture8_GetLevelDesc(cube_texture, 0, &surface_desc);
ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr);
ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n",
surface_desc.Type);
IDirect3DSurface8_Release(surface);
IDirect3DCubeTexture8_Release(cube_texture);
}
else
skip("Cube maps not supported.\n");
if (caps.TextureCaps & D3DPTEXTURECAPS_MIPVOLUMEMAP)
{
hr = IDirect3DDevice8_CreateVolumeTexture(device, 2, 4, 8, 4, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &volume_texture);
ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr);
type = IDirect3DVolumeTexture8_GetType(volume_texture);
ok(type == D3DRTYPE_VOLUMETEXTURE, "Expected type D3DRTYPE_VOLUMETEXTURE, got %u.\n", type);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 0, &volume);
ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr);
/* IDirect3DVolume8 is not an IDirect3DResource8 and has no GetType method. */
hr = IDirect3DVolume8_GetDesc(volume, &volume_desc);
ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr);
ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n",
volume_desc.Type);
ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width);
ok(volume_desc.Height == 4, "Expected height 4, got %u.\n", volume_desc.Height);
ok(volume_desc.Depth == 8, "Expected depth 8, got %u.\n", volume_desc.Depth);
hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 0, &volume_desc);
ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr);
ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n",
volume_desc.Type);
ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width);
ok(volume_desc.Height == 4, "Expected height 4, got %u.\n", volume_desc.Height);
ok(volume_desc.Depth == 8, "Expected depth 8, got %u.\n", volume_desc.Depth);
IDirect3DVolume8_Release(volume);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 2, &volume);
ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr);
hr = IDirect3DVolume8_GetDesc(volume, &volume_desc);
ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr);
ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n",
volume_desc.Type);
ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width);
ok(volume_desc.Height == 1, "Expected height 1, got %u.\n", volume_desc.Height);
ok(volume_desc.Depth == 2, "Expected depth 2, got %u.\n", volume_desc.Depth);
hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 2, &volume_desc);
ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr);
ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n",
volume_desc.Type);
ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width);
ok(volume_desc.Height == 1, "Expected height 1, got %u.\n", volume_desc.Height);
ok(volume_desc.Depth == 2, "Expected depth 2, got %u.\n", volume_desc.Depth);
IDirect3DVolume8_Release(volume);
IDirect3DVolumeTexture8_Release(volume_texture);
}
else
skip("Mipmapped volume maps not supported.\n");
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_mipmap_lock(void)
{
IDirect3DDevice8 *device;
IDirect3DSurface8 *surface, *surface2, *surface_dst, *surface_dst2;
IDirect3DTexture8 *texture, *texture_dst;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
D3DLOCKED_RECT locked_rect;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &texture_dst);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 0, &surface_dst);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 1, &surface_dst2);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface2, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, surface_dst, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, surface2, NULL, 0, surface_dst2, NULL);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Apparently there's no validation on the container. */
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture,
(IDirect3DBaseTexture8 *)texture_dst);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DSurface8_UnlockRect(surface2);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface_dst2);
IDirect3DSurface8_Release(surface_dst);
IDirect3DSurface8_Release(surface2);
IDirect3DSurface8_Release(surface);
IDirect3DTexture8_Release(texture_dst);
IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_writeonly_resource(void)
{
IDirect3D8 *d3d;
IDirect3DDevice8 *device;
IDirect3DVertexBuffer8 *buffer;
ULONG refcount;
HWND window;
HRESULT hr;
BYTE *ptr;
static const struct
{
struct vec3 pos;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}}
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad),
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(ptr, quad, sizeof(quad));
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene %#x\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene %#x\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, 0);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n");
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_READONLY);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n");
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
refcount = IDirect3DVertexBuffer8_Release(buffer);
ok(!refcount, "Vertex buffer has %u references left.\n", refcount);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_lost_device(void)
{
struct device_desc device_desc;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
BOOL ret;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
device_desc.device_window = window;
device_desc.width = registry_mode.dmPelsWidth;
device_desc.height = registry_mode.dmPelsHeight;
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
if (!(device = create_device(d3d, window, &device_desc)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_TestCooperativeLevel(device);
if (hr == D3DERR_DEVICELOST)
{
win_skip("Broken TestCooperativeLevel(), skipping test.\n");
IDirect3DDevice8_Release(device);
goto done;
}
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow());
ok(ret, "Failed to set foreground window.\n");
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
/* The device is not lost on Windows 10. */
ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
ret = ShowWindow(window, SW_RESTORE);
ok(ret, "Failed to restore window.\n");
ret = SetForegroundWindow(window);
ok(ret, "Failed to set foreground window.\n");
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3DERR_DEVICENOTRESET || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
hr = reset_device(device, &device_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
device_desc.flags = 0;
hr = reset_device(device, &device_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow());
ok(ret, "Failed to set foreground window.\n");
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
ret = ShowWindow(window, SW_RESTORE);
ok(ret, "Failed to restore window.\n");
hr = IDirect3DDevice8_TestCooperativeLevel(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
device_desc.flags = CREATE_DEVICE_FULLSCREEN;
hr = reset_device(device, &device_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device);
/* The device is not lost on Windows 10. */
todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow());
ok(ret, "Failed to set foreground window.\n");
hr = reset_device(device, &device_desc);
ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr);
ret = ShowWindow(window, SW_RESTORE);
ok(ret, "Failed to restore window.\n");
ret = SetForegroundWindow(window);
ok(ret, "Failed to set foreground window.\n");
hr = reset_device(device, &device_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_resource_priority(void)
{
IDirect3DDevice8 *device;
IDirect3DTexture8 *texture;
IDirect3DVertexBuffer8 *buffer;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
D3DPOOL pool;
const char *name;
BOOL can_set_priority;
}
test_data[] =
{
{D3DPOOL_DEFAULT, "D3DPOOL_DEFAULT", FALSE},
{D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM", FALSE},
{D3DPOOL_MANAGED, "D3DPOOL_MANAGED", TRUE},
{D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH", FALSE}
};
unsigned int i;
DWORD priority;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
for (i = 0; i < ARRAY_SIZE(test_data); i++)
{
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 0, 0, D3DFMT_X8R8G8B8,
test_data[i].pool, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, pool %s.\n", hr, test_data[i].name);
priority = IDirect3DTexture8_GetPriority(texture);
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DTexture8_SetPriority(texture, 1);
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DTexture8_GetPriority(texture);
if (test_data[i].can_set_priority)
{
ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DTexture8_SetPriority(texture, 0);
ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
}
else
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
IDirect3DTexture8_Release(texture);
if (test_data[i].pool != D3DPOOL_SCRATCH)
{
hr = IDirect3DDevice8_CreateVertexBuffer(device, 256, 0, 0,
test_data[i].pool, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x, pool %s.\n", hr, test_data[i].name);
priority = IDirect3DVertexBuffer8_GetPriority(buffer);
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DVertexBuffer8_SetPriority(buffer, 1);
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DVertexBuffer8_GetPriority(buffer);
if (test_data[i].can_set_priority)
{
ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
priority = IDirect3DVertexBuffer8_SetPriority(buffer, 0);
ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
}
else
ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name);
IDirect3DVertexBuffer8_Release(buffer);
}
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_swapchain_parameters(void)
{
IDirect3DSurface8 *backbuffer;
IDirect3DDevice8 *device;
HRESULT hr, expected_hr;
IDirect3D8 *d3d;
D3DCAPS8 caps;
HWND window;
unsigned int i, j;
D3DPRESENT_PARAMETERS present_parameters, present_parameters_windowed = {0};
static const struct
{
BOOL windowed;
UINT backbuffer_count;
D3DSWAPEFFECT swap_effect;
HRESULT hr;
}
tests[] =
{
/* Swap effect 0 is not allowed. */
{TRUE, 1, 0, D3DERR_INVALIDCALL},
{FALSE, 1, 0, D3DERR_INVALIDCALL},
/* All (non-ex) swap effects are allowed in
* windowed and fullscreen mode. */
{TRUE, 1, D3DSWAPEFFECT_DISCARD, D3D_OK},
{TRUE, 1, D3DSWAPEFFECT_FLIP, D3D_OK},
{FALSE, 1, D3DSWAPEFFECT_DISCARD, D3D_OK},
{FALSE, 1, D3DSWAPEFFECT_FLIP, D3D_OK},
{FALSE, 1, D3DSWAPEFFECT_COPY, D3D_OK},
/* Only one backbuffer in copy mode. Reset allows it for
* some reason. */
{TRUE, 0, D3DSWAPEFFECT_COPY, D3D_OK},
{TRUE, 1, D3DSWAPEFFECT_COPY, D3D_OK},
{TRUE, 2, D3DSWAPEFFECT_COPY, D3DERR_INVALIDCALL},
{FALSE, 2, D3DSWAPEFFECT_COPY, D3DERR_INVALIDCALL},
{TRUE, 0, D3DSWAPEFFECT_COPY_VSYNC, D3D_OK},
{TRUE, 1, D3DSWAPEFFECT_COPY_VSYNC, D3D_OK},
{TRUE, 2, D3DSWAPEFFECT_COPY_VSYNC, D3DERR_INVALIDCALL},
{FALSE, 2, D3DSWAPEFFECT_COPY_VSYNC, D3DERR_INVALIDCALL},
/* Ok with the others, in fullscreen and windowed mode. */
{TRUE, 2, D3DSWAPEFFECT_DISCARD, D3D_OK},
{TRUE, 2, D3DSWAPEFFECT_FLIP, D3D_OK},
{FALSE, 2, D3DSWAPEFFECT_DISCARD, D3D_OK},
{FALSE, 2, D3DSWAPEFFECT_FLIP, D3D_OK},
/* Invalid swapeffects. */
{TRUE, 1, D3DSWAPEFFECT_COPY_VSYNC + 1, D3DERR_INVALIDCALL},
{FALSE, 1, D3DSWAPEFFECT_COPY_VSYNC + 1, D3DERR_INVALIDCALL},
/* 3 is the highest allowed backbuffer count. */
{TRUE, 3, D3DSWAPEFFECT_DISCARD, D3D_OK},
{TRUE, 4, D3DSWAPEFFECT_DISCARD, D3DERR_INVALIDCALL},
{TRUE, 4, D3DSWAPEFFECT_FLIP, D3DERR_INVALIDCALL},
{FALSE, 4, D3DSWAPEFFECT_DISCARD, D3DERR_INVALIDCALL},
{FALSE, 4, D3DSWAPEFFECT_FLIP, D3DERR_INVALIDCALL},
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
IDirect3DDevice8_Release(device);
present_parameters_windowed.BackBufferWidth = registry_mode.dmPelsWidth;
present_parameters_windowed.BackBufferHeight = registry_mode.dmPelsHeight;
present_parameters_windowed.hDeviceWindow = window;
present_parameters_windowed.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters_windowed.SwapEffect = D3DSWAPEFFECT_COPY;
present_parameters_windowed.Windowed = TRUE;
present_parameters_windowed.BackBufferCount = 1;
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
UINT bb_count = tests[i].backbuffer_count ? tests[i].backbuffer_count : 1;
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.BackBufferWidth = registry_mode.dmPelsWidth;
present_parameters.BackBufferHeight = registry_mode.dmPelsHeight;
present_parameters.hDeviceWindow = window;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.SwapEffect = tests[i].swap_effect;
present_parameters.Windowed = tests[i].windowed;
present_parameters.BackBufferCount = tests[i].backbuffer_count;
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i);
if (SUCCEEDED(hr))
{
for (j = 0; j < bb_count; ++j)
{
hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i);
IDirect3DSurface8_Release(backbuffer);
}
hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i);
IDirect3DDevice8_Release(device);
}
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters_windowed, &device);
ok(SUCCEEDED(hr), "Failed to create device, hr %#x, test %u.\n", hr, i);
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.BackBufferWidth = registry_mode.dmPelsWidth;
present_parameters.BackBufferHeight = registry_mode.dmPelsHeight;
present_parameters.hDeviceWindow = window;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.SwapEffect = tests[i].swap_effect;
present_parameters.Windowed = tests[i].windowed;
present_parameters.BackBufferCount = tests[i].backbuffer_count;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i);
if (FAILED(hr))
{
hr = IDirect3DDevice8_Reset(device, &present_parameters_windowed);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x, test %u.\n", hr, i);
}
else
{
for (j = 0; j < bb_count; ++j)
{
hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
todo_wine_if (j)
ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i);
if (SUCCEEDED(hr))
IDirect3DSurface8_Release(backbuffer);
}
hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i);
}
IDirect3DDevice8_Release(device);
}
for (i = 0; i < 10; ++i)
{
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.BackBufferWidth = registry_mode.dmPelsWidth;
present_parameters.BackBufferHeight = registry_mode.dmPelsHeight;
present_parameters.hDeviceWindow = window;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.Windowed = FALSE;
present_parameters.BackBufferCount = 2;
present_parameters.FullScreen_PresentationInterval = i;
switch (present_parameters.FullScreen_PresentationInterval)
{
case D3DPRESENT_INTERVAL_ONE:
case D3DPRESENT_INTERVAL_TWO:
case D3DPRESENT_INTERVAL_THREE:
case D3DPRESENT_INTERVAL_FOUR:
if (!(caps.PresentationIntervals & present_parameters.FullScreen_PresentationInterval))
continue;
/* Fall through */
case D3DPRESENT_INTERVAL_DEFAULT:
expected_hr = D3D_OK;
break;
default:
expected_hr = D3DERR_INVALIDCALL;
break;
}
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
ok(hr == expected_hr, "Got unexpected hr %#x, test %u.\n", hr, i);
if (SUCCEEDED(hr))
IDirect3DDevice8_Release(device);
}
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_check_device_format(void)
{
D3DDEVTYPE device_type;
IDirect3D8 *d3d;
HRESULT hr;
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
for (device_type = D3DDEVTYPE_HAL; device_type <= D3DDEVTYPE_SW; ++device_type)
{
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN,
0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type);
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN,
0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type);
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN,
0, D3DRTYPE_SURFACE, D3DFMT_X8R8G8B8);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type);
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN,
0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type);
}
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
IDirect3D8_Release(d3d);
}
static void test_miptree_layout(void)
{
unsigned int pool_idx, format_idx, base_dimension, level_count, offset, i, j;
IDirect3DCubeTexture8 *texture_cube;
IDirect3DTexture8 *texture_2d;
IDirect3DDevice8 *device;
D3DLOCKED_RECT map_desc;
BYTE *base = NULL;
IDirect3D8 *d3d;
D3DCAPS8 caps;
UINT refcount;
HWND window;
HRESULT hr;
static const struct
{
D3DFORMAT format;
const char *name;
}
formats[] =
{
{D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8"},
{D3DFMT_A8, "D3DFMT_A8"},
{D3DFMT_L8, "D3DFMT_L8"},
{MAKEFOURCC('A','T','I','1'), "D3DFMT_ATI1"},
{MAKEFOURCC('A','T','I','2'), "D3DFMT_ATI2"},
};
static const struct
{
D3DPOOL pool;
const char *name;
}
pools[] =
{
{D3DPOOL_MANAGED, "D3DPOOL_MANAGED"},
{D3DPOOL_SYSTEMMEM, "D3DPOOL_SYSTEMMEM"},
{D3DPOOL_SCRATCH, "D3DPOOL_SCRATCH"},
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
base_dimension = 257;
if (caps.TextureCaps & (D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_CUBEMAP_POW2))
{
skip("Using power of two base dimension.\n");
base_dimension = 256;
}
for (format_idx = 0; format_idx < ARRAY_SIZE(formats); ++format_idx)
{
if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[format_idx].format)))
{
skip("%s textures not supported, skipping tests.\n", formats[format_idx].name);
continue;
}
for (pool_idx = 0; pool_idx < ARRAY_SIZE(pools); ++pool_idx)
{
hr = IDirect3DDevice8_CreateTexture(device, base_dimension, base_dimension, 0, 0,
formats[format_idx].format, pools[pool_idx].pool, &texture_2d);
ok(SUCCEEDED(hr), "Failed to create a %s %s texture, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, hr);
level_count = IDirect3DTexture8_GetLevelCount(texture_2d);
for (i = 0, offset = 0; i < level_count; ++i)
{
hr = IDirect3DTexture8_LockRect(texture_2d, i, &map_desc, NULL, 0);
ok(SUCCEEDED(hr), "%s, %s: Failed to lock level %u, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, i, hr);
if (!i)
base = map_desc.pBits;
else
ok(map_desc.pBits == base + offset,
"%s, %s, level %u: Got unexpected pBits %p, expected %p.\n",
pools[pool_idx].name, formats[format_idx].name, i, map_desc.pBits, base + offset);
offset += (base_dimension >> i) * map_desc.Pitch;
hr = IDirect3DTexture8_UnlockRect(texture_2d, i);
ok(SUCCEEDED(hr), "%s, %s Failed to unlock level %u, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, i, hr);
}
IDirect3DTexture8_Release(texture_2d);
}
if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_CUBETEXTURE, formats[format_idx].format)))
{
skip("%s cube textures not supported, skipping tests.\n", formats[format_idx].name);
continue;
}
for (pool_idx = 0; pool_idx < ARRAY_SIZE(pools); ++pool_idx)
{
hr = IDirect3DDevice8_CreateCubeTexture(device, base_dimension, 0, 0,
formats[format_idx].format, pools[pool_idx].pool, &texture_cube);
ok(SUCCEEDED(hr), "Failed to create a %s %s cube texture, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, hr);
level_count = IDirect3DCubeTexture8_GetLevelCount(texture_cube);
for (i = 0, offset = 0; i < 6; ++i)
{
for (j = 0; j < level_count; ++j)
{
hr = IDirect3DCubeTexture8_LockRect(texture_cube, i, j, &map_desc, NULL, 0);
ok(SUCCEEDED(hr), "%s, %s: Failed to lock face %u, level %u, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, i, j, hr);
if (!i && !j)
base = map_desc.pBits;
else
ok(map_desc.pBits == base + offset,
"%s, %s, face %u, level %u: Got unexpected pBits %p, expected %p.\n",
pools[pool_idx].name, formats[format_idx].name, i, j, map_desc.pBits, base + offset);
offset += (base_dimension >> j) * map_desc.Pitch;
hr = IDirect3DCubeTexture8_UnlockRect(texture_cube, i, j);
ok(SUCCEEDED(hr), "%s, %s: Failed to unlock face %u, level %u, hr %#x.\n",
pools[pool_idx].name, formats[format_idx].name, i, j, hr);
}
offset = (offset + 15) & ~15;
}
IDirect3DCubeTexture8_Release(texture_cube);
}
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_render_target_device_mismatch(void)
{
IDirect3DDevice8 *device, *device2;
IDirect3DSurface8 *surface, *rt;
IDirect3D8 *d3d;
UINT refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
device2 = create_device(d3d, window, NULL);
ok(!!device2, "Failed to create a D3D device.\n");
hr = IDirect3DDevice8_CreateRenderTarget(device2, 640, 480,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &surface);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_GetRenderTarget(device2, &surface);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
ok(surface == rt, "Got unexpected render target %p, expected %p.\n", surface, rt);
IDirect3DSurface8_Release(surface);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
refcount = IDirect3DDevice8_Release(device2);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_format_unknown(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
UINT refcount;
HWND window;
void *iface;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
if (SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8)))
{
skip("P8 textures are supported, skipping some tests.\n");
}
else
{
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64,
D3DFMT_P8, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64,
D3DFMT_P8, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0,
D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0,
D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0,
D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
}
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64,
D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64,
D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64,
D3DFMT_UNKNOWN, (IDirect3DSurface8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0,
D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0,
D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0,
D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_destroyed_window(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
ULONG refcount;
HWND window;
HRESULT hr;
/* No WS_VISIBLE. */
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
ok(!!window, "Failed to create a window.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
device = create_device(d3d8, window, NULL);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
if (!device)
{
skip("Failed to create a 3D device, skipping test.\n");
return;
}
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
static void test_lockable_backbuffer(void)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
struct device_desc device_desc;
IDirect3DSurface8 *surface;
IDirect3DDevice8 *device;
D3DLOCKED_RECT lockrect;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
/* Reset with D3DPRESENTFLAG_LOCKABLE_BACKBUFFER. */
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = window;
present_parameters.Windowed = TRUE;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY);
ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
device_desc.width = 640;
device_desc.height = 480;
device_desc.device_window = window;
device_desc.flags = CREATE_DEVICE_LOCKABLE_BACKBUFFER;
device = create_device(d3d, window, &device_desc);
ok(!!device, "Failed to create device.\n");
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY);
ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr);
IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_clip_planes_limits(void)
{
static const DWORD device_flags[] = {0, CREATE_DEVICE_SWVP_ONLY};
IDirect3DDevice8 *device;
struct device_desc desc;
unsigned int i, j;
IDirect3D8 *d3d;
ULONG refcount;
float plane[4];
D3DCAPS8 caps;
DWORD state;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
for (i = 0; i < ARRAY_SIZE(device_flags); ++i)
{
desc.device_window = window;
desc.width = 640;
desc.height = 480;
desc.flags = device_flags[i];
if (!(device = create_device(d3d, window, &desc)))
{
skip("Failed to create D3D device, flags %#x.\n", desc.flags);
continue;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "Failed to get caps, hr %#x.\n", hr);
trace("Max user clip planes: %u.\n", caps.MaxUserClipPlanes);
for (j = 0; j < caps.MaxUserClipPlanes; ++j)
{
memset(plane, 0xff, sizeof(plane));
hr = IDirect3DDevice8_GetClipPlane(device, j, plane);
ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr);
ok(!plane[0] && !plane[1] && !plane[2] && !plane[3],
"Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n",
j, plane[0], plane[1], plane[2], plane[3]);
}
plane[0] = 2.0f;
plane[1] = 8.0f;
plane[2] = 5.0f;
for (j = 0; j < caps.MaxUserClipPlanes; ++j)
{
plane[3] = j;
hr = IDirect3DDevice8_SetClipPlane(device, j, plane);
ok(hr == D3D_OK, "Failed to set clip plane %u, hr %#x.\n", j, hr);
}
for (j = 0; j < caps.MaxUserClipPlanes; ++j)
{
memset(plane, 0xff, sizeof(plane));
hr = IDirect3DDevice8_GetClipPlane(device, j, plane);
ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr);
ok(plane[0] == 2.0f && plane[1] == 8.0f && plane[2] == 5.0f && plane[3] == j,
"Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n",
j, plane[0], plane[1], plane[2], plane[3]);
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0xffffffff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
ok(state == 0xffffffff, "Got unexpected state %#x.\n", state);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x80000000);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
ok(state == 0x80000000, "Got unexpected state %#x.\n", state);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
}
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_swapchain_multisample_reset(void)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
ok(!!window, "Failed to create a window.\n");
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create D3D object.\n");
if (IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES) == D3DERR_NOTAVAILABLE)
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create 3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = NULL;
present_parameters.Windowed = TRUE;
present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_device_caps(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
ok(!(caps.Caps & ~D3DCAPS_READ_SCANLINE), "Caps field has unexpected flags %#x.\n", caps.Caps);
ok(!(caps.Caps2 & ~(D3DCAPS2_CANCALIBRATEGAMMA | D3DCAPS2_CANRENDERWINDOWED
| D3DCAPS2_CANMANAGERESOURCE | D3DCAPS2_DYNAMICTEXTURES | D3DCAPS2_FULLSCREENGAMMA
| D3DCAPS2_NO2DDURING3DSCENE | D3DCAPS2_RESERVED)),
"Caps2 field has unexpected flags %#x.\n", caps.Caps2);
/* Nvidia returns that 0x400 flag, which is probably Vista+
* D3DCAPS3_DXVAHD from d3d9caps.h */
/* AMD doesn't filter all the ddraw / d3d9 caps. Consider that behavior
* broken. */
ok(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | D3DCAPS3_RESERVED | 0x400))
|| broken(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | 0x80))),
"Caps3 field has unexpected flags %#x.\n", caps.Caps3);
ok(!(caps.PrimitiveMiscCaps & ~(D3DPMISCCAPS_MASKZ | D3DPMISCCAPS_LINEPATTERNREP
| D3DPMISCCAPS_CULLNONE | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_CULLCCW
| D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS
| D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_TSSARGTEMP | D3DPMISCCAPS_BLENDOP
| D3DPMISCCAPS_NULLREFERENCE))
|| broken(!(caps.PrimitiveMiscCaps & ~0x003fdff6)),
"PrimitiveMiscCaps field has unexpected flags %#x.\n", caps.PrimitiveMiscCaps);
/* AMD includes an unknown 0x2 flag. */
ok(!(caps.RasterCaps & ~(D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_ZTEST
| D3DPRASTERCAPS_FOGVERTEX | D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_ANTIALIASEDGES
| D3DPRASTERCAPS_MIPMAPLODBIAS | D3DPRASTERCAPS_ZBIAS | D3DPRASTERCAPS_ZBUFFERLESSHSR
| D3DPRASTERCAPS_FOGRANGE | D3DPRASTERCAPS_ANISOTROPY | D3DPRASTERCAPS_WBUFFER
| D3DPRASTERCAPS_WFOG | D3DPRASTERCAPS_ZFOG | D3DPRASTERCAPS_COLORPERSPECTIVE
| D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE))
|| broken(!(caps.RasterCaps & ~0x0ff7f19b)),
"RasterCaps field has unexpected flags %#x.\n", caps.RasterCaps);
ok(!(caps.SrcBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR
| D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA
| D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR
| D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA
| D3DPBLENDCAPS_BOTHINVSRCALPHA)),
"SrcBlendCaps field has unexpected flags %#x.\n", caps.SrcBlendCaps);
ok(!(caps.DestBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR
| D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA
| D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR
| D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA
| D3DPBLENDCAPS_BOTHINVSRCALPHA)),
"DestBlendCaps field has unexpected flags %#x.\n", caps.DestBlendCaps);
ok(!(caps.TextureCaps & ~(D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2
| D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_SQUAREONLY
| D3DPTEXTURECAPS_TEXREPEATNOTSCALEDBYSIZE | D3DPTEXTURECAPS_ALPHAPALETTE
| D3DPTEXTURECAPS_NONPOW2CONDITIONAL | D3DPTEXTURECAPS_PROJECTED
| D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP
| D3DPTEXTURECAPS_MIPVOLUMEMAP | D3DPTEXTURECAPS_MIPCUBEMAP
| D3DPTEXTURECAPS_CUBEMAP_POW2 | D3DPTEXTURECAPS_VOLUMEMAP_POW2)),
"TextureCaps field has unexpected flags %#x.\n", caps.TextureCaps);
ok(!(caps.TextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR
| D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT
| D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR
| D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC
| D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC))
|| broken(!(caps.TextureFilterCaps & ~0x0703073f)),
"TextureFilterCaps field has unexpected flags %#x.\n", caps.TextureFilterCaps);
ok(!(caps.CubeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR
| D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT
| D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR
| D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC
| D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)),
"CubeTextureFilterCaps field has unexpected flags %#x.\n", caps.CubeTextureFilterCaps);
ok(!(caps.VolumeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR
| D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT
| D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR
| D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC
| D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)),
"VolumeTextureFilterCaps field has unexpected flags %#x.\n", caps.VolumeTextureFilterCaps);
ok(!(caps.LineCaps & ~(D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST | D3DLINECAPS_BLEND
| D3DLINECAPS_ALPHACMP | D3DLINECAPS_FOG)),
"LineCaps field has unexpected flags %#x.\n", caps.LineCaps);
ok(!(caps.StencilCaps & ~(D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_ZERO | D3DSTENCILCAPS_REPLACE
| D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INVERT
| D3DSTENCILCAPS_INCR | D3DSTENCILCAPS_DECR)),
"StencilCaps field has unexpected flags %#x.\n", caps.StencilCaps);
ok(!(caps.VertexProcessingCaps & ~(D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7
| D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER
| D3DVTXPCAPS_TWEENING | D3DVTXPCAPS_NO_VSDT_UBYTE4)),
"VertexProcessingCaps field has unexpected flags %#x.\n", caps.VertexProcessingCaps);
/* Both Nvidia and AMD give 10 here. */
ok(caps.MaxActiveLights <= 10,
"MaxActiveLights field has unexpected value %u.\n", caps.MaxActiveLights);
/* AMD gives 6, Nvidia returns 8. */
ok(caps.MaxUserClipPlanes <= 8,
"MaxUserClipPlanes field has unexpected value %u.\n", caps.MaxUserClipPlanes);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_get_info(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
BYTE info[1024];
ULONG refcount;
unsigned int i;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, NULL)))
{
skip("Failed to create a D3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
/* As called by Chessmaster 9000 (bug 42118). */
hr = IDirect3DDevice8_GetInfo(device, 4, info, 16);
ok(hr == S_FALSE, "Unexpected hr %#x.\n", hr);
for (i = 0; i < 256; ++i)
{
hr = IDirect3DDevice8_GetInfo(device, i, info, sizeof(info));
if (i <= 4)
ok(hr == (i < 4 ? E_FAIL : S_FALSE), "info_id %u, unexpected hr %#x.\n", i, hr);
else
ok(hr == E_FAIL || hr == S_FALSE, "info_id %u, unexpected hr %#x.\n", i, hr);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_resource_access(void)
{
IDirect3DSurface8 *backbuffer, *depth_stencil;
D3DFORMAT colour_format, depth_format, format;
BOOL depth_2d, depth_cube, depth_plain;
struct device_desc device_desc;
D3DSURFACE_DESC surface_desc;
IDirect3DDevice8 *device;
unsigned int i, j;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
enum surface_type
{
SURFACE_2D,
SURFACE_CUBE,
SURFACE_RT,
SURFACE_DS,
SURFACE_IMAGE,
};
enum resource_format
{
FORMAT_COLOUR,
FORMAT_ATI2,
FORMAT_DEPTH,
};
static const struct
{
D3DPOOL pool;
enum resource_format format;
DWORD usage;
BOOL valid;
}
tests[] =
{
/* 0 */
{D3DPOOL_DEFAULT, FORMAT_COLOUR, 0, TRUE},
{D3DPOOL_DEFAULT, FORMAT_ATI2, 0, TRUE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, 0, TRUE},
{D3DPOOL_DEFAULT, FORMAT_COLOUR, D3DUSAGE_RENDERTARGET, TRUE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_DEFAULT, FORMAT_COLOUR, D3DUSAGE_DEPTHSTENCIL, FALSE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, D3DUSAGE_DEPTHSTENCIL, TRUE},
/* 7 */
{D3DPOOL_DEFAULT, FORMAT_COLOUR, D3DUSAGE_DYNAMIC, TRUE},
{D3DPOOL_DEFAULT, FORMAT_ATI2, D3DUSAGE_DYNAMIC, TRUE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, D3DUSAGE_DYNAMIC, TRUE},
{D3DPOOL_DEFAULT, FORMAT_COLOUR, D3DUSAGE_DYNAMIC | D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, D3DUSAGE_DYNAMIC | D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_DEFAULT, FORMAT_COLOUR, D3DUSAGE_DYNAMIC | D3DUSAGE_DEPTHSTENCIL, FALSE},
{D3DPOOL_DEFAULT, FORMAT_DEPTH, D3DUSAGE_DYNAMIC | D3DUSAGE_DEPTHSTENCIL, FALSE},
/* 14 */
{D3DPOOL_MANAGED, FORMAT_COLOUR, 0, TRUE},
{D3DPOOL_MANAGED, FORMAT_ATI2, 0, TRUE},
{D3DPOOL_MANAGED, FORMAT_DEPTH, 0, FALSE},
{D3DPOOL_MANAGED, FORMAT_COLOUR, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_MANAGED, FORMAT_DEPTH, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_MANAGED, FORMAT_COLOUR, D3DUSAGE_DEPTHSTENCIL, FALSE},
{D3DPOOL_MANAGED, FORMAT_DEPTH, D3DUSAGE_DEPTHSTENCIL, FALSE},
/* 21 */
{D3DPOOL_SYSTEMMEM, FORMAT_COLOUR, 0, TRUE},
{D3DPOOL_SYSTEMMEM, FORMAT_ATI2, 0, TRUE},
{D3DPOOL_SYSTEMMEM, FORMAT_DEPTH, 0, FALSE},
{D3DPOOL_SYSTEMMEM, FORMAT_COLOUR, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_SYSTEMMEM, FORMAT_DEPTH, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_SYSTEMMEM, FORMAT_COLOUR, D3DUSAGE_DEPTHSTENCIL, FALSE},
{D3DPOOL_SYSTEMMEM, FORMAT_DEPTH, D3DUSAGE_DEPTHSTENCIL, FALSE},
/* 28 */
{D3DPOOL_SCRATCH, FORMAT_COLOUR, 0, TRUE},
{D3DPOOL_SCRATCH, FORMAT_ATI2, 0, TRUE},
{D3DPOOL_SCRATCH, FORMAT_DEPTH, 0, FALSE},
{D3DPOOL_SCRATCH, FORMAT_COLOUR, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_SCRATCH, FORMAT_DEPTH, D3DUSAGE_RENDERTARGET, FALSE},
{D3DPOOL_SCRATCH, FORMAT_COLOUR, D3DUSAGE_DEPTHSTENCIL, FALSE},
{D3DPOOL_SCRATCH, FORMAT_DEPTH, D3DUSAGE_DEPTHSTENCIL, FALSE},
};
static const struct
{
const char *name;
enum surface_type type;
}
surface_types[] =
{
{"2D", SURFACE_2D},
{"CUBE", SURFACE_CUBE},
{"RT", SURFACE_RT},
{"DS", SURFACE_DS},
{"IMAGE", SURFACE_IMAGE},
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
device_desc.device_window = window;
device_desc.width = 16;
device_desc.height = 16;
device_desc.flags = 0;
if (!(device = create_device(d3d, window, &device_desc)))
{
skip("Failed to create a D3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(backbuffer, &surface_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
colour_format = surface_desc.Format;
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DSurface8_GetDesc(depth_stencil, &surface_desc);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
depth_format = surface_desc.Format;
depth_2d = SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, depth_format));
depth_cube = SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_CUBETEXTURE, depth_format));
depth_plain = SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, depth_format));
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(surface_types); ++i)
{
for (j = 0; j < ARRAY_SIZE(tests); ++j)
{
IDirect3DCubeTexture8 *texture_cube;
IDirect3DBaseTexture8 *texture;
IDirect3DTexture8 *texture_2d;
IDirect3DSurface8 *surface;
HRESULT expected_hr;
D3DLOCKED_RECT lr;
if (tests[j].format == FORMAT_ATI2)
format = MAKEFOURCC('A','T','I','2');
else if (tests[j].format == FORMAT_DEPTH)
format = depth_format;
else
format = colour_format;
if (tests[j].format == FORMAT_ATI2 && FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, format)))
{
skip("ATI2N texture not supported.\n");
continue;
}
switch (surface_types[i].type)
{
case SURFACE_2D:
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1,
tests[j].usage, format, tests[j].pool, &texture_2d);
todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage)
ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_2d)
? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (FAILED(hr))
continue;
hr = IDirect3DTexture8_GetSurfaceLevel(texture_2d, 0, &surface);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
IDirect3DTexture8_Release(texture_2d);
break;
case SURFACE_CUBE:
hr = IDirect3DDevice8_CreateCubeTexture(device, 16, 1,
tests[j].usage, format, tests[j].pool, &texture_cube);
todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage)
ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_cube)
? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (FAILED(hr))
continue;
hr = IDirect3DCubeTexture8_GetCubeMapSurface(texture_cube,
D3DCUBEMAP_FACE_POSITIVE_X, 0, &surface);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
IDirect3DCubeTexture8_Release(texture_cube);
break;
case SURFACE_RT:
hr = IDirect3DDevice8_CreateRenderTarget(device, 16, 16, format,
D3DMULTISAMPLE_NONE, tests[j].usage & D3DUSAGE_DYNAMIC, &surface);
ok(hr == (tests[j].format == FORMAT_COLOUR ? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (FAILED(hr))
continue;
break;
case SURFACE_DS:
hr = IDirect3DDevice8_CreateDepthStencilSurface(device,
16, 16, format, D3DMULTISAMPLE_NONE, &surface);
todo_wine_if(tests[j].format == FORMAT_ATI2)
ok(hr == (tests[j].format != FORMAT_COLOUR ? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (FAILED(hr))
continue;
break;
case SURFACE_IMAGE:
hr = IDirect3DDevice8_CreateImageSurface(device, 16, 16, format, &surface);
ok(hr == ((tests[j].format != FORMAT_DEPTH || depth_plain) ? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (FAILED(hr))
continue;
break;
default:
ok(0, "Invalid surface type %#x.\n", surface_types[i].type);
continue;
}
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (surface_types[i].type == SURFACE_RT)
{
ok(surface_desc.Usage == D3DUSAGE_RENDERTARGET, "Test %s %u: Got unexpected usage %#x.\n",
surface_types[i].name, j, surface_desc.Usage);
ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n",
surface_types[i].name, j, surface_desc.Pool);
}
else if (surface_types[i].type == SURFACE_DS)
{
ok(surface_desc.Usage == D3DUSAGE_DEPTHSTENCIL, "Test %s %u: Got unexpected usage %#x.\n",
surface_types[i].name, j, surface_desc.Usage);
ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n",
surface_types[i].name, j, surface_desc.Pool);
}
else if (surface_types[i].type == SURFACE_IMAGE)
{
ok(!surface_desc.Usage, "Test %s %u: Got unexpected usage %#x.\n",
surface_types[i].name, j, surface_desc.Usage);
ok(surface_desc.Pool == D3DPOOL_SYSTEMMEM, "Test %s %u: Got unexpected pool %#x.\n",
surface_types[i].name, j, surface_desc.Pool);
}
else
{
ok(surface_desc.Usage == tests[j].usage, "Test %s %u: Got unexpected usage %#x.\n",
surface_types[i].name, j, surface_desc.Usage);
ok(surface_desc.Pool == tests[j].pool, "Test %s %u: Got unexpected pool %#x.\n",
surface_types[i].name, j, surface_desc.Pool);
}
hr = IDirect3DSurface8_LockRect(surface, &lr, NULL, 0);
if (surface_desc.Pool != D3DPOOL_DEFAULT || surface_desc.Usage & D3DUSAGE_DYNAMIC
|| (surface_types[i].type == SURFACE_RT && tests[j].usage & D3DUSAGE_DYNAMIC)
|| surface_types[i].type == SURFACE_IMAGE
|| tests[j].format == FORMAT_ATI2)
expected_hr = D3D_OK;
else
expected_hr = D3DERR_INVALIDCALL;
ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
hr = IDirect3DSurface8_UnlockRect(surface);
todo_wine_if(expected_hr != D3D_OK && surface_types[i].type == SURFACE_2D)
ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
if (SUCCEEDED(IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&texture)))
{
hr = IDirect3DDevice8_SetTexture(device, 0, texture);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
IDirect3DBaseTexture8_Release(texture);
}
hr = IDirect3DDevice8_SetRenderTarget(device, surface, depth_stencil);
ok(hr == (surface_desc.Usage & D3DUSAGE_RENDERTARGET ? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, surface);
ok(hr == (surface_desc.Usage & D3DUSAGE_DEPTHSTENCIL ? D3D_OK : D3DERR_INVALIDCALL),
"Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr);
IDirect3DSurface8_Release(surface);
}
}
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
IDirect3DVolumeTexture8 *texture;
D3DVOLUME_DESC volume_desc;
IDirect3DVolume8 *volume;
HRESULT expected_hr;
D3DLOCKED_BOX lb;
if (tests[j].format == FORMAT_DEPTH)
continue;
if (tests[j].format == FORMAT_ATI2)
format = MAKEFOURCC('A','T','I','2');
else
format = colour_format;
hr = IDirect3DDevice8_CreateVolumeTexture(device, 16, 16, 1, 1,
tests[i].usage, format, tests[i].pool, &texture);
ok(hr == (!(tests[i].usage & ~D3DUSAGE_DYNAMIC) ? D3D_OK : D3DERR_INVALIDCALL),
"Test %u: Got unexpected hr %#x.\n", i, hr);
if (FAILED(hr))
continue;
hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DVolume8_GetDesc(volume, &volume_desc);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
ok(volume_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, volume_desc.Usage);
ok(volume_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, volume_desc.Pool);
hr = IDirect3DVolume8_LockBox(volume, &lb, NULL, 0);
if (volume_desc.Pool != D3DPOOL_DEFAULT || volume_desc.Usage & D3DUSAGE_DYNAMIC)
expected_hr = D3D_OK;
else
expected_hr = D3DERR_INVALIDCALL;
ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DVolume8_UnlockBox(volume);
ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
IDirect3DVolume8_Release(volume);
IDirect3DVolumeTexture8_Release(texture);
}
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
D3DINDEXBUFFER_DESC ib_desc;
IDirect3DIndexBuffer8 *ib;
BYTE *data;
hr = IDirect3DDevice8_CreateIndexBuffer(device, 16, tests[i].usage,
tests[i].format == FORMAT_COLOUR ? D3DFMT_INDEX32 : D3DFMT_INDEX16, tests[i].pool, &ib);
ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC)
? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr);
if (FAILED(hr))
continue;
hr = IDirect3DIndexBuffer8_GetDesc(ib, &ib_desc);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
ok(ib_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, ib_desc.Usage);
ok(ib_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, ib_desc.Pool);
hr = IDirect3DIndexBuffer8_Lock(ib, 0, 0, &data, 0);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DIndexBuffer8_Unlock(ib);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetIndices(device, ib, 0);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetIndices(device, NULL, 0);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
IDirect3DIndexBuffer8_Release(ib);
}
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
D3DVERTEXBUFFER_DESC vb_desc;
IDirect3DVertexBuffer8 *vb;
BYTE *data;
hr = IDirect3DDevice8_CreateVertexBuffer(device, 16, tests[i].usage,
tests[i].format == FORMAT_COLOUR ? 0 : D3DFVF_XYZRHW, tests[i].pool, &vb);
ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC)
? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr);
if (FAILED(hr))
continue;
hr = IDirect3DVertexBuffer8_GetDesc(vb, &vb_desc);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
ok(vb_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, vb_desc.Usage);
ok(vb_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, vb_desc.Pool);
hr = IDirect3DVertexBuffer8_Lock(vb, 0, 0, &data, 0);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DVertexBuffer8_Unlock(vb);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 16);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0);
ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr);
IDirect3DVertexBuffer8_Release(vb);
}
IDirect3DSurface8_Release(depth_stencil);
IDirect3DSurface8_Release(backbuffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(device)
{
HMODULE d3d8_handle = GetModuleHandleA("d3d8.dll");
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
DEVMODEW current_mode;
if (!d3d8_handle)
{
skip("Could not load d3d8.dll\n");
return;
}
memset(&current_mode, 0, sizeof(current_mode));
current_mode.dmSize = sizeof(current_mode);
ok(EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &current_mode), "Failed to get display mode.\n");
registry_mode.dmSize = sizeof(registry_mode);
ok(EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &registry_mode), "Failed to get display mode.\n");
if (current_mode.dmPelsWidth != registry_mode.dmPelsWidth
|| current_mode.dmPelsHeight != registry_mode.dmPelsHeight)
{
skip("Current mode does not match registry mode, skipping test.\n");
return;
}
wc.lpfnWndProc = DefWindowProcA;
wc.lpszClassName = "d3d8_test_wc";
RegisterClassA(&wc);
ValidateVertexShader = (void *)GetProcAddress(d3d8_handle, "ValidateVertexShader");
ValidatePixelShader = (void *)GetProcAddress(d3d8_handle, "ValidatePixelShader");
if (!(d3d8 = Direct3DCreate8(D3D_SDK_VERSION)))
{
skip("could not create D3D8\n");
return;
}
IDirect3D8_Release(d3d8);
test_fpu_setup();
test_display_formats();
test_display_modes();
test_shader_versions();
test_swapchain();
test_refcount();
test_mipmap_levels();
test_checkdevicemultisampletype();
test_invalid_multisample();
test_cursor();
test_cursor_pos();
test_states();
test_reset();
test_scene();
test_shader();
test_limits();
test_lights();
test_ApplyStateBlock();
test_render_zero_triangles();
test_depth_stencil_reset();
test_wndproc();
test_wndproc_windowed();
test_depth_stencil_size();
test_window_style();
test_unsupported_shaders();
test_mode_change();
test_device_window_reset();
test_reset_resources();
depth_blit_test();
test_set_rt_vp_scissor();
test_validate_vs();
test_validate_ps();
test_volume_get_container();
test_vb_lock_flags();
test_texture_stage_states();
test_cube_textures();
test_get_set_texture();
test_image_surface_pool();
test_surface_get_container();
test_lockrect_invalid();
test_private_data();
test_surface_dimensions();
test_surface_format_null();
test_surface_double_unlock();
test_surface_blocks();
test_set_palette();
test_swvp_buffer();
test_managed_buffer();
test_npot_textures();
test_volume_locking();
test_update_volumetexture();
test_create_rt_ds_fail();
test_volume_blocks();
test_lockbox_invalid();
test_pixel_format();
test_begin_end_state_block();
test_shader_constant_apply();
test_resource_type();
test_mipmap_lock();
test_writeonly_resource();
test_lost_device();
test_resource_priority();
test_swapchain_parameters();
test_check_device_format();
test_miptree_layout();
test_render_target_device_mismatch();
test_format_unknown();
test_destroyed_window();
test_lockable_backbuffer();
test_clip_planes_limits();
test_swapchain_multisample_reset();
test_device_caps();
test_get_info();
test_resource_access();
UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
}