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

6045 lines
252 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 COBJMACROS
#include <initguid.h>
#include <d3d8.h>
#include "wine/test.h"
#define GET_X_LPARAM(lp) ((int)(short)LOWORD(lp))
#define GET_Y_LPARAM(lp) ((int)(short)HIWORD(lp))
static INT screen_width;
static INT screen_height;
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 );
}
/* 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 device_window, HWND focus_window, BOOL windowed)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DDevice8 *device;
present_parameters.Windowed = windowed;
present_parameters.hDeviceWindow = device_window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = screen_width;
present_parameters.BackBufferHeight = screen_height;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device;
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device;
if (SUCCEEDED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device))) return device;
return NULL;
}
static HRESULT reset_device(IDirect3DDevice8 *device, HWND device_window, BOOL windowed)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
present_parameters.Windowed = windowed;
present_parameters.hDeviceWindow = device_window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = screen_width;
present_parameters.BackBufferHeight = screen_height;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
skip("Failed to create a 3D device, skipping test.\n");
goto cleanup;
}
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 */
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);
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);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
cleanup:
IDirect3D8_Release(d3d);
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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);
}
/* 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);
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);
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);
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);
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_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;
pGetCursorInfo = (void *)GetProcAddress(user32_handle, "GetCursorInfo");
if (!pGetCursorInfo)
{
win_skip("GetCursorInfo is not available\n");
return;
}
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
cur = info.hCursor;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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 */
hr = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
/* Not enabled without a surface*/
hr = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
/* 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, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
/* Still hidden */
hr = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
/* Enabled now*/
hr = IDirect3DDevice8_ShowCursor(device, TRUE);
ok(hr == TRUE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
/* GDI cursor unchanged */
memset(&info, 0, sizeof(info));
info.cbSize = sizeof(info);
ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
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_OVERLAPPEDWINDOW,
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");
device = create_device(d3d8, window, window, TRUE);
if (!device)
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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 < sizeof(formats) / sizeof(*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 < sizeof(formats) / sizeof(*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);
}
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;
D3DDISPLAYMODE d3ddm, d3ddm2;
D3DSURFACE_DESC surface_desc;
D3DPRESENT_PARAMETERS d3dpp;
IDirect3DSurface8 *surface;
IDirect3DTexture8 *texture;
UINT adapter_mode_count;
D3DLOCKED_RECT lockrect;
UINT mode_count = 0;
IDirect3D8 *d3d8;
RECT winrect;
D3DVIEWPORT8 vp;
D3DCAPS8 caps;
DWORD shader;
DWORD value;
HWND window;
HRESULT hr;
UINT i;
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT4),
D3DVSD_END(),
};
struct
{
UINT w;
UINT h;
} *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;
}
i = 0;
if (modes[i].w == orig_width && modes[i].h == orig_height) ++i;
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferWidth = modes[i].w;
d3dpp.BackBufferHeight = modes[i].h;
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device1);
if (FAILED(hr))
{
skip("Failed to create device, hr %#x.\n", hr);
goto cleanup;
}
hr = IDirect3DDevice8_TestCooperativeLevel(device1);
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);
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 == 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);
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 == 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 = 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);
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 == 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);
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");
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);
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 == 200, "D3DVIEWPORT->Width = %u, expected 200.\n", vp.Width);
ok(vp.Height == 150, "D3DVIEWPORT->Height = %u, expected 150.\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);
}
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 == 200, "Back buffer width is %u, expected 200.\n", surface_desc.Width);
ok(surface_desc.Height == 150, "Back buffer height is %u, expected 150.\n", surface_desc.Height);
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);
/* 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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "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");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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;
struct nvertex
{
float x, y, z;
float nx, ny, nz;
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 = CreateWindowA("d3d8_test_wc", "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");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
if(hr == D3D_OK)
{
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */,
0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
}
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;
};
static const struct message *expect_messages;
static HWND device_window, focus_window;
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)
{
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) ++expect_messages;
}
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, screen_width, screen_height, 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;
IDirect3DDevice8 *device;
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
HANDLE thread;
LONG_PTR proc;
ULONG ref;
DWORD res, tid;
HWND tmp;
static const struct message messages[] =
{
{WM_WINDOWPOSCHANGING, FOCUS_WINDOW},
{WM_ACTIVATE, FOCUS_WINDOW},
{WM_SETFOCUS, FOCUS_WINDOW},
{WM_WINDOWPOSCHANGING, DEVICE_WINDOW},
{WM_MOVE, DEVICE_WINDOW},
{WM_SIZE, DEVICE_WINDOW},
{0, 0},
};
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, screen_width, screen_height, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, screen_width, screen_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 = messages;
device = create_device(d3d8, device_window, focus_window, FALSE);
if (!device)
{
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();
filter_messages = focus_window;
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);
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)test_proc, "Expected wndproc %#lx, got %#lx.\n",
(LONG_PTR)test_proc, proc);
device = create_device(d3d8, focus_window, focus_window, FALSE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
ref = IDirect3DDevice8_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
device = create_device(d3d8, device_window, focus_window, FALSE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
proc = SetWindowLongPtrA(focus_window, GWLP_WNDPROC, (LONG_PTR)DefWindowProcA);
ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx, got %#lx.\n",
(LONG_PTR)test_proc, 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;
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, screen_width, screen_height, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, screen_width, screen_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");
filter_messages = focus_window;
device = create_device(d3d8, device_window, focus_window, TRUE);
if (!device)
{
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;
hr = reset_device(device, device_window, FALSE);
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);
hr = reset_device(device, device_window, TRUE);
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 = create_device(d3d8, focus_window, focus_window, TRUE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
hr = reset_device(device, focus_window, FALSE);
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);
hr = reset_device(device, focus_window, TRUE);
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 = create_device(d3d8, device_window, focus_window, TRUE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
filter_messages = NULL;
hr = reset_device(device, device_window, FALSE);
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);
hr = reset_device(device, device_window, TRUE);
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 void test_fpu_setup(void)
{
#if defined(D3D8_TEST_SET_FPU_CW) && defined(D3D8_TEST_GET_FPU_CW)
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DDevice8 *device;
D3DDISPLAYMODE d3ddm;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
WORD cw;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_CAPTION, 0, 0, screen_width, screen_height, 0, 0, 0, 0);
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);
memset(&present_parameters, 0, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = d3ddm.Format;
set_fpu_cw(0xf60);
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
if (FAILED(hr))
{
skip("Failed to create a device, hr %#x.\n", hr);
set_fpu_cw(0x37f);
goto done;
}
cw = get_fpu_cw();
ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw);
IDirect3DDevice8_Release(device);
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);
hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_FPU_PRESERVE, &present_parameters, &device);
ok(SUCCEEDED(hr), "CreateDevice failed, hr %#x.\n", hr);
cw = get_fpu_cw();
ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
set_fpu_cw(0x37f);
IDirect3DDevice8_Release(device);
done:
DestroyWindow(window);
IDirect3D8_Release(d3d8);
#endif
}
static void test_ApplyStateBlock(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HWND window;
HRESULT hr;
DWORD received, token;
window = CreateWindowA("d3d8_test_wc", "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");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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");
device = create_device(d3d8, hwnd, hwnd, TRUE);
if (!device) 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;
LONG style, expected_style;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
HRESULT hr;
ULONG ref;
focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, screen_width / 2, screen_height / 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, screen_width, screen_height);
GetWindowRect(focus_window, &focus_rect);
device = create_device(d3d8, device_window, focus_window, FALSE);
if (!device)
{
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 {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom,
r.left, r.top, r.right, r.bottom);
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 {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
focus_rect.left, focus_rect.top, focus_rect.right, focus_rect.bottom,
r.left, r.top, r.right, r.bottom);
hr = reset_device(device, device_window, TRUE);
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);
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_wrong_shader(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
DWORD vs, ps;
HWND window;
HRESULT hr;
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 */
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_END()
};
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
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, window, TRUE)))
{
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);
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 fullscreen_rect, focus_rect, r;
IDirect3DSurface8 *backbuffer;
IDirect3DDevice8 *device;
D3DSURFACE_DESC desc;
IDirect3D8 *d3d8;
DEVMODEW devmode;
UINT refcount;
HRESULT hr;
DWORD ret;
focus_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
SetRect(&fullscreen_rect, 0, 0, screen_width, screen_height);
GetWindowRect(focus_window, &focus_rect);
device = create_device(d3d8, device_window, focus_window, FALSE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT;
devmode.dmPelsWidth = 640;
devmode.dmPelsHeight = 480;
ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN);
ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret);
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == 640, "Got unexpect width %u.\n", devmode.dmPelsWidth);
ok(devmode.dmPelsHeight == 480, "Got unexpect height %u.\n", devmode.dmPelsHeight);
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom,
r.left, r.top, r.right, r.bottom);
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &focus_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
focus_rect.left, focus_rect.top, focus_rect.right, focus_rect.bottom,
r.left, r.top, r.right, r.bottom);
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 == screen_width, "Got unexpected backbuffer width %u.\n", desc.Width);
ok(desc.Height == screen_height, "Got unexpected backbuffer height %u.\n", desc.Height);
IDirect3DSurface8_Release(backbuffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == screen_width, "Got unexpect width %u.\n", devmode.dmPelsWidth);
ok(devmode.dmPelsHeight == screen_height, "Got unexpect height %u.\n", devmode.dmPelsHeight);
done:
DestroyWindow(device_window);
DestroyWindow(focus_window);
IDirect3D8_Release(d3d8);
memset(&devmode, 0, sizeof(devmode));
devmode.dmSize = sizeof(devmode);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode);
ok(ret, "Failed to get display mode.\n");
ok(devmode.dmPelsWidth == screen_width, "Got unexpect width %u.\n", devmode.dmPelsWidth);
ok(devmode.dmPelsHeight == screen_height, "Got unexpect height %u.\n", devmode.dmPelsHeight);
}
static void test_device_window_reset(void)
{
RECT fullscreen_rect, device_rect, r;
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, screen_width / 2, screen_height / 2, 0, 0, 0, 0);
device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, screen_width / 2, screen_height / 2, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
SetRect(&fullscreen_rect, 0, 0, screen_width, screen_height);
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 = create_device(d3d8, NULL, focus_window, FALSE);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom,
r.left, r.top, r.right, r.bottom);
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &device_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
device_rect.left, device_rect.top, device_rect.right, device_rect.bottom,
r.left, r.top, r.right, r.bottom);
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);
hr = reset_device(device, device_window, FALSE);
ok(SUCCEEDED(hr), "Failed to reset device.\n");
GetWindowRect(focus_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom,
r.left, r.top, r.right, r.bottom);
GetWindowRect(device_window, &r);
ok(EqualRect(&r, &fullscreen_rect), "Expected {%d, %d, %d, %d}, got {%d, %d, %d, %d}.\n",
fullscreen_rect.left, fullscreen_rect.top, fullscreen_rect.right, fullscreen_rect.bottom,
r.left, r.top, r.right, r.bottom);
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);
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");
device = create_device(d3d8, hwnd, hwnd, TRUE);
if (!device)
{
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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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, device_window, TRUE);
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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 == screen_width, "Got unexpected vp.Width %u.\n", vp.Width);
ok(vp.Height == screen_height, "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 th 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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 < (sizeof(test_data) / sizeof(*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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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);
}
/* 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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = NULL;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
unsigned int i;
ULONG refcount;
HWND window;
BYTE *base;
HRESULT hr;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
base = locked_rect.pBits;
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
for (i = 0; i < (sizeof(valid) / sizeof(*valid)); ++i)
{
unsigned int offset, expected_offset;
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 [%d, %d]->[%d, %d], hr %#x.\n",
rect->left, rect->top, rect->right, rect->bottom, 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 [%d, %d]->[%d, %d].\n",
offset, expected_offset, rect->left, rect->top, rect->right, rect->bottom);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
}
for (i = 0; i < (sizeof(invalid) / sizeof(*invalid)); ++i)
{
const RECT *rect = &invalid[i];
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n",
hr, rect->left, rect->top, rect->right, rect->bottom);
}
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x.\n", hr);
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.\n", hr);
ok(!locked_rect.pBits, "Got unexpected pBits %p.\n", locked_rect.pBits);
ok(!locked_rect.Pitch, "Got unexpected Pitch %u.\n", locked_rect.Pitch);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0);
ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n",
hr, valid[0].left, valid[0].top, valid[0].right, valid[0].bottom);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n",
hr, valid[0].left, valid[0].top, valid[0].right, valid[0].bottom);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[1], 0);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%d, %d]->[%d, %d].\n",
hr, valid[1].left, valid[1].top, valid[1].right, valid[1].bottom);
hr = IDirect3DSurface8_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", 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_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_guid =
{
0xfdb37466,
0x428f,
0x4edf,
{0xa3,0x7f,0x9b,0x1d,0xf4,0x88,0xc5,0xfc}
};
static const GUID d3d8_private_data_test_guid2 =
{
0x2e5afac2,
0x87b5,
0x4c10,
{0x9b,0x4b,0x89,0xd7,0xd1,0x12,0xe7,0x2b}
};
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = 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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
for (i = 0; i < (sizeof(pools) / sizeof(*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 },
/* 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 */
{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, w, h;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
RECT rect;
BOOL tex_pow2, cube_pow2;
D3DCAPS8 caps;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get 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 < (sizeof(formats) / sizeof(*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 < sizeof(create_tests) / sizeof(*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 < (sizeof(pools) / sizeof(*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);
}
}
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
for (i = 0; i < sizeof(pal) / sizeof(*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 < sizeof(pal) / sizeof(*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;
D3DPRESENT_PARAMETERS present_parameters = {0};
struct
{
float x, y, z;
} *ptr, *ptr2;
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = screen_width;
present_parameters.BackBufferHeight = screen_height;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = FALSE;
if (FAILED(IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device)))
{
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_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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get 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 < sizeof(pools) / sizeof(*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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 < sizeof(tests) / sizeof(*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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 < sizeof(tests) / sizeof(*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 < sizeof(tests2) / sizeof(*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);
if (FAILED(hr))
todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u.\n", hr, i);
else
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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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;
BOOL 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, FALSE, TRUE, TRUE },
{D3DFMT_DXT2, "D3DFMT_DXT2", 4, 4, 1, 16, FALSE, TRUE, TRUE },
{D3DFMT_DXT3, "D3DFMT_DXT3", 4, 4, 1, 16, FALSE, TRUE, TRUE },
{D3DFMT_DXT4, "D3DFMT_DXT4", 4, 4, 1, 16, FALSE, TRUE, TRUE },
{D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, FALSE, TRUE, TRUE },
{D3DFMT_DXT5, "D3DFMT_DXT5", 4, 4, 1, 16, FALSE, 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 */
{MAKEFOURCC('A','T','I','2'), "ATI2N", 4, 4, 1, 16, TRUE, FALSE, FALSE},
{D3DFMT_YUY2, "D3DFMT_YUY2", 2, 1, 1, 4, TRUE, FALSE, TRUE },
{D3DFMT_UYVY, "D3DFMT_UYVY", 2, 1, 1, 4, TRUE, 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, support_2d;
BOOL pow2;
unsigned int offset, expected_offset;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d8, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d8, window, window, TRUE)))
{
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 < sizeof(formats) / sizeof(*formats); i++)
{
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_VOLUMETEXTURE, formats[i].fmt);
support = SUCCEEDED(hr);
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_TEXTURE, formats[i].fmt);
support_2d = 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 < sizeof(create_tests) / sizeof(*create_tests); j++)
{
BOOL may_succeed = FALSE;
BOOL todo = 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)
{
todo = support_2d;
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;
if (todo)
{
todo_wine 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);
}
else
{
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 < sizeof(offset_tests) / sizeof(*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)
{
expected_row_pitch = bytes_per_pixel * 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)
{
expected_offset = box.Front * expected_slice_pitch
+ box.Top * expected_row_pitch
+ box.Left * bytes_per_pixel;
}
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);
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 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_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 < (sizeof(test_data) / sizeof(*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)
{
HWND hwnd, hwnd2 = NULL;
HDC hdc, hdc2 = NULL;
HMODULE gl = NULL;
int format, test_format;
PIXELFORMATDESCRIPTOR pfd;
IDirect3D8 *d3d8 = NULL;
IDirect3DDevice8 *device = NULL;
HRESULT hr;
static const float point[3] = {0.0, 0.0, 0.0};
hwnd = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
if (!hwnd)
{
skip("Failed to create window\n");
return;
}
hwnd2 = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
100, 100, 160, 160, NULL, NULL, NULL, NULL);
hdc = GetDC(hwnd);
if (!hdc)
{
skip("Failed to get DC\n");
goto cleanup;
}
if (hwnd2)
hdc2 = GetDC(hwnd2);
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 (!hdc2 || !SetPixelFormat(hdc2, format, &pfd) || GetPixelFormat(hdc2) != format)
{
skip("failed to set pixel format on second window\n");
if (hdc2)
{
ReleaseDC(hwnd2, hdc2);
hdc2 = NULL;
}
}
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, hwnd, TRUE)))
{
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);
if (hdc2)
{
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);
if (gl) FreeLibrary(gl);
if (hdc) ReleaseDC(hwnd, hdc);
if (hdc2) ReleaseDC(hwnd2, hdc2);
if (hwnd) DestroyWindow(hwnd);
if (hwnd2) DestroyWindow(hwnd2);
}
static void test_begin_end_state_block(void)
{
IDirect3DDevice8 *device;
DWORD stateblock;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
/* 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 = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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);
}
START_TEST(device)
{
HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
WNDCLASSA wc = {0};
IDirect3D8 *d3d8;
if (!d3d8_handle)
{
skip("Could not load d3d8.dll\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);
screen_width = GetSystemMetrics(SM_CXSCREEN);
screen_height = GetSystemMetrics(SM_CYSCREEN);
test_fpu_setup();
test_display_formats();
test_display_modes();
test_shader_versions();
test_swapchain();
test_refcount();
test_mipmap_levels();
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_wrong_shader();
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_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_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();
UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
}