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

22768 lines
1.0 MiB

/*
* Copyright 2005, 2007-2008 Henri Verbeet
* Copyright (C) 2007-2013 Stefan Dösinger(for CodeWeavers)
* Copyright (C) 2008 Jason Green(for TransGaming)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* This test framework allows limited testing of rendering results. Things are rendered, shown on
* the framebuffer, read back from there and compared to expected colors.
*
* However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
* is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
* area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with
* all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
* causes visible results in games can be tested in a way that does not depend on pixel exactness
*/
#include <math.h>
#define COBJMACROS
#include <d3d9.h>
#include "wine/test.h"
struct vec2
{
float x, y;
};
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static HWND create_window(void)
{
HWND hwnd;
RECT rect;
SetRect(&rect, 0, 0, 640, 480);
AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE);
hwnd = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, rect.right - rect.left, rect.bottom - rect.top, 0, 0, 0, 0);
return hwnd;
}
static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
{
if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((int)(c1 & 0xff) - (int)(c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
static BOOL adapter_is_warp(const D3DADAPTER_IDENTIFIER9 *identifier)
{
return !strcmp(identifier->Driver, "d3d10warp.dll");
}
/* Locks a given surface and returns the color at (x,y). It's the caller's
* responsibility to only pass in lockable surfaces and valid x,y coordinates */
static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y)
{
DWORD color;
HRESULT hr;
D3DSURFACE_DESC desc;
RECT rectToLock = {x, y, x+1, y+1};
D3DLOCKED_RECT lockedRect;
hr = IDirect3DSurface9_GetDesc(surface, &desc);
if(FAILED(hr)) /* This is not a test */
{
trace("Can't get the surface description, hr=%08x\n", hr);
return 0xdeadbeef;
}
hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY);
if(FAILED(hr)) /* This is not a test */
{
trace("Can't lock the surface, hr=%08x\n", hr);
return 0xdeadbeef;
}
switch(desc.Format) {
case D3DFMT_A8R8G8B8:
{
color = ((DWORD *) lockedRect.pBits)[0];
break;
}
default:
trace("Error: unknown surface format: %d\n", desc.Format);
color = 0xdeadbeef;
break;
}
hr = IDirect3DSurface9_UnlockRect(surface);
if(FAILED(hr))
{
trace("Can't unlock the surface, hr=%08x\n", hr);
}
return color;
}
struct surface_readback
{
IDirect3DSurface9 *surface;
D3DLOCKED_RECT locked_rect;
};
static void get_rt_readback(IDirect3DSurface9 *surface, struct surface_readback *rb)
{
IDirect3DDevice9 *device;
D3DSURFACE_DESC desc;
HRESULT hr;
memset(rb, 0, sizeof(*rb));
hr = IDirect3DSurface9_GetDevice(surface, &device);
ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr);
hr = IDirect3DSurface9_GetDesc(surface, &desc);
ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, desc.Width, desc.Height,
desc.Format, D3DPOOL_SYSTEMMEM, &rb->surface, NULL);
if (FAILED(hr) || !rb->surface)
{
trace("Can't create an offscreen plain surface to read the render target data, hr %#x.\n", hr);
goto error;
}
hr = IDirect3DDevice9_GetRenderTargetData(device, surface, rb->surface);
if (FAILED(hr))
{
trace("Can't read the render target data, hr %#x.\n", hr);
goto error;
}
hr = IDirect3DSurface9_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY);
if (FAILED(hr))
{
trace("Can't lock the offscreen surface, hr %#x.\n", hr);
goto error;
}
IDirect3DDevice9_Release(device);
return;
error:
if (rb->surface)
IDirect3DSurface9_Release(rb->surface);
rb->surface = NULL;
IDirect3DDevice9_Release(device);
}
static DWORD get_readback_color(struct surface_readback *rb, unsigned int x, unsigned int y)
{
return rb->locked_rect.pBits
? ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x] : 0xdeadbeef;
}
static void release_surface_readback(struct surface_readback *rb)
{
HRESULT hr;
if (!rb->surface)
return;
if (rb->locked_rect.pBits && FAILED(hr = IDirect3DSurface9_UnlockRect(rb->surface)))
trace("Can't unlock the offscreen surface, hr %#x.\n", hr);
IDirect3DSurface9_Release(rb->surface);
}
static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
{
DWORD ret;
IDirect3DSurface9 *rt;
struct surface_readback rb;
HRESULT hr;
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
if(FAILED(hr))
{
trace("Can't get the render target, hr %#x.\n", hr);
return 0xdeadbeed;
}
get_rt_readback(rt, &rb);
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = get_readback_color(&rb, x, y) & 0x00ffffff;
release_surface_readback(&rb);
IDirect3DSurface9_Release(rt);
return ret;
}
static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DDevice9 *device;
present_parameters.Windowed = windowed;
present_parameters.hDeviceWindow = device_window;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
if (SUCCEEDED(IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device)))
return device;
return NULL;
}
static void cleanup_device(IDirect3DDevice9 *device)
{
if (device)
{
D3DPRESENT_PARAMETERS present_parameters;
IDirect3DSwapChain9 *swapchain;
ULONG ref;
IDirect3DDevice9_GetSwapChain(device, 0, &swapchain);
IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters);
IDirect3DSwapChain9_Release(swapchain);
ref = IDirect3DDevice9_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
DestroyWindow(present_parameters.hDeviceWindow);
}
}
static void test_sanity(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 639, 479);
ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void lighting_test(void)
{
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
IDirect3DDevice9 *device;
D3DMATERIAL9 material;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}},
mat_singular =
{{{
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.5f, 1.0f,
}}},
mat_transf =
{{{
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.0f, 0.0f,
10.f, 10.0f, 10.0f, 1.0f,
}}},
mat_nonaffine =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, -1.0f,
10.f, 10.0f, 10.0f, 0.0f,
}}};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
unlitquad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
{{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
},
litquad[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
},
lighting_test[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x8000ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x80000000},
{{-1.0f, 1.0f, 0.1f}, 0x8000ff00},
{{ 1.0f, 1.0f, 0.1f}, 0x80000000},
};
static const struct
{
struct vec3 position;
struct vec3 normal;
DWORD diffuse;
}
unlitnquad[] =
{
{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
},
litnquad[] =
{
{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
},
nquad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
},
rotatedquad[] =
{
{{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
{{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff},
},
translatedquad[] =
{
{{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
{{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff},
};
static const WORD indices[] = {0, 1, 2, 2, 3, 0};
static const struct
{
const D3DMATRIX *world_matrix;
const void *quad;
unsigned int size;
DWORD expected;
const char *message;
}
tests[] =
{
{&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"},
{&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"},
{&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"},
{&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, nfvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 480, 360); /* Lower left quad - unlit with normals */
ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 480, 120); /* Upper left quad - lit with normals */
ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_LightEnable(device, 0, TRUE);
ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
}
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_LightEnable(device, 0, FALSE);
ok(SUCCEEDED(hr), "Failed to disable light 0, hr %#x.\n", hr);
memset(&material, 0, sizeof(material));
material.Diffuse.r = 0.0;
material.Diffuse.g = 0.0;
material.Diffuse.b = 0.0;
material.Diffuse.a = 1.0;
material.Ambient.r = 0.0;
material.Ambient.g = 0.0;
material.Ambient.b = 0.0;
material.Ambient.a = 0.0;
material.Specular.r = 0.0;
material.Specular.g = 0.0;
material.Specular.b = 0.0;
material.Specular.a = 0.0;
material.Emissive.r = 0.0;
material.Emissive.g = 0.0;
material.Emissive.b = 0.0;
material.Emissive.a = 0.0;
material.Power = 0.0;
hr = IDirect3DDevice9_SetMaterial(device, &material);
ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_specular_lighting(void)
{
static const unsigned int vertices_side = 5;
const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3;
static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL;
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const D3DLIGHT9 directional =
{
D3DLIGHT_DIRECTIONAL,
{0.0f, 0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
},
point =
{
D3DLIGHT_POINT,
{0.0f, 0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
100.0f,
0.0f,
0.0f, 0.0f, 1.0f,
},
spot =
{
D3DLIGHT_SPOT,
{0.0f, 0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 1.0f},
100.0f,
1.0f,
0.0f, 0.0f, 1.0f,
M_PI / 12.0f, M_PI / 3.0f
},
/* The chosen range value makes the test fail when using a manhattan
* distance metric vs the correct euclidean distance. */
point_range =
{
D3DLIGHT_POINT,
{0.0f, 0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
{0.0f, 0.0f, 0.0f},
1.2f,
0.0f,
0.0f, 0.0f, 1.0f,
},
point_side =
{
D3DLIGHT_POINT,
{0.0f, 0.0f, 0.0f, 0.0f},
{1.0f, 1.0f, 1.0f, 0.0f},
{0.0f, 0.0f, 0.0f, 0.0f},
{-1.1f, 0.0f, 1.1f},
{0.0f, 0.0f, 0.0f},
100.0f,
0.0f,
0.0f, 0.0f, 1.0f,
};
static const struct expected_color
{
unsigned int x, y;
D3DCOLOR color;
}
expected_directional[] =
{
{160, 120, 0x00ffffff},
{320, 120, 0x00ffffff},
{480, 120, 0x00ffffff},
{160, 240, 0x00ffffff},
{320, 240, 0x00ffffff},
{480, 240, 0x00ffffff},
{160, 360, 0x00ffffff},
{320, 360, 0x00ffffff},
{480, 360, 0x00ffffff},
},
expected_directional_local[] =
{
{160, 120, 0x003c3c3c},
{320, 120, 0x00717171},
{480, 120, 0x003c3c3c},
{160, 240, 0x00717171},
{320, 240, 0x00ffffff},
{480, 240, 0x00717171},
{160, 360, 0x003c3c3c},
{320, 360, 0x00717171},
{480, 360, 0x003c3c3c},
},
expected_point[] =
{
{160, 120, 0x00282828},
{320, 120, 0x005a5a5a},
{480, 120, 0x00282828},
{160, 240, 0x005a5a5a},
{320, 240, 0x00ffffff},
{480, 240, 0x005a5a5a},
{160, 360, 0x00282828},
{320, 360, 0x005a5a5a},
{480, 360, 0x00282828},
},
expected_point_local[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00070707},
{480, 120, 0x00000000},
{160, 240, 0x00070707},
{320, 240, 0x00ffffff},
{480, 240, 0x00070707},
{160, 360, 0x00000000},
{320, 360, 0x00070707},
{480, 360, 0x00000000},
},
expected_spot[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00141414},
{480, 120, 0x00000000},
{160, 240, 0x00141414},
{320, 240, 0x00ffffff},
{480, 240, 0x00141414},
{160, 360, 0x00000000},
{320, 360, 0x00141414},
{480, 360, 0x00000000},
},
expected_spot_local[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00020202},
{480, 120, 0x00000000},
{160, 240, 0x00020202},
{320, 240, 0x00ffffff},
{480, 240, 0x00020202},
{160, 360, 0x00000000},
{320, 360, 0x00020202},
{480, 360, 0x00000000},
},
expected_point_range[] =
{
{160, 120, 0x00000000},
{320, 120, 0x005a5a5a},
{480, 120, 0x00000000},
{160, 240, 0x005a5a5a},
{320, 240, 0x00ffffff},
{480, 240, 0x005a5a5a},
{160, 360, 0x00000000},
{320, 360, 0x005a5a5a},
{480, 360, 0x00000000},
},
expected_point_side[] =
{
{160, 120, 0x00000000},
{320, 120, 0x00000000},
{480, 120, 0x00000000},
{160, 240, 0x00000000},
{320, 240, 0x00000000},
{480, 240, 0x00000000},
{160, 360, 0x00000000},
{320, 360, 0x00000000},
{480, 360, 0x00000000},
};
static const struct
{
const D3DLIGHT9 *light;
BOOL local_viewer;
float specular_power;
const struct expected_color *expected;
unsigned int expected_count;
}
tests[] =
{
{&directional, FALSE, 30.0f, expected_directional,
sizeof(expected_directional) / sizeof(expected_directional[0])},
{&directional, TRUE, 30.0f, expected_directional_local,
sizeof(expected_directional_local) / sizeof(expected_directional_local[0])},
{&point, FALSE, 30.0f, expected_point,
sizeof(expected_point) / sizeof(expected_point[0])},
{&point, TRUE, 30.0f, expected_point_local,
sizeof(expected_point_local) / sizeof(expected_point_local[0])},
{&spot, FALSE, 30.0f, expected_spot,
sizeof(expected_spot) / sizeof(expected_spot[0])},
{&spot, TRUE, 30.0f, expected_spot_local,
sizeof(expected_spot_local) / sizeof(expected_spot_local[0])},
{&point_range, FALSE, 30.0f, expected_point_range,
sizeof(expected_point_range) / sizeof(expected_point_range[0])},
{&point_side, TRUE, 0.0f, expected_point_side,
sizeof(expected_point_side) / sizeof(expected_point_side[0])},
};
IDirect3DDevice9 *device;
D3DMATERIAL9 material;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i, j, x, y;
struct
{
struct vec3 position;
struct vec3 normal;
} *quad;
WORD *indices;
quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad));
indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices));
for (i = 0, y = 0; y < vertices_side; ++y)
{
for (x = 0; x < vertices_side; ++x)
{
quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f;
quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f;
quad[i].position.z = 1.0f;
quad[i].normal.x = 0.0f;
quad[i].normal.y = 0.0f;
quad[i++].normal.z = -1.0f;
}
}
for (i = 0, y = 0; y < (vertices_side - 1); ++y)
{
for (x = 0; x < (vertices_side - 1); ++x)
{
indices[i++] = y * vertices_side + x + 1;
indices[i++] = y * vertices_side + x;
indices[i++] = (y + 1) * vertices_side + x;
indices[i++] = y * vertices_side + x + 1;
indices[i++] = (y + 1) * vertices_side + x;
indices[i++] = (y + 1) * vertices_side + x + 1;
}
}
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, fvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_LightEnable(device, 0, TRUE);
ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
hr = IDirect3DDevice9_SetLight(device, 0, tests[i].light);
ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer);
ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr);
memset(&material, 0, sizeof(material));
material.Specular.r = 1.0f;
material.Specular.g = 1.0f;
material.Specular.b = 1.0f;
material.Specular.a = 1.0f;
material.Power = tests[i].specular_power;
hr = IDirect3DDevice9_SetMaterial(device, &material);
ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST,
0, vertices_side * vertices_side, indices_count / 3, indices,
D3DFMT_INDEX16, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (j = 0; j < tests[i].expected_count; ++j)
{
color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y);
ok(color_match(color, tests[i].expected[j].color, 1),
"Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n",
tests[i].expected[j].color, tests[i].expected[j].x,
tests[i].expected[j].y, color, i);
}
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
HeapFree(GetProcessHeap(), 0, indices);
HeapFree(GetProcessHeap(), 0, quad);
}
static void clear_test(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xff7f7f7f},
{{ 1.0f, -1.0f, 0.1f}, 0xff7f7f7f},
{{-1.0f, 1.0f, 0.1f}, 0xff7f7f7f},
{{ 1.0f, 1.0f, 0.1f}, 0xff7f7f7f},
};
IDirect3DSurface9 *surface0, *surface1, *backbuffer;
IDirect3DTexture9 *texture;
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
D3DVIEWPORT9 old_vp, vp;
RECT scissor;
DWORD oldColorWrite;
BOOL invalid_clear_failed = FALSE, srgb_supported;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
/* Positive x, negative y */
rect[0].x1 = 0;
rect[0].y1 = 480;
rect[0].x2 = 320;
rect[0].y2 = 240;
/* Positive x, positive y */
rect[1].x1 = 0;
rect[1].y1 = 0;
rect[1].x2 = 320;
rect[1].y2 = 240;
/* Clear 2 rectangles with one call. The refrast returns an error in this case, every real driver tested so far
* returns D3D_OK, but ignores the rectangle silently
*/
hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
/* negative x, negative y */
rect_negneg.x1 = 640;
rect_negneg.y1 = 240;
rect_negneg.x2 = 320;
rect_negneg.y2 = 0;
hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
color = getPixelColor(device, 160, 360); /* lower left quad */
ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad */
if(invalid_clear_failed) {
/* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */
ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color);
} else {
/* If the negative rectangle was dropped silently, the correct ones are cleared */
ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
}
color = getPixelColor(device, 480, 360); /* lower right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper right quad */
ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Hack to work around a nvidia windows driver bug. The clear below is supposed to
* clear the red quad in the top left part of the render target. For some reason it
* doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows
* driver(tested on 8.17.12.5896, Win7). A clear with a different color works around
* this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's
* pick some obvious value
*/
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
/* Test how the viewport affects clears */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_GetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
vp.X = 160;
vp.Y = 120;
vp.Width = 160;
vp.Height = 120;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
vp.X = 320;
vp.Y = 240;
vp.Width = 320;
vp.Height = 240;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
rect[0].x1 = 160;
rect[0].y1 = 120;
rect[0].x2 = 480;
rect[0].y2 = 360;
hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "(158,118) has color %08x\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00ffffff, "(162,118) has color %08x\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "(158,122) has color %08x\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x000000ff, "(162,122) has color %08x\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "(318,238) has color %08x\n", color);
color = getPixelColor(device, 322, 238);
ok(color == 0x00ffffff, "(322,328) has color %08x\n", color);
color = getPixelColor(device, 318, 242);
ok(color == 0x00ffffff, "(318,242) has color %08x\n", color);
color = getPixelColor(device, 322, 242);
ok(color == 0x0000ff00, "(322,242) has color %08x\n", color);
color = getPixelColor(device, 478, 358);
ok(color == 0x0000ff00, "(478,358 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ffffff, "(482,358) has color %08x\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "(478,362) has color %08x\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x00ffffff, "(482,362) has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
SetRect(&scissor, 160, 120, 480, 360);
hr = IDirect3DDevice9_SetScissorRect(device, &scissor);
ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color);
color = getPixelColor(device, 158, 358);
ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
color = getPixelColor(device, 162, 358);
ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color);
color = getPixelColor(device, 158, 358);
ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
color = getPixelColor(device, 162, 362);
ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color);
color = getPixelColor(device, 478, 118);
ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
color = getPixelColor(device, 478, 122);
ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color);
color = getPixelColor(device, 482, 122);
ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color);
color = getPixelColor(device, 478, 358);
ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color);
color = getPixelColor(device, 318, 242);
ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color);
color = getPixelColor(device, 322, 238);
ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color);
color = getPixelColor(device, 322, 242);
ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
/* Same nvidia windows driver trouble with white clears as earlier in the same test */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
/* Colorwriteenable does not affect the clear */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
rect[0].x1 = 0;
rect[0].y1 = 0;
rect[0].x2 = 640;
rect[0].y2 = 480;
hr = IDirect3DDevice9_Clear(device, 0, rect, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1),
"Clear with count = 0, rect != NULL has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Clear with count = 1, rect = NULL has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test D3DRS_SRGBWRITEENABLE interactions with clears. */
srgb_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_SRGBWRITE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8));
trace("sRGB writing to D3DFMT_A8R8G8B8 is %ssupported.\n", srgb_supported ? "" : "not ");
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable sRGB write, hr %#x.\n", hr);
/* Draw something to make sure the SRGBWRITEENABLE setting is applied. */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world matrix, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00bbbbbb, 1), "Clear has color %08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable sRGB write, hr %#x.\n", hr);
/* Switching to a new render target seems to be enough to make Windows pick
* up on the changed render state. */
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 2, D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create the offscreen render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface0);
ok(SUCCEEDED(hr), "Failed to get offscreen surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface0, NULL, backbuffer, NULL, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr);
color = getPixelColor(device, 64, 64);
ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable sRGB write, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface0);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface0, NULL, backbuffer, NULL, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00bbbbbb, 1), "Clear has color %08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable sRGB write, hr %#x.\n", hr);
/* Switching to another surface of the same texture is also enough to make
* the setting "stick". */
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface1);
ok(SUCCEEDED(hr), "Failed to get offscreen surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface1);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f7f7f7f, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface1, NULL, backbuffer, NULL, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to blit surface, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x007f7f7f, 1), "Clear has color %08x.\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DSurface9_Release(surface1);
IDirect3DSurface9_Release(surface0);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void color_fill_test(void)
{
IDirect3DSurface9 *surface;
IDirect3DTexture9 *texture;
D3DCOLOR fill_color, color;
DWORD fill_a, expected_a;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
D3DPOOL pool;
DWORD usage;
HRESULT hr;
}
resource_types[] =
{
{D3DPOOL_DEFAULT, 0, D3DERR_INVALIDCALL},
{D3DPOOL_DEFAULT, D3DUSAGE_DYNAMIC, D3DERR_INVALIDCALL},
{D3DPOOL_DEFAULT, D3DUSAGE_RENDERTARGET, D3D_OK},
{D3DPOOL_SYSTEMMEM, 0, D3DERR_INVALIDCALL},
{D3DPOOL_MANAGED, 0, D3DERR_INVALIDCALL},
{D3DPOOL_SCRATCH, 0, D3DERR_INVALIDCALL},
};
static const struct
{
D3DFORMAT format;
const char *name;
enum
{
CHECK_FILL_VALUE = 0x1,
BLOCKS = 0x2,
} flags;
DWORD fill_value;
}
formats[] =
{
{D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8", CHECK_FILL_VALUE, 0xdeadbeef},
/* D3DFMT_X8R8G8B8 either set X = A or X = 0, depending on the driver. */
{D3DFMT_R5G6B5, "D3DFMT_R5G6B5", CHECK_FILL_VALUE, 0xadfdadfd},
{D3DFMT_G16R16, "D3DFMT_G16R16", CHECK_FILL_VALUE, 0xbebeadad},
/* Real hardware reliably fills the surface with the blue channel but
* the testbot fills it with 0x00. Wine incorrectly uses the alpha
* channel. Don't bother checking the result because P8 surfaces are
* essentially useless in d3d9. */
{D3DFMT_P8, "D3DFMT_P8", 0, 0xefefefef},
/* Windows drivers produce different results for these formats.
* No driver produces a YUV value that matches the input RGB
* value, and no driver produces a proper DXT compression block.
*
* Even the clear value 0 does not reliably produce a fill value
* that will return vec4(0.0, 0.0, 0.0, 0.0) when sampled.
*
* The YUV tests are disabled because they produce a driver-dependent
* result on Wine.
* {D3DFMT_YUY2, "D3DFMT_YUY2", BLOCKS, 0},
* {D3DFMT_UYVY, "D3DFMT_UYVY", BLOCKS, 0}, */
{D3DFMT_DXT1, "D3DFMT_DXT1", BLOCKS, 0x00000000},
/* Vendor-specific formats like ATI2N are a non-issue here since they're not
* supported as offscreen plain surfaces and do not support D3DUSAGE_RENDERTARGET
* when created as texture. */
};
unsigned int i;
D3DLOCKED_RECT locked_rect;
DWORD *surface_data;
static const RECT rect = {4, 4, 8, 8}, rect2 = {5, 5, 7, 7};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* Test ColorFill on a the backbuffer (should pass) */
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &surface);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
fill_color = 0x112233;
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color);
ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
color = getPixelColor(device, 0, 0);
ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
IDirect3DSurface9_Release(surface);
/* Test ColorFill on a render target surface (should pass) */
hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL );
ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr);
fill_color = 0x445566;
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color);
ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(surface, 0, 0);
ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
IDirect3DSurface9_Release(surface);
/* Test ColorFill on an offscreen plain surface in D3DPOOL_DEFAULT (should pass) */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL);
ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
fill_color = 0x778899;
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color);
ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(surface, 0, 0);
ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
IDirect3DSurface9_Release(surface);
/* Try ColorFill on an offscreen surface in sysmem (should fail) */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D16,
D3DMULTISAMPLE_NONE, 0, TRUE, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr = %08x.\n", hr);
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "ColorFill on a depth stencil surface returned hr = %08x.\n", hr);
IDirect3DSurface9_Release(surface);
for (i = 0; i < sizeof(resource_types) / sizeof(resource_types[0]); i++)
{
texture = NULL;
hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, resource_types[i].usage,
D3DFMT_A8R8G8B8, resource_types[i].pool, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, i=%u.\n", hr, i);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface, hr %#x, i=%u.\n", hr, i);
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, fill_color);
ok(hr == resource_types[i].hr, "Got unexpected hr %#x, expected %#x, i=%u.\n",
hr, resource_types[i].hr, i);
IDirect3DSurface9_Release(surface);
IDirect3DTexture9_Release(texture);
}
for (i = 0; i < sizeof(formats) / sizeof(formats[0]); i++)
{
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, formats[i].format) != D3D_OK)
{
skip("Offscreenplain %s surfaces not supported, skipping colorfill test\n", formats[i].name);
continue;
}
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
formats[i].format, D3DPOOL_DEFAULT, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, fmt=%s.\n", hr, formats[i].name);
hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0xdeadbeef);
ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
hr = IDirect3DDevice9_ColorFill(device, surface, &rect, 0xdeadbeef);
ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_ColorFill(device, surface, &rect2, 0xdeadbeef);
if (formats[i].flags & BLOCKS)
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, fmt=%s.\n", hr, formats[i].name);
else
ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
}
if (formats[i].flags & CHECK_FILL_VALUE)
{
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_READONLY);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, fmt=%s.\n", hr, formats[i].name);
surface_data = locked_rect.pBits;
fill_a = (surface_data[0] & 0xff000000) >> 24;
expected_a = (formats[i].fill_value & 0xff000000) >> 24;
/* Windows drivers disagree on how to promote the 8 bit per channel
* input argument to 16 bit for D3DFMT_G16R16. */
ok(color_match(surface_data[0], formats[i].fill_value, 2) &&
abs((expected_a) - (fill_a)) < 3,
"Expected clear value 0x%08x, got 0x%08x, fmt=%s.\n",
formats[i].fill_value, surface_data[0], formats[i].name);
hr = IDirect3DSurface9_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, fmt=%s.\n", hr, formats[i].name);
}
IDirect3DSurface9_Release(surface);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/*
* c7 mova ARGB mov ARGB
* -2.4 -2 0x00ffff00 -3 0x00ff0000
* -1.6 -2 0x00ffff00 -2 0x00ffff00
* -0.4 0 0x0000ffff -1 0x0000ff00
* 0.4 0 0x0000ffff 0 0x0000ffff
* 1.6 2 0x00ff00ff 1 0x000000ff
* 2.4 2 0x00ff00ff 2 0x00ff00ff
*/
static void test_mova(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DVertexShader9 *mova_shader;
IDirect3DVertexShader9 *mov_shader;
IDirect3DDevice9 *device;
unsigned int i, j;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const DWORD mova_test[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* END */
};
static const DWORD mov_test[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
0x00000001, 0xb0010000, 0xa0000007, /* mov a0.x, c7.x */
0x00000001, 0xd00f0000, 0xa0e42003, /* mov oD0, c[a0.x + 3] */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* END */
};
static const struct
{
float in[4];
DWORD out;
}
test_data[2][6] =
{
{
{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000},
{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00},
{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff},
{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
},
{
{{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
{{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
{{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
{{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
{{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
{{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
}
};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No vs_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, mov_shader);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
for (j = 0; j < sizeof(test_data) / sizeof(*test_data); ++j)
{
for (i = 0; i < sizeof(*test_data) / sizeof(**test_data); ++i)
{
DWORD color;
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n",
test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova");
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
}
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DVertexShader9_Release(mova_shader);
IDirect3DVertexShader9_Release(mov_shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fog_test(void)
{
float start = 0.0f, end = 1.0f;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
int i;
/* Gets full z based fog with linear fog, no fog with specular color. */
static const struct
{
float x, y, z;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
untransformed_1[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
},
/* Ok, I am too lazy to deal with transform matrices. */
untransformed_2[] =
{
{-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
},
untransformed_3[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000},
{ 1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{ 1.0f, 1.0f, 0.5f, 0xffff0000, 0xff000000},
},
far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
},
far_quad2[] =
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
/* Untransformed ones. Give them a different diffuse color to make the
* test look nicer. It also makes making sure that they are drawn
* correctly easier. */
static const struct
{
float x, y, z, rhw;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
transformed_1[] =
{
{320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
},
transformed_2[] =
{
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
rev_fog_quads[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x000000ff},
{{-1.0f, 0.0f, 0.1f}, 0x000000ff},
{{ 0.0f, 0.0f, 0.1f}, 0x000000ff},
{{ 0.0f, -1.0f, 0.1f}, 0x000000ff},
{{ 0.0f, -1.0f, 0.9f}, 0x000000ff},
{{ 0.0f, 0.0f, 0.9f}, 0x000000ff},
{{ 1.0f, 0.0f, 0.9f}, 0x000000ff},
{{ 1.0f, -1.0f, 0.9f}, 0x000000ff},
{{ 0.0f, 0.0f, 0.4f}, 0x000000ff},
{{ 0.0f, 1.0f, 0.4f}, 0x000000ff},
{{ 1.0f, 1.0f, 0.4f}, 0x000000ff},
{{ 1.0f, 0.0f, 0.4f}, 0x000000ff},
{{-1.0f, 0.0f, 0.7f}, 0x000000ff},
{{-1.0f, 1.0f, 0.7f}, 0x000000ff},
{{ 0.0f, 1.0f, 0.7f}, 0x000000ff},
{{ 0.0f, 0.0f, 0.7f}, 0x000000ff},
};
static const D3DMATRIX ident_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const D3DMATRIX world_mat1 =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f
}}};
static const D3DMATRIX world_mat2 =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f
}}};
static const D3DMATRIX proj_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f
}}};
static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
static const WORD Indices2[] =
{
0, 1, 2, 2, 3, 0,
4, 5, 6, 6, 7, 4,
8, 9, 10, 10, 11, 8,
12, 13, 14, 14, 15, 12,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog returned %08x\n", hr);
/* Start = 0, end = 1. Should be default, but set them */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
/* Untransformed, vertex fog = NONE, table fog = NONE:
* Read the fog weighting from the specular color. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* That makes it use the Z value */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* transformed verts */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
/* Transformed, vertex fog != NONE, pixel fog == NONE:
* Use specular color alpha component. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr);
/* Transformed, table fog != none, vertex anything:
* Use Z value as input to the fog equation. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color);
}
else
{
/* Without fog table support the vertex fog is still applied, even though table fog is turned on.
* The settings above result in no fogging with vertex fog
*/
color = getPixelColor(device, 480, 120);
ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
trace("Info: Table fog not supported by this device\n");
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Now test the special case fogstart == fogend */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
start = 512;
end = 512;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start));
ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end));
ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr);
/* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512.
* Would result in a completely fog-free primitive because start > zcoord,
* but because start == end, the primitive is fully covered by fog. The
* same happens to the 2nd untransformed quad with z = 1.0. The third
* transformed quad remains unfogged because the fogcoords are read from
* the specular color and has fixed fogstart and fogend. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
/* Transformed, vertex fog != NONE, pixel fog == NONE:
* Use specular color alpha component. */
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
* but without shaders it seems to work everywhere
*/
end = 0.2;
start = 0.8;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
/* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so
* it doesn't seem very important for games. ATI cards also have problems with reversed table fog,
* so skip this for now
*/
for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) {
const char *mode = (i ? "table" : "vertex");
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR);
ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 16 /* NumVerts */,
8 /* PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, sizeof(rev_fog_quads[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x0000ff00, 1),
"Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2),
"Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2),
"Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color);
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) {
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n");
break;
}
}
if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
/* A simple fog + non-identity world matrix test */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr);
start = 0.0;
end = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start));
ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end));
ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4),
"Unfogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Fogged out quad has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test fog behavior with an orthogonal (but non-identity) projection matrix */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear returned %#08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Fogged out quad has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
/* Test RANGEFOG vs FOGTABLEMODE */
if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) ==
(D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE))
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
/* z=0.5, x = +/- 1.0, y = +/- 1.0. In case of z fog the fog coordinate is
* 0.5. With range fog it is sqrt(x*x + y*y + z*z) = 1.5 for all vertices.
* Note that the fog coordinate is interpolated linearly across the vertices,
* so the different eye distance at the screen center should not matter. */
start = 0.75f;
end = 0.75001f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
/* Table fog: Range fog is not used */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
untransformed_3, sizeof(*untransformed_3));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
color = getPixelColor(device, 630, 10);
ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
color = getPixelColor(device, 630, 470);
ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
/* Vertex fog: Rangefog is used */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
untransformed_3, sizeof(*untransformed_3));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 10, 10);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Rangefog with vertex fog returned color 0x%08x\n", color);
color = getPixelColor(device, 630, 10);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Rangefog with vertex fog returned color 0x%08x\n", color);
color = getPixelColor(device, 10, 470);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Rangefog with vertex fog returned color 0x%08x\n", color);
color = getPixelColor(device, 630, 470);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Rangefog with vertex fog returned color 0x%08x\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
}
else
{
skip("Range fog or table fog not supported, skipping range fog tests\n");
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/* This test verifies the behaviour of cube maps wrt. texture wrapping.
* D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
* regardless of the actual addressing mode set. The way this test works is
* that we sample in one of the corners of the cubemap with filtering enabled,
* and check the interpolated color. There are essentially two reasonable
* things an implementation can do: Either pick one of the faces and
* interpolate the edge texel with itself (i.e., clamp within the face), or
* interpolate between the edge texels of the three involved faces. It should
* never involve the border color or the other side (texcoord wrapping) of a
* face in the interpolation. */
static void test_cube_wrap(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DSurface9 *face_surface, *surface;
IDirect3DCubeTexture9 *texture;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
unsigned int x, y, face;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const float quad[][6] =
{
{-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const struct
{
D3DTEXTUREADDRESS mode;
const char *name;
}
address_modes[] =
{
{D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
{D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
{D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
{D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
{D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP))
{
skip("No cube texture support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 64; ++x)
{
*ptr++ = 0xff0000ff;
}
for (x = 64; x < 128; ++x)
{
*ptr++ = 0xffff0000;
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface);
ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(face_surface);
hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 64; ++x)
{
*ptr++ = 0xffff0000;
}
for (x = 64; x < 128; ++x)
{
*ptr++ = 0xff0000ff;
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
/* Create cube faces */
for (face = 1; face < 6; ++face)
{
hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(face_surface);
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
{
DWORD color;
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
"Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n",
color, address_modes[x].name);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
}
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DCubeTexture9_Release(texture);
IDirect3DSurface9_Release(surface);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void offscreen_test(void)
{
IDirect3DSurface9 *backbuffer, *offscreen;
IDirect3DTexture9 *offscreenTexture;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const float quad[][5] =
{
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
if (!offscreenTexture)
{
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5.\n");
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
if (!offscreenTexture)
{
skip("Cannot create an offscreen render target.\n");
IDirect3DDevice9_Release(device);
goto done;
}
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
/* Draw without textures - Should result in a white quad. */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
/* This time with the texture. */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(offscreenTexture);
IDirect3DSurface9_Release(offscreen);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/* This test tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
* vertex fog with foggy vertex shader, non-linear
* fog with shader, non-linear fog with foggy shader,
* linear table fog with foggy shader */
static void fog_with_shader_test(void)
{
IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DDevice9 *device;
unsigned int i, j;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
union
{
float f;
DWORD i;
} start, end;
/* basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
/* basic vertex shader with reversed fog computation ("foggy") */
static const DWORD vertex_shader_code2[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
0x0000ffff
};
/* basic vertex shader with reversed fog computation ("foggy"), vs_2_0 */
static const DWORD vertex_shader_code3[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
0x03000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
0x0000ffff
};
/* basic pixel shader */
static const DWORD pixel_shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD pixel_shader_code2[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
};
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
/* This reference data was collected on a nVidia GeForce 7600GS driver
* version 84.19 DirectX version 9.0c on Windows XP. */
static const struct test_data_t
{
int vshader;
int pshader;
D3DFOGMODE vfog;
D3DFOGMODE tfog;
unsigned int color[11];
}
test_data[] =
{
/* only pixel shader: */
{0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* vertex shader */
{1, 0, D3DFOG_NONE, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* vertex shader and pixel shader */
/* The next 4 tests would read the fog coord output, but it isn't available.
* The result is a fully fogged quad, no matter what the Z coord is. This is on
* a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent.
* These tests should be disabled if some other hardware behaves differently
*/
{1, 1, D3DFOG_NONE, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_NONE,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
/* These use the Z coordinate with linear table fog */
{1, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
{1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
/* Non-linear table fog without fog coord */
{1, 1, D3DFOG_NONE, D3DFOG_EXP,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{1, 1, D3DFOG_NONE, D3DFOG_EXP2,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
/* These tests fail on older Nvidia drivers */
/* foggy vertex shader */
{2, 0, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 0, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 0, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 0, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 0, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* foggy vertex shader and pixel shader. First 4 tests with vertex fog,
* all using the fixed fog-coord linear fog
*/
/* vs_1_1 with ps_1_1 */
{2, 1, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* vs_2_0 with ps_1_1 */
{3, 1, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 1, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 1, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 1, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* vs_1_1 with ps_2_0 */
{2, 2, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 2, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 2, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 2, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* vs_2_0 with ps_2_0 */
{3, 2, D3DFOG_NONE, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 2, D3DFOG_EXP, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 2, D3DFOG_EXP2, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{3, 2, D3DFOG_LINEAR, D3DFOG_NONE,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* These use table fog. Here the shader-provided fog coordinate is
* ignored and the z coordinate used instead
*/
{2, 1, D3DFOG_NONE, D3DFOG_EXP,
{0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_EXP2,
{0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
{2, 1, D3DFOG_NONE, D3DFOG_LINEAR,
{0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No shader model 2 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
/* NOTE: Changing these values will not affect the tests with foggy vertex
* shader, as the values are hardcoded in the shader. */
start.f = 0.1f;
end.f = 0.9f;
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
/* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
{
hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
for(j=0; j < 11; j++)
{
/* Don't use the whole zrange to prevent rounding errors */
quad[0].position.z = 0.001f + (float)j / 10.02f;
quad[1].position.z = 0.001f + (float)j / 10.02f;
quad[2].position.z = 0.001f + (float)j / 10.02f;
quad[3].position.z = 0.001f + (float)j / 10.02f;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */
color = getPixelColor(device, 128, 240);
ok(color_match(color, test_data[i].color[j], 13),
"fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n",
test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
}
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DVertexShader9_Release(vertex_shader[1]);
IDirect3DVertexShader9_Release(vertex_shader[2]);
IDirect3DVertexShader9_Release(vertex_shader[3]);
IDirect3DPixelShader9_Release(pixel_shader[1]);
IDirect3DPixelShader9_Release(pixel_shader[2]);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
unsigned int i, x, y;
HRESULT hr;
IDirect3DTexture9 *texture[2] = {NULL, NULL};
D3DLOCKED_RECT locked_rect;
/* Generate the textures */
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
D3DPOOL_MANAGED, &texture[i], NULL);
ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for (y = 0; y < 128; ++y)
{
if(i)
{ /* Set up black texture with 2x2 texel white spot in the middle */
DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
*ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0);
}
}
else
{ /* Set up a displacement map which points away from the center parallel to the closest axis.
* (if multiplied with bumpenvmat)
*/
WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
for (x = 0; x < 128; ++x)
{
if(abs(x-64)>abs(y-64))
{
if(x < 64)
*ptr++ = 0xc000;
else
*ptr++ = 0x4000;
}
else
{
if(y < 64)
*ptr++ = 0x0040;
else
*ptr++ = 0x00c0;
}
}
}
}
hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
/* Disable texture filtering */
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
}
}
/* Test the behavior of the texbem instruction with normal 2D and projective
* 2D textures. */
static void texbem_test(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
/* Use asymmetric matrix to test loading. */
float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture1, *texture2;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
int i;
static const DWORD pixel_shader_code[] =
{
0xffff0101, /* ps_1_1*/
0x00000042, 0xb00f0000, /* tex t0*/
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
0x0000ffff
};
static const DWORD double_texbem_code[] =
{
0xffff0103, /* ps_1_3 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0 */
0x00000042, 0xb00f0002, /* tex t2 */
0x00000043, 0xb00f0003, 0xb0e40002, /* texbem t3, t2 */
0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003, /* add r0, t1, t3 */
0x0000ffff /* end */
};
static const float quad[][7] =
{
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] =
{
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
static const float double_quad[] =
{
-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
};
static const D3DVERTEXELEMENT9 decl_elements[][4] =
{
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
generate_bumpmap_textures(device);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
if(i)
{
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
if(!i)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
else
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
/* The Window 8 testbot (WARP) seems to use the transposed
* D3DTSS_BUMPENVMAT matrix. */
color = getPixelColor(device, 160, 240);
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 240);
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 320, 120);
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 320, 360);
ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)),
"Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(pixel_shader);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* clean up */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
for(i=0; i<2; i++)
{
hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* For the GetTexture */
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture);
}
/* Test double texbem */
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127;
((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127;
((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127;
hr = IDirect3DTexture9_UnlockRect(texture1, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
{
/* Some data without any meaning, just to have an 8x8 array to see which element is picked */
#define tex 0x00ff0000
#define tex1 0x0000ff00
#define origin 0x000000ff
static const DWORD pixel_data[] = {
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, tex1 , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin, 0x000000ff, tex , 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
};
#undef tex1
#undef tex2
#undef origin
hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
for(i = 0; i < 8; i++) {
memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD));
}
hr = IDirect3DTexture9_UnlockRect(texture2, 0);
ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0;
bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0;
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0;
bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5;
hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* The Window 8 testbot (WARP) seems to use the transposed
* D3DTSS_BUMPENVMAT matrix. */
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)),
"Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DPixelShader9_Release(pixel_shader);
IDirect3DTexture9_Release(texture);
IDirect3DTexture9_Release(texture1);
IDirect3DTexture9_Release(texture2);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void z_range_test(void)
{
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, 0.0f, 1.1f}, 0xffff0000},
{{-1.0f, 1.0f, 1.1f}, 0xffff0000},
{{ 1.0f, 0.0f, -1.1f}, 0xffff0000},
{{ 1.0f, 1.0f, -1.1f}, 0xffff0000},
},
quad2[] =
{
{{-1.0f, 0.0f, 1.1f}, 0xff0000ff},
{{-1.0f, 1.0f, 1.1f}, 0xff0000ff},
{{ 1.0f, 0.0f, -1.1f}, 0xff0000ff},
{{ 1.0f, 1.0f, -1.1f}, 0xff0000ff},
};
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad3[] =
{
{{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00},
{{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00},
{{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00},
{{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00},
},
quad4[] =
{
{{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00},
{{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00},
{{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00},
{{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00},
};
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
0x0000ffff /* end */
};
static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
* then call Present. Then clear the color buffer to make sure it has some defined content
* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
* by the depth value. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Do not test the exact corner pixels, but go pretty close to them */
/* Clipped because z > 1.0 */
color = getPixelColor(device, 28, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, > z buffer clear value(0.75).
*
* On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth
* values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is
* equal to a stored depth buffer value of 0.5. */
color = getPixelColor(device, 31, 238);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Test the shader path */
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("Vertex shaders not supported, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_1, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_2, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
IDirect3DVertexShader9_Release(shader);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
"Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fill_surface(IDirect3DSurface9 *surface, DWORD color, DWORD flags)
{
D3DSURFACE_DESC desc;
D3DLOCKED_RECT l;
HRESULT hr;
unsigned int x, y;
DWORD *mem;
memset(&desc, 0, sizeof(desc));
memset(&l, 0, sizeof(l));
hr = IDirect3DSurface9_GetDesc(surface, &desc);
ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &l, NULL, flags);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr);
if(FAILED(hr)) return;
for(y = 0; y < desc.Height; y++)
{
mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch);
for(x = 0; x < l.Pitch / sizeof(DWORD); x++)
{
mem[x] = color;
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr);
}
static void stretchrect_test(void)
{
IDirect3DSurface9 *surf_tex_rt32, *surf_tex_rt64, *surf_tex_rt_dest64, *surf_tex_rt_dest640_480;
IDirect3DSurface9 *surf_offscreen32, *surf_offscreen64, *surf_offscreen_dest64;
IDirect3DTexture9 *tex_rt32, *tex_rt64, *tex_rt_dest64, *tex_rt_dest640_480;
IDirect3DSurface9 *surf_tex32, *surf_tex64, *surf_tex_dest64;
IDirect3DSurface9 *surf_rt32, *surf_rt64, *surf_rt_dest64;
IDirect3DTexture9 *tex32, *tex64, *tex_dest64;
IDirect3DSurface9 *surf_temp32, *surf_temp64;
IDirect3DSurface9 *backbuffer;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const RECT src_rect = {0, 0, 640, 480};
static const RECT src_rect_flipy = {0, 480, 640, 0};
static const RECT dst_rect = {0, 0, 640, 480};
static const RECT dst_rect_flipy = {0, 480, 640, 0};
static const RECT src_rect64 = {0, 0, 64, 64};
static const RECT src_rect64_flipy = {0, 64, 64, 0};
static const RECT dst_rect64 = {0, 0, 64, 64};
static const RECT dst_rect64_flipy = {0, 64, 64, 0};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* Create our temporary surfaces in system memory. */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
/* Create offscreen plain surfaces in D3DPOOL_DEFAULT. */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
/* Create render target surfaces. */
hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL );
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL );
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL );
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
/* Create render target textures. */
hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
/* Create regular textures in D3DPOOL_DEFAULT. */
hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
/**********************************************************************
* Tests for when the source parameter is an offscreen plain surface. *
**********************************************************************/
/* Fill the offscreen 64x64 surface with green. */
fill_surface(surf_offscreen64, 0xff00ff00, 0);
/* offscreenplain ==> offscreenplain, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32);
ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_offscreen_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* offscreenplain ==> rendertarget texture, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* offscreenplain ==> rendertarget surface, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* offscreenplain ==> texture, same size (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Fill the smaller offscreen surface with red. */
fill_surface(surf_offscreen32, 0xffff0000, 0);
/* offscreenplain ==> offscreenplain, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* offscreenplain ==> rendertarget texture, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* offscreenplain ==> rendertarget surface, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* offscreenplain ==> texture, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/*************************************************************
* Tests for when the source parameter is a regular texture. *
*************************************************************/
/* Fill the surface of the regular texture with blue. */
/* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */
fill_surface(surf_temp64, 0xff0000ff, 0);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
/* texture ==> offscreenplain, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* texture ==> rendertarget texture, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* texture ==> rendertarget surface, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* texture ==> texture, same size (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Fill the surface of the smaller regular texture with red. */
/* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */
fill_surface(surf_temp32, 0xffff0000, 0);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
/* texture ==> offscreenplain, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* texture ==> rendertarget texture, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* texture ==> rendertarget surface, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* texture ==> texture, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/******************************************************************
* Tests for when the source parameter is a rendertarget texture. *
******************************************************************/
/* Fill the surface of the rendertarget texture with white. */
/* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */
fill_surface(surf_temp64, 0xffffffff, 0);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
/* rendertarget texture ==> offscreenplain, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget texture ==> rendertarget texture, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget texture ==> rendertarget surface, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget texture ==> texture, same size (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Fill the surface of the smaller rendertarget texture with red. */
/* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */
fill_surface(surf_temp32, 0xffff0000, 0);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
/* rendertarget texture ==> offscreenplain, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget texture ==> rendertarget texture, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* rendertarget texture ==> rendertarget surface, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* rendertarget texture ==> texture, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/******************************************************************
* Tests for when the source parameter is a rendertarget surface. *
******************************************************************/
/* Fill the surface of the rendertarget surface with black. */
fill_surface(surf_rt64, 0xff000000, 0);
/* rendertarget texture ==> offscreenplain, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget surface ==> rendertarget texture, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy,
surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget surface ==> rendertarget surface, same size. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy,
surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget surface ==> texture, same size (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Fill the surface of the smaller rendertarget texture with red. */
fill_surface(surf_rt32, 0xffff0000, 0);
/* rendertarget surface ==> offscreenplain, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* rendertarget surface ==> rendertarget texture, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first. */
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* rendertarget surface ==> rendertarget surface, scaling. */
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
/* rendertarget surface ==> texture, scaling (should fail). */
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* backbuffer ==> surface tests (no scaling). */
/* Blit with NULL rectangles. */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Blit without scaling. */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect,
surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through src_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy,
surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* Flipping in y-direction through dst_rect, no scaling (not allowed). */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect,
surf_tex_rt_dest640_480, &dst_rect_flipy, D3DTEXF_NONE);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
/* TODO: Test format conversions. */
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(surf_rt32);
IDirect3DSurface9_Release(surf_rt64);
IDirect3DSurface9_Release(surf_rt_dest64);
IDirect3DSurface9_Release(surf_temp32);
IDirect3DSurface9_Release(surf_temp64);
IDirect3DSurface9_Release(surf_offscreen32);
IDirect3DSurface9_Release(surf_offscreen64);
IDirect3DSurface9_Release(surf_offscreen_dest64);
IDirect3DSurface9_Release(surf_tex_rt32);
IDirect3DTexture9_Release(tex_rt32);
IDirect3DSurface9_Release(surf_tex_rt64);
IDirect3DTexture9_Release(tex_rt64);
IDirect3DSurface9_Release(surf_tex_rt_dest64);
IDirect3DTexture9_Release(tex_rt_dest64);
IDirect3DSurface9_Release(surf_tex_rt_dest640_480);
IDirect3DTexture9_Release(tex_rt_dest640_480);
IDirect3DSurface9_Release(surf_tex32);
IDirect3DTexture9_Release(tex32);
IDirect3DSurface9_Release(surf_tex64);
IDirect3DTexture9_Release(tex64);
IDirect3DSurface9_Release(surf_tex_dest64);
IDirect3DTexture9_Release(tex_dest64);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void maxmip_test(void)
{
IDirect3DTexture9 *texture;
IDirect3DSurface9 *surface;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
DWORD ret;
static const struct
{
struct
{
float x, y, z;
float s, t;
}
v[4];
}
quads[] =
{
{{
{-1.0, -1.0, 0.0, 0.0, 0.0},
{-1.0, 0.0, 0.0, 0.0, 1.0},
{ 0.0, -1.0, 0.0, 1.0, 0.0},
{ 0.0, 0.0, 0.0, 1.0, 1.0},
}},
{{
{ 0.0, -1.0, 0.0, 0.0, 0.0},
{ 0.0, 0.0, 0.0, 0.0, 1.0},
{ 1.0, -1.0, 0.0, 1.0, 0.0},
{ 1.0, 0.0, 0.0, 1.0, 1.0},
}},
{{
{ 0.0, 0.0, 0.0, 0.0, 0.0},
{ 0.0, 1.0, 0.0, 0.0, 1.0},
{ 1.0, 0.0, 0.0, 1.0, 0.0},
{ 1.0, 1.0, 0.0, 1.0, 1.0},
}},
{{
{-1.0, 0.0, 0.0, 0.0, 0.0},
{-1.0, 1.0, 0.0, 0.0, 1.0},
{ 0.0, 0.0, 0.0, 1.0, 0.0},
{ 0.0, 1.0, 0.0, 1.0, 1.0},
}},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP))
{
skip("No mipmap support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xffff0000, 0);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xff00ff00, 0);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xff0000ff, 0);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* With mipmapping disabled, the max mip level is ignored, only level 0 is used */
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Max Mip level 0-2 sample from the specified texture level, Max Mip
* level 3 (> levels in texture) samples from the highest level in the
* texture (level 2). */
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 0, "Got unexpected LOD %u.\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 2);
ok(ret == 1, "Got unexpected LOD %u.\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 2, "Got unexpected LOD %u.\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 1, "Got unexpected LOD %u.\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Max Mip level 0-2 sample from the specified texture level, Max Mip
* level 3 (> levels in texture) samples from the highest level in the
* texture (level 2). */
color = getPixelColor(device, 160, 360);
ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void release_buffer_test(void)
{
IDirect3DVertexBuffer9 *vb;
IDirect3DIndexBuffer9 *ib;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
BYTE *data;
LONG ref;
static const short indices[] = {3, 4, 5};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 1.0f, 0.1f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xffff0000},
{{-1.0f, -1.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.1f}, 0xff00ff00},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* Index and vertex buffers should always be creatable */
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0,
D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(ib);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_SetIndices(device, ib);
ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
/* Now destroy the bound index buffer and draw again */
ref = IDirect3DIndexBuffer9_Release(ib);
ok(ref == 0, "Index Buffer reference count is %08d\n", ref);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent
* D3D from making assumptions about the indices or vertices. */
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
/* Index buffer was already destroyed as part of the test */
IDirect3DVertexBuffer9_Release(vb);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void float_texture_test(void)
{
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
ULONG refcount;
float *data;
DWORD color;
HWND window;
HRESULT hr;
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK)
{
skip("D3DFMT_R32F textures not supported\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
data = lr.pBits;
*data = 0.0;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 240, 320);
ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void g16r16_texture_test(void)
{
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
ULONG refcount;
DWORD *data;
DWORD color;
HWND window;
HRESULT hr;
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK)
{
skip("D3DFMT_G16R16 textures not supported\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
data = lr.pBits;
*data = 0x0f00f000;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 240, 320);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1),
"D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message)
{
LONG x_coords[2][2] =
{
{r.left - 1, r.left + 1},
{r.right + 1, r.right - 1},
};
LONG y_coords[2][2] =
{
{r.top - 1, r.top + 1},
{r.bottom + 1, r.bottom - 1}
};
unsigned int i, j, x_side, y_side;
for (i = 0; i < 2; ++i)
{
for (j = 0; j < 2; ++j)
{
for (x_side = 0; x_side < 2; ++x_side)
{
for (y_side = 0; y_side < 2; ++y_side)
{
unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side];
DWORD color;
DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0;
color = getPixelColor(device, x, y);
ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n",
message, x, y, color, expected);
}
}
}
}
}
struct projected_textures_test_run
{
const char *message;
DWORD flags;
IDirect3DVertexDeclaration9 *decl;
BOOL vs, ps;
RECT rect;
};
static void projected_textures_test(IDirect3DDevice9 *device,
struct projected_textures_test_run tests[4])
{
unsigned int i;
static const DWORD vertex_shader[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xe00f0000, 0x90e40001, /* mov oT0, v1 */
0x0000ffff /* end */
};
static const DWORD pixel_shader[] =
{
0xffff0103, /* ps_1_3 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x0000ffff /* end */
};
IDirect3DVertexShader9 *vs = NULL;
IDirect3DPixelShader9 *ps = NULL;
IDirect3D9 *d3d;
D3DCAPS9 caps;
HRESULT hr;
IDirect3DDevice9_GetDirect3D(device, &d3d);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed (%08x)\n", hr);
IDirect3D9_Release(d3d);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
}
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 3))
{
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
DWORD value = 0xdeadbeef;
static const float proj_quads[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
0.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
0.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
0.0f, 0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
1.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
1.0f, 0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
0.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
0.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
0.0f, 1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
1.0f, 0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
1.0f, 1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
};
if (tests[i].vs)
{
if (!vs)
{
skip("Vertex shaders not supported, skipping\n");
continue;
}
hr = IDirect3DDevice9_SetVertexShader(device, vs);
}
else
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
if (tests[i].ps)
{
if (!ps)
{
skip("Pixel shaders not supported, skipping\n");
continue;
}
hr = IDirect3DDevice9_SetPixelShader(device, ps);
}
else
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value);
ok(SUCCEEDED(hr) && value == tests[i].flags,
"GetTextureStageState returned: hr %08x, value %08x.\n", hr, value);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
&proj_quads[i * 4 * 7], 7 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
if (vs) IDirect3DVertexShader9_Release(vs);
if (ps) IDirect3DPixelShader9_Release(ps);
for (i = 0; i < 4; ++i)
{
if ((!tests[i].vs || vs) && (!tests[i].ps || ps))
check_rect(device, tests[i].rect, tests[i].message);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
}
static void texture_transform_flags_test(void)
{
HRESULT hr;
IDirect3D9 *d3d;
D3DFORMAT fmt = D3DFMT_X8R8G8B8;
D3DCAPS9 caps;
IDirect3DTexture9 *texture = NULL;
IDirect3DVolumeTexture9 *volume = NULL;
IDirect3DDevice9 *device;
unsigned int x, y, z;
D3DLOCKED_RECT lr;
D3DLOCKED_BOX lb;
D3DCOLOR color;
ULONG refcount;
HWND window;
UINT w, h;
IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4;
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements2[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements3[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements4[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00,
0x00, 0xff, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&lr, 0, sizeof(lr));
memset(&lb, 0, sizeof(lb));
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK)
fmt = D3DFMT_A16B16G16R16;
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLOROP) returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLORARG1) returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
w = min(1024, caps.MaxTextureWidth);
h = min(1024, caps.MaxTextureHeight);
hr = IDirect3DDevice9_CreateTexture(device, w, h, 1,
0, fmt, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
if (!texture)
{
skip("Failed to create the test texture.\n");
IDirect3DDevice9_Release(device);
goto done;
}
/* Unfortunately there is no easy way to set up a texture coordinate passthrough
* in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to
* 1.0 in red and green for the x and y coords
*/
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr);
for(y = 0; y < h; y++) {
for(x = 0; x < w; x++) {
double r_f = (double) y / (double) h;
double g_f = (double) x / (double) w;
if(fmt == D3DFMT_A16B16G16R16) {
unsigned short r, g;
unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8);
r = (unsigned short) (r_f * 65536.0);
g = (unsigned short) (g_f * 65536.0);
dst[0] = r;
dst[1] = g;
dst[2] = 0;
dst[3] = 65535;
} else {
unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4;
unsigned char r = (unsigned char) (r_f * 255.0);
unsigned char g = (unsigned char) (g_f * 255.0);
dst[0] = 0;
dst[1] = g;
dst[2] = r;
dst[3] = 255;
}
}
}
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
0.0f, -1.0f, 0.1f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f,
};
static const float quad2[] =
{
-1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.5f, 0.5f,
0.0f, 1.0f, 0.1f, 0.5f, 0.5f,
1.0f, 0.0f, 0.1f, 0.5f, 0.5f,
1.0f, 1.0f, 0.1f, 0.5f, 0.5f,
};
static const float quad4[] =
{
320.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f,
320.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f,
640.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f,
640.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f,
};
D3DMATRIX mat =
{{{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
}}};
/* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* What happens with transforms enabled? */
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* What happens if 4 coords are used, but only 2 given ?*/
U(mat).m[2][0] = 1.0f;
U(mat).m[3][1] = 1.0f;
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed
* geometry. If the same applies to transformed vertices, the quad will be black, otherwise red,
* due to the coords in the vertices. (turns out red, indeed)
*/
memset(&mat, 0, sizeof(mat));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ffff00, 1), "quad 1 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x0000ff00, 1), "quad 3 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x00ff0000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 0.8f, 0.2f,
-1.0f, 0.0f, 0.1f, 0.8f, 0.2f,
0.0f, -1.0f, 0.1f, 0.8f, 0.2f,
0.0f, 0.0f, 0.1f, 0.8f, 0.2f,
};
static const float quad2[] =
{
-1.0f, 0.0f, 0.1f, 0.5f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.5f, 1.0f,
0.0f, 0.0f, 0.1f, 0.5f, 1.0f,
0.0f, 1.0f, 0.1f, 0.5f, 1.0f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.5f, 1.0f,
0.0f, 1.0f, 0.1f, 0.5f, 1.0f,
1.0f, 0.0f, 0.1f, 0.5f, 1.0f,
1.0f, 1.0f, 0.1f, 0.5f, 1.0f,
};
static const float quad4[] =
{
0.0f, -1.0f, 0.1f, 0.8f, 0.2f,
0.0f, 0.0f, 0.1f, 0.8f, 0.2f,
1.0f, -1.0f, 0.1f, 0.8f, 0.2f,
1.0f, 0.0f, 0.1f, 0.8f, 0.2f,
};
D3DMATRIX mat =
{{{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
}}};
/* What happens to the default 1 in the 3rd coordinate if it is disabled? */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers
* it behaves like COUNT2 because normal textures require 2 coords. */
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* Just to be sure, the same as quad2 above */
memset(&mat, 0, sizeof(mat));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not
* used? And what happens to the first? */
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff0000, 1), "quad 1 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000,
"quad 3 has color %08x, expected 0x00ff8000\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00ff0000, 1),
"quad 4 has color %08x, expected 0x0033cc00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
/* Test projected textures, without any fancy matrices */
hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
if (SUCCEEDED(hr))
{
struct projected_textures_test_run projected_tests_1[4] =
{
{
"D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left",
D3DTTFF_COUNT4 | D3DTTFF_PROJECTED,
decl3,
FALSE, TRUE,
{120, 300, 240, 390},
},
{
"D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right",
D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
decl3,
FALSE, TRUE,
{400, 360, 480, 420},
},
/* Try with some invalid values */
{
"0xffffffff (draws like COUNT4 | PROJECTED) - top left",
0xffffffff,
decl3,
FALSE, TRUE,
{120, 60, 240, 150}
},
{
"D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right",
D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
decl4,
FALSE, TRUE,
{340, 210, 360, 225},
}
};
struct projected_textures_test_run projected_tests_2[4] =
{
{
"D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left",
D3DTTFF_PROJECTED,
decl3,
FALSE, TRUE,
{120, 300, 240, 390},
},
{
"D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right",
D3DTTFF_PROJECTED,
decl,
FALSE, TRUE,
{400, 360, 480, 420},
},
{
"0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left",
0xffffffff,
decl,
FALSE, TRUE,
{80, 120, 160, 180},
},
{
"D3DTTFF_COUNT1 (draws non-projected) - top right",
D3DTTFF_COUNT1,
decl4,
FALSE, TRUE,
{340, 210, 360, 225},
}
};
struct projected_textures_test_run projected_tests_3[4] =
{
{
"D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left",
D3DTTFF_PROJECTED,
decl3,
TRUE, FALSE,
{120, 300, 240, 390},
},
{
"D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right",
D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
decl3,
TRUE, TRUE,
{440, 300, 560, 390},
},
{
"0xffffffff (like COUNT4 | PROJECTED) - top left",
0xffffffff,
decl3,
TRUE, TRUE,
{120, 60, 240, 150},
},
{
"D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right",
D3DTTFF_PROJECTED,
decl3,
FALSE, FALSE,
{440, 60, 560, 150},
},
};
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
for(x = 0; x < 4; x++) {
memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0]));
}
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
projected_textures_test(device, projected_tests_1);
projected_textures_test(device, projected_tests_2);
projected_textures_test(device, projected_tests_3);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Use a smaller volume texture than the biggest possible size for memory and performance reasons
* Thus watch out if sampling from texels between 0 and 1.
*/
hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr);
if(!volume) {
skip("Failed to create a volume texture\n");
goto out;
}
hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0);
ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr);
for(z = 0; z < 32; z++) {
for(y = 0; y < 32; y++) {
for(x = 0; x < 32; x++) {
char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4);
void *mem = ((char *) lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size;
float r_f = (float) x / 31.0;
float g_f = (float) y / 31.0;
float b_f = (float) z / 31.0;
if(fmt == D3DFMT_A16B16G16R16) {
unsigned short *mem_s = mem;
mem_s[0] = r_f * 65535.0;
mem_s[1] = g_f * 65535.0;
mem_s[2] = b_f * 65535.0;
mem_s[3] = 65535;
} else {
unsigned char *mem_c = mem;
mem_c[0] = b_f * 255.0;
mem_c[1] = g_f * 255.0;
mem_c[2] = r_f * 255.0;
mem_c[3] = 255;
}
}
}
}
hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0);
ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume);
ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
};
static const float quad2[] =
{
-1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 0.0f, 0.0f,
1.0f, 1.0f, 0.1f, 0.0f, 0.0f,
};
static const float quad4[] =
{
0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
};
D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
/* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same
* values
*/
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
/* Now disable the w coordinate. Does that change the input, or the output. The coordinates
* are swapped by the matrix. If it changes the input, the v coord will be missing(green),
* otherwise the w will be missing(blue).
* turns out that on nvidia cards the blue color is missing, so it is an output modification.
* On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
/* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
/* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 ==
* disable. ATI extends it up to the amount of values needed for the volume texture
*/
memset(&mat, 0, sizeof(mat));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360);
ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */,
"quad 2 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
};
static const float quad2[] =
{
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f,
};
static const D3DMATRIX mat =
{{{
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
}}};
static const D3DMATRIX mat2 =
{{{
0.0f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
}}};
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
/* Default values? 4 coords used, 3 passed. What happens to the 4th?
* Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords
* than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx
* affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the
* 4th *input* coordinate.
*/
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
/* None passed */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
/* 4 used, 1 passed */
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360);
ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color);
/* Quad4: unused */
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DVolumeTexture9_Release(volume);
out:
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexDeclaration9_Release(decl2);
IDirect3DVertexDeclaration9_Release(decl3);
IDirect3DVertexDeclaration9_Release(decl4);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void texdepth_test(void)
{
IDirect3DPixelShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const float texdepth_test_data1[] = { 0.25f, 2.0f, 0.0f, 0.0f};
static const float texdepth_test_data2[] = { 0.25f, 0.5f, 0.0f, 0.0f};
static const float texdepth_test_data3[] = {-1.00f, 0.1f, 0.0f, 0.0f};
static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f};
static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f};
static const float texdepth_test_data6[] = { 1.00f, 0.5f, 0.0f, 0.0f};
static const float texdepth_test_data7[] = { 0.50f, 0.0f, 0.0f, 0.0f};
static const DWORD shader_code[] =
{
0xffff0104, /* ps_1_4 */
0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c1, 0, 0, 1, 1 */
0x00000001, 0x800f0005, 0xa0e40000, /* mov r5, c0 */
0x0000fffd, /* phase */
0x00000057, 0x800f0005, /* texdepth r5 */
0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */
0x0000ffff /* end */
};
static const float vertex[] =
{
-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
{
skip("No ps_1_4 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr);
/* Fill the depth buffer with a gradient */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Now perform the actual tests. Same geometry, but with the shader */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 158, 240);
ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 162, 240);
ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 318, 240);
ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 322, 240);
ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 1, 240);
ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 318, 240);
ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 322, 240);
ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 1, 240);
ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 638, 240);
ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 638, 240);
ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void texkill_test(void)
{
IDirect3DPixelShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const float vertex[] =
{
/* bottom top right left */
-1.0f, -1.0f, 1.0f, -0.1f, 0.9f, 0.9f, -0.1f,
-1.0f, 1.0f, 1.0f, -0.1f, 0.9f, -0.1f, 0.9f,
1.0f, -1.0f, 0.0f, 0.9f, -0.1f, 0.9f, -0.1f,
1.0f, 1.0f, 0.0f, 0.9f, -0.1f, -0.1f, 0.9f,
};
static const DWORD shader_code_11[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
0x00000041, 0xb00f0000, /* texkill t0 */
0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0000ffff /* end */
};
static const DWORD shader_code_20[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */
0x01000041, 0xb00f0000, /* texkill t0 */
0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
0x0000ffff /* end */
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 63, 46);
ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 66, 46);
ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 63, 49);
ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 66, 49);
ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 578, 46);
ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 575, 46);
ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 578, 49);
ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 575, 49);
ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 63, 430);
ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 63, 433);
ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 66, 433);
ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 66, 430);
ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 578, 430);
ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 578, 433);
ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 575, 433);
ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 575, 430);
ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
IDirect3DPixelShader9_Release(shader);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
if (FAILED(IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader)))
{
skip("Failed to create 2.0 test shader, most likely not supported.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 63, 46);
ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 66, 46);
ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 63, 49);
ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 66, 49);
ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 578, 46);
ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 575, 46);
ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 578, 49);
ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 575, 49);
ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 63, 430);
ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 63, 433);
ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 66, 433);
ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 66, 430);
ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 578, 430);
ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 578, 433);
ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 575, 433);
ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 575, 430);
ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void autogen_mipmap_test(void)
{
IDirect3DTexture9 *texture = NULL;
IDirect3DSurface9 *surface;
IDirect3DDevice9 *device;
unsigned int x, y;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const RECT r1 = {256, 256, 512, 512};
static const RECT r2 = {512, 256, 768, 512};
static const RECT r3 = {256, 512, 512, 768};
static const RECT r4 = {512, 512, 768, 768};
static const float quad[] =
{
-0.5f, -0.5f, 0.1f, 0.0f, 0.0f,
-0.5f, 0.5f, 0.1f, 0.0f, 1.0f,
0.5f, -0.5f, 0.1f, 1.0f, 0.0f,
0.5f, 0.5f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK)
{
skip("No autogenmipmap support.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Make the mipmap big, so that a smaller mipmap is used
*/
hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP,
D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr);
for(y = 0; y < 1024; y++) {
for(x = 0; x < 1024; x++) {
DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4);
POINT pt;
pt.x = x;
pt.y = y;
if(PtInRect(&r1, pt)) {
*dst = 0xffff0000;
} else if(PtInRect(&r2, pt)) {
*dst = 0xff00ff00;
} else if(PtInRect(&r3, pt)) {
*dst = 0xff0000ff;
} else if(PtInRect(&r4, pt)) {
*dst = 0xff000000;
} else {
*dst = 0xffffffff;
}
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
color = getPixelColor(device, 200, 200);
ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 280, 200);
ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 360, 200);
ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 440, 200);
ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 200, 270);
ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 280, 270);
ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 360, 270);
ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 440, 270);
ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_constant_clamp_vs(void)
{
IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
IDirect3DVertexDeclaration9 *decl;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const DWORD shader_code_11[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const DWORD shader_code_11_2[] =
{
0xfffe0101, /* vs_1_1 */
0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */
0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const DWORD shader_code_20[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const DWORD shader_code_20_2[] =
{
0xfffe0200, /* vs_2_0 */
0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000,
0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000,
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002, /* add oD0, r1, c2 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("No vs_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20);
if(FAILED(hr)) shader_20 = NULL;
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2);
if(FAILED(hr)) shader_20_2 = NULL;
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_11);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
if (shader_20)
{
hr = IDirect3DDevice9_SetVertexShader(device, shader_20);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
if (shader_20_2)
{
hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 1 has color %08x, expected 0x00bfbf80\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 2 has color %08x, expected 0x00bfbf80\n", color);
if(shader_20) {
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 3 has color %08x, expected 0x00bfbf80\n", color);
}
if(shader_20_2) {
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 4 has color %08x, expected 0x00bfbf80\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DVertexDeclaration9_Release(decl);
if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2);
if(shader_20) IDirect3DVertexShader9_Release(shader_20);
IDirect3DVertexShader9_Release(shader_11_2);
IDirect3DVertexShader9_Release(shader_11);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void constant_clamp_ps_test(void)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code_11[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_12[] =
{
0xffff0102, /* ps_1_2 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x0000ffff /* end */
};
/* Skip 1.3 shaders because we have only 4 quads (ok, could make them
* smaller if needed). 1.2 and 1.4 shaders behave the same, so it's
* unlikely that 1.3 shaders are different. During development of this
* test, 1.3 shaders were verified too. */
static const DWORD shader_code_14[] =
{
0xffff0104, /* ps_1_4 */
/* Try to make one constant local. It gets clamped too, although the
* binary contains the bigger numbers. */
0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_20[] =
{
0xffff0200, /* ps_2_0 */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
{
skip("No ps_1_4 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20);
if(FAILED(hr)) shader_20 = NULL;
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
if (shader_20)
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_20);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
"quad 1 has color %08x, expected 0x00808000\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
"quad 2 has color %08x, expected 0x00808000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
"quad 3 has color %08x, expected 0x00808000\n", color);
if(shader_20) {
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 4 has color %08x, expected 0x00bfbf80\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
if(shader_20) IDirect3DPixelShader9_Release(shader_20);
IDirect3DPixelShader9_Release(shader_14);
IDirect3DPixelShader9_Release(shader_12);
IDirect3DPixelShader9_Release(shader_11);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void dp2add_ps_test(void)
{
IDirect3DPixelShader9 *shader_dp2add_sat;
IDirect3DPixelShader9 *shader_dp2add;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
/* DP2ADD is defined as: (src0.r * src1.r) + (src0.g * src1.g) + src2.
* One D3D restriction of all shader instructions except SINCOS is that no more than 2
* source tokens can be constants. So, for this exercise, we move contents of c0 to
* r0 first.
* The result here for the r,g,b components should be roughly 0.5:
* (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */
static const DWORD shader_code_dp2add[] = {
0xffff0200, /* ps_2_0 */
0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0 */
0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add r0.rgb, r0, r0, r0.a */
0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
/* Test the _sat modifier, too. Result here should be:
* DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5
* _SAT: ==> 1.0
* ADD: (1.0 + -0.5) = 0.5
*/
static const DWORD shader_code_dp2add_sat[] = {
0xffff0200, /* ps_2_0 */
0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0 */
0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000, /* dp2add_sat r0.rgb, r0, r0, r0.a */
0x03000002, 0x80070000, 0x80e40000, 0xa0000000, /* add r0.rgb, r0, c0.r */
0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.a, c0.b */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No ps_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 360, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(shader_dp2add);
hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 360, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(shader_dp2add_sat);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void cnd_test(void)
{
IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2;
IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
DWORD color;
HRESULT hr;
/* ps 1.x shaders are rather picky with writemasks and source swizzles.
* The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
* r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
* in 1.x pixel shaders. */
static const DWORD shader_code_11[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, ???(t0) */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_12[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_13[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_14[] =
{
0xffff0104, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */
0x0000ffff /* end */
};
/* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source,
* as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't
* set by the compiler, it was added manually after compilation. Note that the COISSUE
* flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't
* have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops
* well enough.
*
* The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky.
* The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since
* constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r,
* then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above).
*/
static const DWORD shader_code_11_coissue[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_11_coissue_2[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
static const DWORD shader_code_12_coissue[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_12_coissue_2[] =
{
0xffff0102, /* ps_1_2 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
static const DWORD shader_code_13_coissue[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
0x0000ffff /* end */
};
static const DWORD shader_code_13_coissue_2[] =
{
0xffff0103, /* ps_1_3 */
0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
0x0000ffff /* end */
};
/* ps_1_4 does not have a different cnd behavior, just pass the [0;1]
* texcrd result to cnd, it will compare against 0.5. */
static const DWORD shader_code_14_coissue[] =
{
0xffff0104, /* ps_1_4 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */
0x0000ffff /* end */
};
static const DWORD shader_code_14_coissue_2[] =
{
0xffff0104, /* ps_1_4 */
0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */
0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */
0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */
0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x0000ffff /* end */
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
{
skip("No ps_1_4 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
/* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color);
/* 1.1 shader. All 3 components get set, based on the .w comparison */
color = getPixelColor(device, 158, 358);
ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 358);
ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 158, 362);
ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 362);
ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color 0x%08x, expected 0x00000000.\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 358);
ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 362);
ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color 0x%08x, expected 0x00000000.\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 118);
ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 478, 122);
ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 122);
ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color 0x%08x, expected 0x00000000.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
/* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind
* that we swapped the values in c1 and c2 to make the other tests return some color
*/
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color);
/* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected
* (The Win7 nvidia driver always selects c2)
*/
color = getPixelColor(device, 158, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 158, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 162, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 358);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 362);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 118);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 478, 122);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 482, 122);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
"pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
/* Retest with the coissue flag on the alpha instruction instead. This
* works "as expected". The Windows 8 testbot (WARP) seems to handle this
* the same as coissue on .rgb. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue_2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue_2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue_2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue_2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* 1.4 shader */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color);
/* 1.1 shader */
color = getPixelColor(device, 238, 358);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 238, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 242, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 242, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 238, 362);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 238, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 242, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 242, 362 has color %08x, expected 0x00000000\n", color);
/* 1.2 shader */
color = getPixelColor(device, 558, 358);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 358);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 558, 362);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 362);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 362 has color %08x, expected 0x00000000\n", color);
/* 1.3 shader */
color = getPixelColor(device, 558, 118);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 118);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 558, 122);
ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
"pixel 558, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 562, 122);
ok(color_match(color, 0x00000000, 1),
"pixel 562, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader_14_coissue_2);
IDirect3DPixelShader9_Release(shader_13_coissue_2);
IDirect3DPixelShader9_Release(shader_12_coissue_2);
IDirect3DPixelShader9_Release(shader_11_coissue_2);
IDirect3DPixelShader9_Release(shader_14_coissue);
IDirect3DPixelShader9_Release(shader_13_coissue);
IDirect3DPixelShader9_Release(shader_12_coissue);
IDirect3DPixelShader9_Release(shader_11_coissue);
IDirect3DPixelShader9_Release(shader_14);
IDirect3DPixelShader9_Release(shader_13);
IDirect3DPixelShader9_Release(shader_12);
IDirect3DPixelShader9_Release(shader_11);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void nested_loop_test(void)
{
IDirect3DVertexShader9 *vshader;
IDirect3DPixelShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code[] =
{
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/
0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0 */
0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001, /* add r0, r0, c1 */
0x0000001d, /* endloop */
0x0000001d, /* endloop */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
static const DWORD vshader_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 360, 240);
ok(color_match(color, 0x00800000, 1),
"Nested loop test returned color 0x%08x, expected 0x00800000.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void pretransformed_varying_test(void)
{
/* dcl_position: fails to compile */
static const DWORD blendweight_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD blendindices_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD normal_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* psize: fails? */
static const DWORD texcoord0_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD tangent_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD binormal_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000007, 0x900f0000, /* dcl_binormal, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* tessfactor: fails */
/* positiont: fails */
static const DWORD color_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD fog_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD depth_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD specular_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* sample: fails */
static const DWORD texcoord1_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80010005, 0x900f0000, /* dcl_texcoord1, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD texcoord1_alpha_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80010005, 0x900f0000, /* dcl_texcoord1, v0 */
0x02000001, 0x800f0800, 0x90ff0000, /* mov oC0, v0.w */
0x0000ffff /* end */
};
static const struct
{
const char *name;
const DWORD *shader_code;
DWORD color;
BOOL todo;
BOOL broken;
DWORD broken_color;
}
tests[] =
{
{"blendweight", blendweight_code, 0x00191919, TRUE },
{"blendindices", blendindices_code, 0x00333333, TRUE },
{"normal", normal_code, 0x004c4c4c, TRUE },
{"texcoord0", texcoord0_code, 0x00808c8c, FALSE},
{"tangent", tangent_code, 0x00999999, TRUE },
{"binormal", binormal_code, 0x00b2b2b2, TRUE },
{"color", color_code, 0x00e6e6e6, FALSE},
{"fog", fog_code, 0x00666666, TRUE },
{"depth", depth_code, 0x00cccccc, TRUE },
{"specular", specular_code, 0x004488ff, FALSE},
{"texcoord1", texcoord1_code, 0x00000000, FALSE},
/* texcoord .w is 1.0 on r500 and WARP. See also test_uninitialized_varyings(). */
{"texcoord1 alpha", texcoord1_alpha_code, 0x00000000, FALSE, TRUE, 0x00ffffff},
};
/* Declare a monster vertex type :-) */
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0},
{0, 16, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0},
{0, 32, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES, 0},
{0, 48, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 64, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG, 0},
{0, 80, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 96, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT, 0},
{0, 112, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL, 0},
{0, 128, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH, 0},
{0, 144, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{0, 148, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 1},
D3DDECL_END()
};
static const struct
{
float pos_x, pos_y, pos_z, rhw;
float weight_1, weight_2, weight_3, weight_4;
float index_1, index_2, index_3, index_4;
float normal_1, normal_2, normal_3, normal_4;
float fog_1, fog_2, fog_3, fog_4;
float texcoord_1, texcoord_2, texcoord_3, texcoord_4;
float tangent_1, tangent_2, tangent_3, tangent_4;
float binormal_1, binormal_2, binormal_3, binormal_4;
float depth_1, depth_2, depth_3, depth_4;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
data[] =
{
{
0.0f, 0.0f, 0.1f, 1.0f,
0.1f, 0.1f, 0.1f, 0.1f,
0.2f, 0.2f, 0.2f, 0.2f,
0.3f, 0.3f, 0.3f, 0.3f,
0.4f, 0.4f, 0.4f, 0.4f,
0.5f, 0.55f, 0.55f, 0.55f,
0.6f, 0.6f, 0.6f, 0.7f,
0.7f, 0.7f, 0.7f, 0.6f,
0.8f, 0.8f, 0.8f, 0.8f,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff, /* Nothing special */
},
{
640.0f, 0.0f, 0.1f, 1.0f,
0.1f, 0.1f, 0.1f, 0.1f,
0.2f, 0.2f, 0.2f, 0.2f,
0.3f, 0.3f, 0.3f, 0.3f,
0.4f, 0.4f, 0.4f, 0.4f,
0.5f, 0.55f, 0.55f, 0.55f,
0.6f, 0.6f, 0.6f, 0.7f,
0.7f, 0.7f, 0.7f, 0.6f,
0.8f, 0.8f, 0.8f, 0.8f,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff, /* Nothing special */
},
{
0.0f, 480.0f, 0.1f, 1.0f,
0.1f, 0.1f, 0.1f, 0.1f,
0.2f, 0.2f, 0.2f, 0.2f,
0.3f, 0.3f, 0.3f, 0.3f,
0.4f, 0.4f, 0.4f, 0.4f,
0.5f, 0.55f, 0.55f, 0.55f,
0.6f, 0.6f, 0.6f, 0.7f,
0.7f, 0.7f, 0.7f, 0.6f,
0.8f, 0.8f, 0.8f, 0.8f,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff, /* Nothing special */
},
{
640.0f, 480.0f, 0.1f, 1.0f,
0.1f, 0.1f, 0.1f, 0.1f,
0.2f, 0.2f, 0.2f, 0.2f,
0.3f, 0.3f, 0.3f, 0.3f,
0.4f, 0.4f, 0.4f, 0.4f,
0.5f, 0.55f, 0.55f, 0.55f,
0.6f, 0.6f, 0.6f, 0.7f,
0.7f, 0.7f, 0.7f, 0.6f,
0.8f, 0.8f, 0.8f, 0.8f,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff, /* Nothing special */
},
};
IDirect3DVertexDeclaration9 *decl;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
unsigned int i;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
IDirect3DPixelShader9 *shader;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create pixel shader for test %s, hr %#x.\n", tests[i].name, hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data, sizeof(*data));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* This isn't a weekend's job to fix, ignore the problem for now.
* Needs a replacement pipeline. */
color = getPixelColor(device, 360, 240);
if (tests[i].todo)
todo_wine ok(color_match(color, tests[i].color, 1)
|| broken(color_match(color, 0x00000000, 1)
&& tests[i].shader_code == blendindices_code),
"Test %s returned color 0x%08x, expected 0x%08x (todo).\n",
tests[i].name, color, tests[i].color);
else
ok(color_match(color, tests[i].color, 1)
|| broken(color_match(color, tests[i].broken_color, 1) && tests[i].broken),
"Test %s returned color 0x%08x, expected 0x%08x.\n",
tests[i].name, color, tests[i].color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set pixel shader for test %s, hr %#x.\n", tests[i].name, hr);
IDirect3DPixelShader9_Release(shader);
}
IDirect3DVertexDeclaration9_Release(decl);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_compare_instructions(void)
{
IDirect3DVertexShader9 *shader_slt_scalar;
IDirect3DVertexShader9 *shader_sge_scalar;
IDirect3DVertexShader9 *shader_slt_vec;
IDirect3DVertexShader9 *shader_sge_vec;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const DWORD shader_sge_vec_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001, /* sge oD0, r0, c1 */
0x0000ffff /* end */
};
static const DWORD shader_slt_vec_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001, /* slt oD0, r0, c1 */
0x0000ffff /* end */
};
static const DWORD shader_sge_scalar_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0000000d, 0xd0010000, 0x80000000, 0xa0550001, /* slt oD0.r, r0.r, c1.b */
0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001, /* slt oD0.g, r0.g, c1.r */
0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001, /* slt oD0.b, r0.b, c1.g */
0x0000ffff /* end */
};
static const DWORD shader_slt_scalar_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001, /* slt oD0.r, r0.r, c1.b */
0x0000000c, 0xd0020000, 0x80550000, 0xa0000001, /* slt oD0.g, r0.g, c1.r */
0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001, /* slt oD0.b, r0.b, c1.g */
0x0000ffff /* end */
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
};
static const float quad3[] =
{
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
static const float quad4[] =
{
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float const0[4] = {0.8f, 0.2f, 0.2f, 0.2f};
static const float const1[4] = {0.2f, 0.8f, 0.2f, 0.2f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("No vs_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff00ff, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0000ff00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00ffffff, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 480, 160);
ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader_sge_vec);
IDirect3DVertexShader9_Release(shader_slt_vec);
IDirect3DVertexShader9_Release(shader_sge_scalar);
IDirect3DVertexShader9_Release(shader_slt_scalar);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_vshader_input(void)
{
IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
IDirect3DVertexDeclaration9 *decl_nocolor;
IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
unsigned int i;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
BOOL warp;
static const DWORD swapped_shader_code_3[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */
0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
0x0000ffff /* end */
};
static const DWORD swapped_shader_code_1[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
0x0000001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */
0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */
0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
0x0000ffff /* end */
};
static const DWORD swapped_shader_code_2[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
0x0200001f, 0x80010005, 0x900f0002, /* dcl_texcoord1 v2 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */
0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */
0x0000ffff /* end */
};
static const DWORD texcoord_color_shader_code_3[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
0x0000ffff /* end */
};
static const DWORD texcoord_color_shader_code_2[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff /* end */
};
static const DWORD texcoord_color_shader_code_1[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x80000005, 0x900f0001, /* dcl_texcoord v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff /* end */
};
static const DWORD color_color_shader_code_3[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001, /* mul o1, c0, v1 */
0x0000ffff /* end */
};
static const DWORD color_color_shader_code_2[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
0x0000ffff /* end */
};
static const DWORD color_color_shader_code_1[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001, /* mul oD0, c0, v1 */
0x0000ffff /* end */
};
static const DWORD ps3_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
};
static const float quad3[] =
{
-1.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
};
static const float quad4[] =
{
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f,
};
static const float quad1_modified[] =
{
-1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f,
-1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f,
};
static const float quad2_modified[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f,
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1_color[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x00ff8040},
{{-1.0f, 0.0f, 0.1f}, 0x00ff8040},
{{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
},
quad2_color[] =
{
{{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
{{ 1.0f, -1.0f, 0.1f}, 0x00ff8040},
{{ 1.0f, 0.0f, 0.1f}, 0x00ff8040},
},
quad3_color[] =
{
{{-1.0f, 0.0f, 0.1f}, 0x00ff8040},
{{-1.0f, 1.0f, 0.1f}, 0x00ff8040},
{{ 0.0f, 0.0f, 0.1f}, 0x00ff8040},
{{ 0.0f, 1.0f, 0.1f}, 0x00ff8040},
};
static const float quad4_color[] =
{
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f,
};
static const struct vec3 quad_nocolor[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
{0, 28, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 2},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_color[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_UBYTE4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_color_float[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_nocolor[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f};
static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No vs_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
{
skip("No ps_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
warp = adapter_is_warp(&identifier);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &decl_nocolor);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
for (i = 1; i <= 3; ++i)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
if(i == 3) {
hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
} else if(i == 2){
hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
} else if(i == 1) {
hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
}
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11);
if (i == 3 || i == 2)
ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
else if (i == 1)
/* Succeeds or fails, depending on SW or HW vertex processing. */
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11);
if (i == 3 || i == 2)
ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
else if (i == 1)
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if(i == 3 || i == 2) {
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
/* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
color = getPixelColor(device, 480, 360);
/* On the Windows 8 testbot (WARP) the draw succeeds, but uses
* mostly random data as input. */
ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
"Got unexpected color 0x%08x for quad 2 (1crd).\n", color);
color = getPixelColor(device, 160, 120);
/* Same as above, accept both the last used value and 0.0 for the undefined streams */
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
color = getPixelColor(device, 480, 160);
ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
} else if(i == 1) {
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
color = getPixelColor(device, 480, 360);
/* Accept the clear color as well in this case, since SW VP
* returns an error. On the Windows 8 testbot (WARP) the draw
* succeeds, but uses mostly random data as input. */
ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
"Got unexpected color 0x%08x for quad 2 (1crd).\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
color = getPixelColor(device, 480, 160);
ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Now find out if the whole streams are re-read, or just the last
* active value for the vertices is used. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11);
if (i == 3 || i == 2)
ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
else if (i == 1)
/* Succeeds or fails, depending on SW or HW vertex processing. */
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 480, 350);
/* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that
* as well.
*
* NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors,
* i.e., the whole old stream is read, and not just the last used attribute. Some games require that this
* does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the
* refrast's result.
*
* A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
*/
ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000
|| broken(color_match(color, D3DCOLOR_ARGB(0x00, 0x0b, 0x75, 0x80), 1)),
"Got unexpected color 0x%08x for quad 2 (different colors).\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
IDirect3DVertexShader9_Release(swapped_shader);
}
for (i = 1; i <= 3; ++i)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
if(i == 3) {
hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
} else if(i == 2){
hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
} else if(i == 1) {
hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
}
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1);
ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
"Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1),
"Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
"Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
color = getPixelColor(device, 480, 160);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
"Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_nocolor);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_nocolor, sizeof(quad_nocolor[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* WARP and r500 return a color from a previous draw. In case of WARP it is random, although most of the
* time it is the color of the last draw, which happens to be the one with quad4_color above. AMD's r500
* uses the last D3DCOLOR attribute, which is the one from quad3_color.
*
* Newer AMD cards and Nvidia return zero. */
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00000000, 1) || broken(color_match(color, 0x00ff8040, 1)) || broken(warp),
"Got unexpected color 0x%08x for no color attribute test.\n", color);
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
IDirect3DVertexShader9_Release(texcoord_color_shader);
IDirect3DVertexShader9_Release(color_color_shader);
}
IDirect3DVertexDeclaration9_Release(decl_twotexcrd);
IDirect3DVertexDeclaration9_Release(decl_onetexcrd);
IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx);
IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder);
IDirect3DVertexDeclaration9_Release(decl_texcoord_color);
IDirect3DVertexDeclaration9_Release(decl_color_color);
IDirect3DVertexDeclaration9_Release(decl_color_ubyte);
IDirect3DVertexDeclaration9_Release(decl_color_float);
IDirect3DVertexDeclaration9_Release(decl_nocolor);
IDirect3DPixelShader9_Release(ps);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void srgbtexture_test(void)
{
/* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE
* texture stage state to render a quad using that texture. The resulting
* color components should be 0x36 (~ 0.21), per this formula:
* linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4
* This is true where srgb_color > 0.04045. */
struct IDirect3DTexture9 *texture;
struct IDirect3DSurface9 *surface;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const float quad[] =
{
-1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.0f, 0.0f, 0.0f,
1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
1.0f, 1.0f, 0.0f, 1.0f, 0.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK)
{
skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
fill_surface(surface, 0xff7f7f7f, 0);
IDirect3DSurface9_Release(surface);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00363636, 1), "sRGB quad has color 0x%08x, expected 0x00363636.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_shademode(void)
{
IDirect3DVertexBuffer9 *vb_strip;
IDirect3DVertexBuffer9 *vb_list;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
DWORD color0, color1;
void *data = NULL;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const DWORD vs2_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const DWORD vs3_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
0x0000ffff
};
static const DWORD ps1_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD ps2_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const DWORD ps3_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad_strip[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
},
quad_list[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
{{-1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.0f}, 0xffffffff},
};
static const struct test_shader
{
DWORD version;
const DWORD *code;
}
novs = {0, NULL},
vs_1 = {D3DVS_VERSION(1, 1), vs1_code},
vs_2 = {D3DVS_VERSION(2, 0), vs2_code},
vs_3 = {D3DVS_VERSION(3, 0), vs3_code},
nops = {0, NULL},
ps_1 = {D3DPS_VERSION(1, 1), ps1_code},
ps_2 = {D3DPS_VERSION(2, 0), ps2_code},
ps_3 = {D3DPS_VERSION(3, 0), ps3_code};
static const struct
{
const struct test_shader *vs, *ps;
DWORD primtype;
DWORD shademode;
DWORD color0, color1;
BOOL todo;
}
tests[] =
{
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE},
{&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff, FALSE},
{&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, FALSE},
{&vs_2, &ps_2, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
{&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00, TRUE},
{&vs_3, &ps_3, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7, FALSE},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad_strip, sizeof(quad_strip));
hr = IDirect3DVertexBuffer9_Unlock(vb_strip);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad_list, sizeof(quad_list));
hr = IDirect3DVertexBuffer9_Unlock(vb_list);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (tests[i].vs->version)
{
if (caps.VertexShaderVersion >= tests[i].vs->version)
{
hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs->code, &vs);
ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
continue;
}
}
else
{
vs = NULL;
}
if (tests[i].ps->version)
{
if (caps.PixelShaderVersion >= tests[i].ps->version)
{
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps->code, &ps);
ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr);
}
else
{
skip("Shader version unsupported, skipping some tests.\n");
if (vs)
{
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DVertexShader9_Release(vs);
}
continue;
}
}
else
{
ps = NULL;
}
hr = IDirect3DDevice9_SetStreamSource(device, 0,
tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, 0, sizeof(quad_strip[0]));
ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode);
ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, tests[i].primtype, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
/* For D3DSHADE_FLAT it should take the color of the first vertex of
* each triangle. This requires EXT_provoking_vertex or similar
* functionality being available. */
/* PHONG should be the same as GOURAUD, since no hardware implements
* this. */
todo_wine_if (tests[i].todo)
{
ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n",
i, color0, tests[i].color0);
ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n",
i, color1, tests[i].color1);
}
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
if (ps)
IDirect3DPixelShader9_Release(ps);
if (vs)
IDirect3DVertexShader9_Release(vs);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr);
IDirect3DVertexBuffer9_Release(vb_strip);
IDirect3DVertexBuffer9_Release(vb_list);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_blend(void)
{
IDirect3DSurface9 *backbuffer, *offscreen;
IDirect3DTexture9 *offscreenTexture;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
},
quad2[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{-1.0f, 1.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 1.0f, 0.1f}, 0xc00000ff},
};
static const float composite_quad[][5] =
{
{ 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* Clear the render target with alpha = 0.5 */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Draw two quads, one with src alpha blending, one with dest alpha
* blending. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Switch to the offscreen buffer, and redo the testing. The offscreen
* render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA
* "don't work" on render targets without alpha channel, they give
* essentially ZERO and ONE blend factors. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
/* Render the offscreen texture onto the frame buffer to be able to
* compare it regularly. Disable alpha blending for the final
* composition. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
"DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
"DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(offscreenTexture);
IDirect3DSurface9_Release(offscreen);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fixed_function_decl_test(void)
{
IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_nocolor, *dcl_positiont;
IDirect3DVertexBuffer9 *vb, *vb2;
IDirect3DDevice9 *device;
BOOL s_ok, ub_ok, f_ok;
DWORD color, size, i;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
void *data;
HRESULT hr;
static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{1, 0, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{1, 0, D3DDECLTYPE_UBYTE4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_short4[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_float[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_nocolor[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
static const D3DVERTEXELEMENT9 decl_elements_positiont[] = {
{0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0},
{0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] = /* D3DCOLOR */
{
{{-1.0f, -1.0f, 0.1f}, 0x00ffff00},
{{-1.0f, 0.0f, 0.1f}, 0x00ffff00},
{{ 0.0f, -1.0f, 0.1f}, 0x00ffff00},
{{ 0.0f, 0.0f, 0.1f}, 0x00ffff00},
},
quad2[] = /* UBYTE4N */
{
{{-1.0f, 0.0f, 0.1f}, 0x00ffff00},
{{-1.0f, 1.0f, 0.1f}, 0x00ffff00},
{{ 0.0f, 0.0f, 0.1f}, 0x00ffff00},
{{ 0.0f, 1.0f, 0.1f}, 0x00ffff00},
};
static const struct
{
struct vec3 position;
struct { unsigned short x, y, z, w; } color;
}
quad3[] = /* USHORT4N */
{
{{0.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
{{0.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
{{1.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
{{1.0f, 0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
};
static const struct
{
struct vec3 position;
struct vec4 color;
}
quad4[] =
{
{{0.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
{{0.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
{{1.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
{{1.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
};
static const DWORD colors[] =
{
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
};
static const float quads[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad_transformed[] =
{
{{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00},
{{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00},
{{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00},
{{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short);
ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) {
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
} else {
trace("D3DDTCAPS_UBYTE4N not supported\n");
dcl_ubyte_2 = NULL;
dcl_ubyte = NULL;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_nocolor, &dcl_nocolor);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads)))));
hr = IDirect3DDevice9_CreateVertexBuffer(device, size,
0, 0, D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
if (dcl_color)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
/* Tests with non-standard fixed function types fail on the refrast. The
* ATI driver partially accepts them, the NVIDIA driver accepts them all.
* All those differences even though we're using software vertex
* processing. Doh! */
if (dcl_ubyte)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ub_ok = SUCCEEDED(hr);
}
if (dcl_short)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
s_ok = SUCCEEDED(hr);
}
if (dcl_float)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
f_ok = SUCCEEDED(hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if(dcl_short) {
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff || !s_ok,
"D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
}
if(dcl_ubyte) {
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ffff || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
}
if(dcl_color) {
color = getPixelColor(device, 160, 360);
ok(color == 0x00ffff00,
"D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
}
if(dcl_float) {
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000 || !f_ok,
"D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* The following test with vertex buffers doesn't serve to find out new
* information from windows. It is a plain regression test because wined3d
* uses different codepaths for attribute conversion with vertex buffers.
* It makes sure that the vertex buffer one works, while the above tests
* whether the immediate mode code works. */
f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
if (dcl_color)
{
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad1, sizeof(quad1));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
if (dcl_ubyte)
{
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad2, sizeof(quad2));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ub_ok = SUCCEEDED(hr);
}
if (dcl_short)
{
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad3, sizeof(quad3));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
s_ok = SUCCEEDED(hr);
}
if (dcl_float)
{
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0);
ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, quad4, sizeof(quad4));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
f_ok = SUCCEEDED(hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if(dcl_short) {
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff || !s_ok,
"D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
}
if(dcl_ubyte) {
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ffff || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
}
if(dcl_color) {
color = getPixelColor(device, 160, 360);
ok(color == 0x00ffff00,
"D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
}
if(dcl_float) {
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000 || !f_ok,
"D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test with no diffuse color attribute. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_nocolor);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quads, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no color attribute test.\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* Test what happens with specular lighting enabled and no specular color attribute. */
f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
if (dcl_color)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
if (dcl_ubyte)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ub_ok = SUCCEEDED(hr);
}
if (dcl_short)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
s_ok = SUCCEEDED(hr);
}
if (dcl_float)
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
f_ok = SUCCEEDED(hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr);
if (dcl_short)
{
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff || !s_ok,
"D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff.\n", color);
}
if (dcl_ubyte)
{
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ffff || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff.\n", color);
}
if (dcl_color)
{
color = getPixelColor(device, 160, 360);
ok(color == 0x00ffff00,
"D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00.\n", color);
}
if (dcl_float)
{
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000 || !f_ok,
"D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000.\n", color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad_transformed, sizeof(quad_transformed));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 88, 108);
ok(color == 0x000000ff,
"pixel 88/108 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 92, 108);
ok(color == 0x000000ff,
"pixel 92/108 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 88, 112);
ok(color == 0x000000ff,
"pixel 88/112 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 92, 112);
ok(color == 0x00ffff00,
"pixel 92/112 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 568, 108);
ok(color == 0x000000ff,
"pixel 568/108 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 572, 108);
ok(color == 0x000000ff,
"pixel 572/108 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 568, 112);
ok(color == 0x00ffff00,
"pixel 568/112 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 572, 112);
ok(color == 0x000000ff,
"pixel 572/112 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 88, 298);
ok(color == 0x000000ff,
"pixel 88/298 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 92, 298);
ok(color == 0x00ffff00,
"pixel 92/298 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 88, 302);
ok(color == 0x000000ff,
"pixel 88/302 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 92, 302);
ok(color == 0x000000ff,
"pixel 92/302 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 568, 298);
ok(color == 0x00ffff00,
"pixel 568/298 has color %08x, expected 0x00ffff00\n", color);
color = getPixelColor(device, 572, 298);
ok(color == 0x000000ff,
"pixel 572/298 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 568, 302);
ok(color == 0x000000ff,
"pixel 568/302 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 572, 302);
ok(color == 0x000000ff,
"pixel 572/302 has color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* This test is pointless without those two declarations: */
if((!dcl_color_2) || (!dcl_ubyte_2)) {
skip("color-ubyte switching test declarations aren't supported\n");
goto out;
}
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quads, sizeof(quads));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors),
0, 0, D3DPOOL_MANAGED, &vb2, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, colors, sizeof(colors));
hr = IDirect3DVertexBuffer9_Unlock(vb2);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
for(i = 0; i < 2; i++) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
if(i == 0) {
hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4);
} else {
hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4);
}
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ub_ok = SUCCEEDED(hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
ub_ok = (SUCCEEDED(hr) && ub_ok);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if(i == 0) {
color = getPixelColor(device, 480, 360);
ok(color == 0x00ff0000,
"D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00ffffff,
"Unused quad returned color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 160, 360);
ok(color == 0x000000ff || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
} else {
color = getPixelColor(device, 480, 360);
ok(color == 0x000000ff,
"D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00ffffff,
"Unused quad returned color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000 || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000 || !ub_ok,
"D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
}
IDirect3DVertexBuffer9_Release(vb2);
out:
IDirect3DVertexBuffer9_Release(vb);
if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float);
if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short);
if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte);
if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color);
if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2);
if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2);
IDirect3DVertexDeclaration9_Release(dcl_nocolor);
IDirect3DVertexDeclaration9_Release(dcl_positiont);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_vshader_float16(void)
{
IDirect3DVertexDeclaration9 *vdecl = NULL;
IDirect3DVertexBuffer9 *buffer = NULL;
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
void *data;
HRESULT hr;
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff,
};
static const struct vertex_float16color
{
float x, y, z;
DWORD c1, c2;
}
quad[] =
{
{ -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */
{ -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 },
{ 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 },
{ 0.0, 0.0, 0.1, 0x3c000000, 0x00000000 },
{ 0.0, -1.0, 0.1, 0x00003c00, 0x00000000 }, /* red */
{ 0.0, 0.0, 0.1, 0x00003c00, 0x00000000 },
{ 1.0, -1.0, 0.1, 0x00003c00, 0x00000000 },
{ 1.0, 0.0, 0.1, 0x00003c00, 0x00000000 },
{ 0.0, 0.0, 0.1, 0x00000000, 0x00003c00 }, /* blue */
{ 0.0, 1.0, 0.1, 0x00000000, 0x00003c00 },
{ 1.0, 0.0, 0.1, 0x00000000, 0x00003c00 },
{ 1.0, 1.0, 0.1, 0x00000000, 0x00003c00 },
{ -1.0, 0.0, 0.1, 0x00000000, 0x3c000000 }, /* alpha */
{ -1.0, 1.0, 0.1, 0x00000000, 0x3c000000 },
{ 0.0, 0.0, 0.1, 0x00000000, 0x3c000000 },
{ 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 },
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No vs_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff102030, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 480, 360);
ok(color == 0x00ff0000,
"Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000,
"Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 160, 360);
ok(color == 0x0000ff00,
"Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff,
"Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0,
D3DPOOL_MANAGED, &buffer, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr);
memcpy(data, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(buffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 480, 360);
ok(color == 0x00ff0000,
"Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000,
"Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 160, 360);
ok(color == 0x0000ff00,
"Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff,
"Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DVertexDeclaration9_Release(vdecl);
IDirect3DVertexShader9_Release(shader);
IDirect3DVertexBuffer9_Release(buffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void conditional_np2_repeat_test(void)
{
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
D3DLOCKED_RECT rect;
unsigned int x, y;
DWORD *dst, color;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, -0.2f, -0.2f,
-1.0f, 1.0f, 0.1f, -0.2f, 1.2f,
1.0f, -1.0f, 0.1f, 1.2f, -0.2f,
1.0f, 1.0f, 0.1f, 1.2f, 1.2f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
{
/* NP2 conditional requires the POW2 flag. Check that while we're at it */
ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2,
"Card has conditional NP2 support without power of two restriction set\n");
}
else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No conditional NP2 support, skipping conditional NP2 tests\n");
IDirect3DDevice9_Release(device);
goto done;
}
else
{
skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
memset(&rect, 0, sizeof(rect));
hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
for(y = 0; y < 10; y++) {
for(x = 0; x < 10; x++) {
dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD));
if(x == 0 || x == 9 || y == 0 || y == 9) {
*dst = 0x00ff0000;
} else {
*dst = 0x000000ff;
}
}
}
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ff0000, "NP2: Pixel 1, 1 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 639, 479);
ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 135, 101);
ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 140, 101);
ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 135, 105);
ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 140, 105);
ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 135, 376);
ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 140, 376);
ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 135, 379);
ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 140, 379);
ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 500, 101);
ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 504, 101);
ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 500, 105);
ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 504, 105);
ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 500, 376);
ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 504, 376);
ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 500, 380);
ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 504, 380);
ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void vface_register_test(void)
{
IDirect3DSurface9 *surface, *backbuffer;
IDirect3DVertexShader9 *vshader;
IDirect3DPixelShader9 *shader;
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code[] =
{
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */
0x0200001f, 0x80000000, 0x900f1001, /* dcl vFace */
0x02000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001, /* cmp r0, vFace, c0, r1 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* END */
};
static const DWORD vshader_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float blit[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to set cull mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Blit the texture onto the back buffer to make it visible */
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fixed_function_bumpmap_test(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DTexture9 *texture, *tex1, *tex2;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
BOOL L6V5U5_supported;
float scale, offset;
IDirect3D9 *d3d;
unsigned int i;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const float quad[][7] =
{
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
D3DDECL_END()
};
/* use asymmetric matrix to test loading */
static const float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP))
{
skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n");
IDirect3DDevice9_Release(device);
goto done;
}
/* This check is disabled, some Windows drivers do not handle
* D3DUSAGE_QUERY_LEGACYBUMPMAP properly. They report that it is not
* supported, but after that bump mapping works properly. So just test if
* the format is generally supported, and check the BUMPENVMAP flag. */
L6V5U5_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5));
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8)))
{
skip("D3DFMT_V8U8 not supported for legacy bump mapping\n");
IDirect3DDevice9_Release(device);
return;
}
/* Generate the textures */
generate_bumpmap_textures(device);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
color = getPixelColor(device, 240, 60);
ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 400, 60);
ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 80, 180);
ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 560, 180);
ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 80, 300);
ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 560, 300);
ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 240, 420);
ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 400, 420);
ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
for(i = 0; i < 2; i++) {
hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* For the GetTexture */
hr = IDirect3DDevice9_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(texture); /* To destroy it */
}
if (!L6V5U5_supported || !(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE))
{
skip("L6V5U5 / D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping tests.\n");
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* This test only tests the luminance part. The bumpmapping part was already tested above and
* would only make this test more complicated
*/
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect));
hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
*((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */
hr = IDirect3DTexture9_UnlockRect(tex1, 0);
ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect));
hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
*((DWORD *)locked_rect.pBits) = 0x00ff80c0;
hr = IDirect3DTexture9_UnlockRect(tex2, 0);
ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
scale = 2.0;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
offset = 0.1;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
/* red: 1.0 * (0.25 * 2.0 + 0.1) = 1.0 * 0.6 = 0.6 = 0x99
* green: 0.5 * (0.25 * 2.0 + 0.1) = 0.5 * 0.6 = 0.3 = 0x4c
* green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72
*/
ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Check a result scale factor > 1.0 */
scale = 10;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
offset = 10;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Check clamping in the scale factor calculation */
scale = 1000;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
offset = -1;
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void stencil_cull_test(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const float quad1[] =
{
-1.0, -1.0, 0.1,
0.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
0.0, 0.0, 0.1,
};
static const float quad2[] =
{
0.0, -1.0, 0.1,
1.0, -1.0, 0.1,
0.0, 0.0, 0.1,
1.0, 0.0, 0.1,
};
static const float quad3[] =
{
0.0, 0.0, 0.1,
1.0, 0.0, 0.1,
0.0, 1.0, 0.1,
1.0, 1.0, 0.1,
};
static const float quad4[] =
{
-1.0, 0.0, 0.1,
0.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 1.0, 0.1,
};
struct
{
struct vec3 position;
DWORD diffuse;
}
painter[] =
{
{{-1.0f, -1.0f, 0.0f}, 0x00000000},
{{ 1.0f, -1.0f, 0.0f}, 0x00000000},
{{-1.0f, 1.0f, 0.0f}, 0x00000000},
{{ 1.0f, 1.0f, 0.0f}, 0x00000000},
};
static const WORD indices_cw[] = {0, 1, 3};
static const WORD indices_ccw[] = {0, 2, 3};
unsigned int i;
DWORD color;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Cannot create a device with a D24S8 stencil buffer.\n");
DestroyWindow(window);
IDirect3D9_Release(d3d);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
if (!(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED))
{
skip("No two sided stencil support\n");
goto cleanup;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "Failed to disable Z test, %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Failed to disable lighting, %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
/* First pass: Fill the stencil buffer with some values... */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
/* 2nd pass: Make the stencil values visible */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < 16; ++i)
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
painter[0].diffuse = (i * 16); /* Creates shades of blue */
painter[1].diffuse = (i * 16);
painter[2].diffuse = (i * 16);
painter[3].diffuse = (i * 16);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
color = getPixelColor(device, 160, 420);
ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color);
color = getPixelColor(device, 160, 300);
ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
color = getPixelColor(device, 480, 420);
ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color);
color = getPixelColor(device, 480, 300);
ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color);
color = getPixelColor(device, 160, 180);
ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color);
color = getPixelColor(device, 160, 60);
ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color);
color = getPixelColor(device, 480, 180);
ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color);
color = getPixelColor(device, 480, 60);
ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
cleanup:
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_fragment_coords(void)
{
IDirect3DSurface9 *surface = NULL, *backbuffer;
IDirect3DPixelShader9 *shader, *shader_frac;
IDirect3DVertexShader9 *vshader;
IDirect3DDevice9 *device;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
DWORD *pos;
static const DWORD shader_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */
0x03000002, 0x80030000, 0x90541000, 0xa1fe0000, /* sub r0.xy, vPos.xy, c0.zw */
0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
0x02000001, 0x80080002, 0xa0550000, /* mov r2.a, c0.y */
0x02000001, 0x80010002, 0xa0550000, /* mov r2.r, c0.y */
0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001, /* cmp r2.g, r0.x, r1.x, r1.y */
0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001, /* cmp r2.b, r0.y, r1.x, r1.y */
0x02000001, 0x800f0800, 0x80e40002, /* mov oC0, r2 */
0x0000ffff /* end */
};
static const DWORD shader_frac_code[] =
{
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
0x0200001f, 0x80000000, 0x90031000, /* dcl vPos.xy */
0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x02000013, 0x80030000, 0x90541000, /* frc r0.xy, vPos.xy */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff /* end */
};
static const DWORD vshader_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
float constant[4] = {1.0, 0.0, 320, 240};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* This has to be pixel exact */
color = getPixelColor(device, 319, 239);
ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color);
color = getPixelColor(device, 320, 239);
ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 319, 240);
ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 320, 240);
ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE,
&surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
constant[2] = 16; constant[3] = 16;
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
color = *pos & 0x00ffffff;
ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color);
pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD));
color = *pos & 0x00ffffff;
ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color);
pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD));
color = *pos & 0x00ffffff;
ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color);
pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD));
color = *pos & 0x00ffffff;
ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color);
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
/* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to
* have full control over the multisampling setting inside this test
*/
hr = IDirect3DDevice9_SetPixelShader(device, shader_frac);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
color = *pos & 0x00ffffff;
ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color);
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DPixelShader9_Release(shader_frac);
IDirect3DVertexShader9_Release(vshader);
if(surface) IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backbuffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r)
{
D3DCOLOR color;
color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff);
if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE;
++r;
color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff);
if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE;
if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE;
return TRUE;
}
static void test_pointsize(void)
{
static const float a = 1.0f, b = 1.0f, c = 1.0f;
float ptsize, ptsizemax_orig, ptsizemin_orig;
IDirect3DSurface9 *rt, *backbuffer;
IDirect3DTexture9 *tex1, *tex2;
IDirect3DDevice9 *device;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
unsigned int i, j;
static const RECT rect = {0, 0, 128, 128};
static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000};
static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00};
static const float vertices[] =
{
64.0f, 64.0f, 0.1f,
128.0f, 64.0f, 0.1f,
192.0f, 64.0f, 0.1f,
256.0f, 64.0f, 0.1f,
320.0f, 64.0f, 0.1f,
384.0f, 64.0f, 0.1f,
448.0f, 64.0f, 0.1f,
512.0f, 64.0f, 0.1f,
};
static const struct
{
float x, y, z;
float point_size;
}
vertex_pointsize = {64.0f, 64.0f, 0.1f, 48.0f},
vertex_pointsize_scaled = {64.0f, 64.0f, 0.1f, 24.0f},
vertex_pointsize_zero = {64.0f, 64.0f, 0.1f, 0.0f};
/* Writing a texture coordinate from the shader is technically unnecessary, but is required
* to make Windows AMD r500 drivers work. Without it, texture coordinates in the pixel
* shaders are 0. */
static const DWORD vshader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */
0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */
0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */
0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */
0x00000001, 0xe00f0000, 0x90e40000, /* mov oT0, v0 */
0x00000001, 0xe00f0001, 0x90e40000, /* mov oT1, v0 */
0x0000ffff
};
static const DWORD vshader_psize_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x80000004, 0x900f0001, /* dcl_psize v1 */
0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */
0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */
0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */
0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */
0x00000001, 0xc00f0002, 0x90000001, /* mov oPts, v1.x */
0x00000001, 0xe00f0000, 0x90e40000, /* mov oT0, v0 */
0x00000001, 0xe00f0001, 0x90e40000, /* mov oT1, v0 */
0x0000ffff
};
static const DWORD pshader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000042, 0xb00f0001, /* tex t1 */
0x00000002, 0x800f0000, 0xb0e40000, 0xb0e40001, /* add r0, t0, t1 */
0x0000ffff
};
static const DWORD pshader2_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x03000042, 0x800f0001, 0xb0e40001, 0xa0e40801, /* texld r1, t1, s1 */
0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff
};
static const DWORD pshader2_zw_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x0200001f, 0x80000000, 0xb00f0001, /* dcl t1 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */
0x02000001, 0x80030000, 0xb01b0000, /* mov r0.xy, t0.wzyx */
0x02000001, 0x80030001, 0xb01b0001, /* mov r1.xy, t1.wzyx */
0x03000042, 0x800f0000, 0x80e40000, 0xa0e40800, /* texld r0, r0, s0 */
0x03000042, 0x800f0001, 0x80e40001, 0xa0e40801, /* texld r1, r1, s1 */
0x03000002, 0x800f0000, 0x80e40000, 0x80e40001, /* add r0, r0, r1 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff
};
static const DWORD vshader3_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x80000005, 0xe00f0001, /* dcl_texcoord0 o1 */
0x0200001f, 0x80010005, 0xe00f0002, /* dcl_texcoord1 o2 */
0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */
0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */
0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */
0x02000001, 0xe00f0001, 0x90000000, /* mov o1, v0.x */
0x02000001, 0xe00f0002, 0x90000000, /* mov o2, v0.x */
0x0000ffff
};
static const DWORD vshader3_psize_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000004, 0x90010001, /* dcl_psize v1.x */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x80000004, 0xe00f0001, /* dcl_psize o1 */
0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */
0x0200001f, 0x80010005, 0xe00f0003, /* dcl_texcoord1 o3 */
0x03000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */
0x04000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */
0x04000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */
0x04000004, 0xe00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad o0, v0.w, c3, r0 */
0x02000001, 0xe00f0001, 0x90000001, /* mov o1, v1.x */
0x02000001, 0xe00f0002, 0x90000000, /* mov o2, v0.x */
0x02000001, 0xe00f0003, 0x90000000, /* mov o3, v0.x */
0x0000ffff
};
static const DWORD pshader3_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */
0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */
0x03000042, 0x800f0000, 0x90e40000, 0xa0e40800, /* texld r0, v0, s0 */
0x03000042, 0x800f0001, 0x90e40001, 0xa0e40801, /* texld r1, v1, s1 */
0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */
0x0000ffff
};
static const DWORD pshader3_zw_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */
0x0200001f, 0x80010005, 0x900f0001, /* dcl_texcoord1 v1 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x90000000, 0xa00f0801, /* dcl_2d s1 */
0x03000042, 0x800f0000, 0x90fe0000, 0xa0e40800, /* texld r0, v0.zw, s0 */
0x03000042, 0x800f0001, 0x90fe0001, 0xa0e40801, /* texld r1, v1.zw, s1 */
0x03000002, 0x800f0800, 0x80e40000, 0x80e40001, /* add oC0, r0, r1 */
0x0000ffff
};
static const struct test_shader
{
DWORD version;
const DWORD *code;
}
novs = {0, NULL},
vs1 = {D3DVS_VERSION(1, 1), vshader_code},
vs1_psize = {D3DVS_VERSION(1, 1), vshader_psize_code},
vs3 = {D3DVS_VERSION(3, 0), vshader3_code},
vs3_psize = {D3DVS_VERSION(3, 0), vshader3_psize_code},
nops = {0, NULL},
ps1 = {D3DPS_VERSION(1, 1), pshader_code},
ps2 = {D3DPS_VERSION(2, 0), pshader2_code},
ps2_zw = {D3DPS_VERSION(2, 0), pshader2_zw_code},
ps3 = {D3DPS_VERSION(3, 0), pshader3_code},
ps3_zw = {D3DPS_VERSION(3, 0), pshader3_zw_code};
static const struct
{
const struct test_shader *vs;
const struct test_shader *ps;
DWORD accepted_fvf;
unsigned int nonscaled_size, scaled_size;
BOOL gives_0_0_texcoord;
BOOL allow_broken;
}
test_setups[] =
{
{&novs, &nops, D3DFVF_XYZ, 32, 45, FALSE, FALSE},
{&vs1, &ps1, D3DFVF_XYZ, 32, 32, FALSE, FALSE},
{&novs, &ps1, D3DFVF_XYZ, 32, 45, FALSE, FALSE},
{&vs1, &nops, D3DFVF_XYZ, 32, 32, FALSE, FALSE},
{&novs, &ps2, D3DFVF_XYZ, 32, 45, FALSE, TRUE},
{&novs, &ps2_zw, D3DFVF_XYZ, 32, 45, TRUE, FALSE},
{&vs1, &ps2, D3DFVF_XYZ, 32, 32, FALSE, TRUE},
{&vs1, &ps2_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE},
{&vs3, &ps3, D3DFVF_XYZ, 32, 32, FALSE, TRUE},
{&vs3, &ps3_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE},
{&novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 33, FALSE, FALSE},
{&vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, FALSE},
{&vs3_psize, &ps3, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, TRUE},
};
static const struct
{
BOOL zero_size;
BOOL scale;
BOOL override_min;
DWORD fvf;
const void *vertex_data;
unsigned int vertex_size;
}
tests[] =
{
{FALSE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3},
{FALSE, TRUE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3},
{FALSE, FALSE, TRUE, D3DFVF_XYZ, vertices, sizeof(float) * 3},
{TRUE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3},
{FALSE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)},
{FALSE, TRUE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_scaled, sizeof(vertex_pointsize_scaled)},
{FALSE, FALSE, TRUE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)},
{TRUE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_zero, sizeof(vertex_pointsize_zero)},
};
/* Transforms the coordinate system [-1.0;1.0]x[1.0;-1.0] to
* [0.0;0.0]x[640.0;480.0]. Z is untouched. */
D3DMATRIX matrix =
{{{
2.0f / 640.0f, 0.0f, 0.0f, 0.0f,
0.0f, -2.0f / 480.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-1.0f, 1.0f, 0.0f, 1.0f,
}}};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
if(caps.MaxPointSize < 32.0) {
skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize);
IDirect3DDevice9_Release(device);
goto done;
}
/* The r500 Windows driver needs a draw with regular texture coordinates at least once during the
* device's lifetime, otherwise texture coordinate generation only works for texture 0. */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
ptsize = 15.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
ptsize = 31.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
ptsize = 30.75f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
if (caps.MaxPointSize >= 63.0f)
{
ptsize = 63.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
ptsize = 62.75f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
}
ptsize = 1.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig);
ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
/* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */
ptsize = 15.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
ptsize = 1.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* pointsize < pointsize_min < pointsize_max?
* pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */
ptsize = 1.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
ptsize = 15.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n");
ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n");
ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n");
if (caps.MaxPointSize >= 63.0)
{
ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n");
ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n");
}
ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n");
/* ptsize = 15, ptsize_max = 1 --> point has size 1 */
ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n");
/* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */
ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n");
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* The following code tests point sprites with two textures, to see if each texture coordinate unit
* generates texture coordinates for the point(result: Yes, it does)
*
* However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there
* is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the
* SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them.
*/
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
memcpy(lr.pBits, tex1_data, sizeof(tex1_data));
hr = IDirect3DTexture9_UnlockRect(tex1, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
memcpy(lr.pBits, tex2_data, sizeof(tex2_data));
hr = IDirect3DTexture9_UnlockRect(tex2, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr);
ptsize = 32.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 64-4, 64-4);
ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 64-4, 64+4);
ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color);
color = getPixelColor(device, 64+4, 64+4);
ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 64+4, 64-4);
ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
U(matrix).m[0][0] = 1.0f / 64.0f;
U(matrix).m[1][1] = -1.0f / 64.0f;
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix);
ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL );
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a);
ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b);
ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c);
ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, &S(U(matrix))._11, 4);
ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr);
}
if (caps.MaxPointSize < 63.0f)
{
skip("MaxPointSize %f < 63.0, skipping some tests.\n", caps.MaxPointSize);
goto cleanup;
}
for (i = 0; i < sizeof(test_setups) / sizeof(test_setups[0]); ++i)
{
if (caps.VertexShaderVersion < test_setups[i].vs->version
|| caps.PixelShaderVersion < test_setups[i].ps->version)
{
skip("Vertex / pixel shader version not supported, skipping test.\n");
continue;
}
if (test_setups[i].vs->code)
{
hr = IDirect3DDevice9_CreateVertexShader(device, test_setups[i].vs->code, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
}
else
{
vs = NULL;
}
if (test_setups[i].ps->code)
{
hr = IDirect3DDevice9_CreatePixelShader(device, test_setups[i].ps->code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
}
else
{
ps = NULL;
}
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j)
{
BOOL allow_broken = test_setups[i].allow_broken;
unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale
? test_setups[i].scaled_size : test_setups[i].nonscaled_size;
if (test_setups[i].accepted_fvf != tests[j].fvf)
continue;
ptsize = tests[j].zero_size ? 0.0f : 32.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr);
ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize);
ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale);
ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, tests[j].fvf);
ok(SUCCEEDED(hr), "Failed setting FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1,
tests[j].vertex_data, tests[j].vertex_size);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "Failed to blit, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
if (tests[j].zero_size)
{
/* Technically 0 pointsize is undefined in OpenGL but in practice it seems like
* it does the "useful" thing on all the drivers I tried. */
/* On WARP it does draw some pixels, most of the time. */
color = getPixelColor(device, 64, 64);
ok(color_match(color, 0x0000ffff, 0)
|| broken(color_match(color, 0x00ff0000, 0))
|| broken(color_match(color, 0x00ffff00, 0))
|| broken(color_match(color, 0x00000000, 0))
|| broken(color_match(color, 0x0000ff00, 0)),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
}
else
{
struct surface_readback rb;
get_rt_readback(backbuffer, &rb);
/* On AMD apparently only the first texcoord is modified by the point coordinates
* when using SM2/3 pixel shaders. */
color = get_readback_color(&rb, 64 - size / 2 + 1, 64 - size / 2 + 1);
ok(color_match(color, 0x00ff0000, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 + size / 2 - 1, 64 - size / 2 + 1);
ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00ffff00, 0)
|| (allow_broken && broken(color_match(color, 0x00ff0000, 0))),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 - size / 2 + 1, 64 + size / 2 - 1);
ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x00000000, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 + size / 2 - 1, 64 + size / 2 - 1);
ok(color_match(color, test_setups[i].gives_0_0_texcoord ? 0x00ff0000 : 0x0000ff00, 0)
|| (allow_broken && broken(color_match(color, 0x00000000, 0))),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 - size / 2 - 1, 64 - size / 2 - 1);
ok(color_match(color, 0xff00ffff, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 + size / 2 + 1, 64 - size / 2 - 1);
ok(color_match(color, 0xff00ffff, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 - size / 2 - 1, 64 + size / 2 + 1);
ok(color_match(color, 0xff00ffff, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
color = get_readback_color(&rb, 64 + size / 2 + 1, 64 + size / 2 + 1);
ok(color_match(color, 0xff00ffff, 0),
"Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size);
release_surface_readback(&rb);
}
}
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
if (vs)
IDirect3DVertexShader9_Release(vs);
if (ps)
IDirect3DVertexShader9_Release(ps);
}
cleanup:
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(rt);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void multiple_rendertargets_test(void)
{
IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback;
IDirect3DPixelShader9 *ps1, *ps2;
IDirect3DTexture9 *tex1, *tex2;
IDirect3DVertexShader9 *vs;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
UINT i, j;
static const DWORD vshader_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
static const DWORD pshader_code1[] =
{
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
0x0000ffff /* end */
};
static const DWORD pshader_code2[] =
{
0xffff0300, /* ps_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */
0x02000001, 0x800f0800, 0xa0e40000, /* mov oC0, c0 */
0x02000001, 0x800f0801, 0xa0e40001, /* mov oC1, c1 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float texquad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f,
0.0f, -1.0f, 0.1f, 0.0f, 0.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.NumSimultaneousRTs < 2)
{
skip("Only 1 simultaneous render target supported, skipping MRT test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL);
ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs);
ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 8, 8);
ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
"Expected color 0x000000ff, got 0x%08x.\n", color);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 8, 8);
ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
"Expected color 0x000000ff, got 0x%08x.\n", color);
/* Render targets not written by the pixel shader should be unmodified. */
hr = IDirect3DDevice9_SetPixelShader(device, ps1);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 8, 8);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
"Expected color 0xff00ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
for (i = 6; i < 10; ++i)
{
for (j = 6; j < 10; ++j)
{
color = getPixelColorFromSurface(readback, j, i);
ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
"Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i);
}
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 8, 8);
ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 8, 8);
ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_SetPixelShader(device, ps2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 240);
ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 240);
ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DPixelShader9_Release(ps2);
IDirect3DPixelShader9_Release(ps1);
IDirect3DVertexShader9_Release(vs);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
IDirect3DSurface9_Release(surf1);
IDirect3DSurface9_Release(surf2);
IDirect3DSurface9_Release(backbuf);
IDirect3DSurface9_Release(readback);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void pixelshader_blending_test(void)
{
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
int fmt_index;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
const char *fmtName;
D3DFORMAT textureFormat;
D3DCOLOR resultColorBlending;
D3DCOLOR resultColorNoBlending;
}
test_formats[] =
{
{"D3DFMT_G16R16", D3DFMT_G16R16, 0x001820ff, 0x002010ff},
{"D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff},
{"D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001820ff, 0x002010ff},
{"D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00182000, 0x00201000},
{"D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff},
{"D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001820ff, 0x002010ff},
{"D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00182000, 0x00201000},
{"D3DFMT_L8", D3DFMT_L8, 0x00181818, 0x00202020},
};
static const float quad[][5] =
{
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x80103000},
{{-1.0f, 1.0f, 0.1f}, 0x80103000},
{{ 1.0f, -1.0f, 0.1f}, 0x80103000},
{{ 1.0f, 1.0f, 0.1f}, 0x80103000},
},
quad2[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x80201000},
{{-1.0f, 1.0f, 0.1f}, 0x80201000},
{{ 1.0f, -1.0f, 0.1f}, 0x80201000},
{{ 1.0f, 1.0f, 0.1f}, 0x80201000},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
for (fmt_index = 0; fmt_index < sizeof(test_formats) / sizeof(*test_formats); ++fmt_index)
{
D3DFORMAT fmt = test_formats[fmt_index].textureFormat;
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK)
{
skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName);
continue;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
if(!offscreenTexture) {
continue;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
if(!offscreen) {
continue;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
/* Below we will draw two quads with different colors and try to blend
* them together. The result color is compared with the expected
* outcome. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Draw a quad using color 0x0010200. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* Draw a quad using color 0x0020100. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
/* We don't want to blend the result on the backbuffer. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Prepare rendering the 'blended' texture quad to the backbuffer. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
/* This time with the texture. */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK)
{
/* Compare the color of the center quad with our expectation. */
color = getPixelColor(device, 320, 240);
ok(color_match(color, test_formats[fmt_index].resultColorBlending, 1),
"Offscreen failed for %s: Got color 0x%08x, expected 0x%08x.\n",
test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending);
}
else
{
/* No pixel shader blending is supported so expect garbage. The
* type of 'garbage' depends on the driver version and OS. E.g. on
* G16R16 ATI reports (on old r9600 drivers) 0x00ffffff and on
* modern ones 0x002010ff which is also what NVIDIA reports. On
* Vista NVIDIA seems to report 0x00ffffff on Geforce7 cards. */
color = getPixelColor(device, 320, 240);
ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending),
"Offscreen failed for %s: Got unexpected color 0x%08x, expected no color blending.\n",
test_formats[fmt_index].fmtName, color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DDevice9_SetTexture(device, 0, NULL);
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
IDirect3DSurface9_Release(backbuffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void tssargtemp_test(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{-1.0f, 1.0f, 0.1f}, 0x00ff0000},
{{ 1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{ 1.0f, 1.0f, 0.1f}, 0x00ff0000},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr);
if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) {
skip("D3DPMISCCAPS_TSSARGTEMP not supported\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffff00, "TSSARGTEMP test returned color 0x%08x, expected 0x00ffff00\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/* Drawing Indexed Geometry with instances*/
static void stream_test(void)
{
IDirect3DVertexDeclaration9 *pDecl = NULL;
IDirect3DVertexShader9 *shader = NULL;
IDirect3DVertexBuffer9 *vb3 = NULL;
IDirect3DVertexBuffer9 *vb2 = NULL;
IDirect3DVertexBuffer9 *vb = NULL;
IDirect3DIndexBuffer9 *ib = NULL;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
unsigned i;
HRESULT hr;
BYTE *data;
DWORD ind;
static const struct testdata
{
DWORD idxVertex; /* number of instances in the first stream */
DWORD idxColor; /* number of instances in the second stream */
DWORD idxInstance; /* should be 1 ?? */
DWORD color1; /* color 1 instance */
DWORD color2; /* color 2 instance */
DWORD color3; /* color 3 instance */
DWORD color4; /* color 4 instance */
WORD strVertex; /* specify which stream to use 0-2*/
WORD strColor;
WORD strInstance;
DWORD explicit_zero_freq;
}
testcases[]=
{
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 0 */
{3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 1 */
{2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 2 */
{1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 3 */
{4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 4 */
{4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 5 */
{4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 6 */
{4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /* 7 */
{3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /* 8 */
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 9 */
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 11 */
/* The number of instances is read from stream zero, even if stream zero is not
* in use. Exact behavior of this corner case depends on the presence or absence
* of D3DSTREAMSOURCE_INDEXEDDATA. r500 GPUs need D3DSTREAMSOURCE_INDEXEDDATA
* to be present, otherwise they disable instancing and behave like in a non-
* instanced draw. Nvidia drivers do not show different behavior with or without
* D3DSTREAMSOURCE_INDEXEDDATA. Note however that setting the value to 0 is not
* allowed by the d3d runtime.
*
* The meaning of (D3DSTREAMSOURCE_INDEXEDDATA | 0) is driver dependent. r500
* will fall back to non-instanced drawing. Geforce 7 will draw 1 instance.
* Geforce 8+ will draw nothing. */
{3, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1, 1}, /* 12 */
{4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 2, 3, 1, 2}, /* 13 */
{1, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 2, 3, 1, 3}, /* 14 */
{0, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 3, 1, 4}, /* 15 */
};
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x0000001f, 0x80000005, 0x900f0002, /* dcl_texcoord v2 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
/* Note that this set of coordinates and instancepos[] have an implicit
* w = 1.0, which is added to w = 2.0, so the perspective divide divides
* x, y and z by 2. */
static const float quad[][3] =
{
{-0.5f, -0.5f, 1.1f}, /*0 */
{-0.5f, 0.5f, 1.1f}, /*1 */
{ 0.5f, -0.5f, 1.1f}, /*2 */
{ 0.5f, 0.5f, 1.1f}, /*3 */
};
static const float vertcolor[][4] =
{
{1.0f, 0.0f, 0.0f, 1.0f}, /*0 */
{1.0f, 0.0f, 0.0f, 1.0f}, /*1 */
{1.0f, 0.0f, 0.0f, 1.0f}, /*2 */
{1.0f, 0.0f, 0.0f, 1.0f}, /*3 */
};
/* 4 position for 4 instances */
static const float instancepos[][3] =
{
{-0.6f,-0.6f, 0.0f},
{ 0.6f,-0.6f, 0.0f},
{ 0.6f, 0.6f, 0.0f},
{-0.6f, 0.6f, 0.0f},
};
static const short indices[] = {0, 1, 2, 2, 1, 3};
D3DVERTEXELEMENT9 decl[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{1, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
{2, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No vs_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
/* set the default value because it isn't done in wine? */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
/* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1));
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
/* check wrong cases */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0);
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0));
ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
/* set the default value back */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
/* create all VertexBuffers*/
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if(!vb) {
skip("Failed to create a vertex buffer\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if(!vb2) {
skip("Failed to create a vertex buffer\n");
goto out;
}
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if(!vb3) {
skip("Failed to create a vertex buffer\n");
goto out;
}
/* create IndexBuffer*/
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr);
if(!ib) {
skip("Failed to create an index buffer\n");
goto out;
}
/* copy all Buffers (Vertex + Index)*/
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, vertcolor, sizeof(vertcolor));
hr = IDirect3DVertexBuffer9_Unlock(vb2);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, instancepos, sizeof(instancepos));
hr = IDirect3DVertexBuffer9_Unlock(vb3);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(ib);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
/* create VertexShader */
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
if(!shader) {
skip("Failed to create a vertex shader.\n");
goto out;
}
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetIndices(device, ib);
ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
/* run all tests */
for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i)
{
struct testdata act = testcases[i];
decl[0].Stream = act.strVertex;
decl[1].Stream = act.strColor;
decl[2].Stream = act.strInstance;
/* create VertexDeclarations */
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
/* If stream 0 is unused, set the stream frequency regardless to show
* that the number if instances is read from it. */
if (act.strVertex && act.strColor && act.strInstance)
{
hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0,
D3DSTREAMSOURCE_INDEXEDDATA | act.explicit_zero_freq);
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex,
(D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex));
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor,
(D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor));
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance,
(D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance));
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0]));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* set all StreamSource && StreamSourceFreq back to default */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1);
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0);
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1);
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0);
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1);
ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0);
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DVertexDeclaration9_Release(pDecl);
ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i);
color = getPixelColor(device, 160, 360);
ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i);
color = getPixelColor(device, 480, 360);
ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i);
color = getPixelColor(device, 480, 120);
ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i);
color = getPixelColor(device, 160, 120);
ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i);
}
out:
if(vb) IDirect3DVertexBuffer9_Release(vb);
if(vb2)IDirect3DVertexBuffer9_Release(vb2);
if(vb3)IDirect3DVertexBuffer9_Release(vb3);
if(ib)IDirect3DIndexBuffer9_Release(ib);
if(shader)IDirect3DVertexShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void np2_stretch_rect_test(void)
{
IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL;
IDirect3DTexture9 *dsttex = NULL;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const D3DRECT r1 = {0, 0, 50, 50 };
static const D3DRECT r2 = {50, 0, 100, 50 };
static const D3DRECT r3 = {50, 50, 100, 100};
static const D3DRECT r4 = {0, 50, 50, 100};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL );
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!src || !dsttex) {
skip("One or more test resources could not be created\n");
goto cleanup;
}
hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
/* Clear the StretchRect destination for debugging */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, src);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
/* Stretchrect before setting the render target back to the backbuffer. This will make Wine use
* the target -> texture GL blit path
*/
hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
IDirect3DSurface9_Release(dst);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 480, 360);
ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color);
color = getPixelColor(device, 480, 120);
ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 160, 120);
ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
cleanup:
if(src) IDirect3DSurface9_Release(src);
if(backbuffer) IDirect3DSurface9_Release(backbuffer);
if(dsttex) IDirect3DTexture9_Release(dsttex);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void texop_test(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
unsigned i;
static const struct {
float x, y, z;
float s, t;
D3DCOLOR diffuse;
} quad[] = {
{-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
{-1.0f, 1.0f, 0.1f, -1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
{ 1.0f, -1.0f, 0.1f, 1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
{0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
static const struct {
D3DTEXTUREOP op;
const char *name;
DWORD caps_flag;
D3DCOLOR result;
} test_data[] = {
{D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
{D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
{D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
{D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
{D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
{D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
{D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
{D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
{D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
{D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
{D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
{D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
{D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
{D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
{D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
{D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
{D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
{D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
{D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
/* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
{D3DTOP_DOTPRODUCT3, "DOTPRODUCT3", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
{D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
{D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
*((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
{
if (!(caps.TextureOpCaps & test_data[i].caps_flag))
{
skip("tex operation %s not supported\n", test_data[i].name);
continue;
}
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
test_data[i].name, color, test_data[i].result);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
}
IDirect3DTexture9_Release(texture);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void yuv_color_test(void)
{
HRESULT hr;
IDirect3DSurface9 *surface, *target;
unsigned int i;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
D3DCOLOR color;
D3DFORMAT skip_once = D3DFMT_UNKNOWN;
IDirect3DDevice9 *device;
D3DSURFACE_DESC desc;
ULONG refcount;
HWND window;
static const struct
{
DWORD in;
D3DFORMAT format;
const char *fmt_string;
D3DCOLOR left, right;
}
test_data[] =
{
{0x00000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x00008700},
{0xff000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x004bff1c},
{0x00ff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00b30000},
{0x0000ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x00008700},
{0x000000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x000030e1},
{0xffff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00ffd01c},
{0xff00ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x004bff1c},
{0xff0000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x004bffff},
{0x00ffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00b30000},
{0x00ff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00b300e1},
{0x0000ffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bffff, 0x001030e1},
{0xffffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00ffd01c},
{0xffff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00ff79ff},
{0xffffffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff79ff, 0x00ff79ff},
{0x4cff4c54, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff0000, 0x00ff0000},
{0x00800080, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00000000, 0x00000000},
{0xff80ff80, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffffff, 0x00ffffff},
{0x1c6b1cff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000000fd, 0x000000fd},
{0x00000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x00008700},
{0xff000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00b30000},
{0x00ff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x004bff1c},
{0x0000ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x000030e1},
{0x000000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x00008700},
{0xffff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00ffd01c},
{0xff00ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00b300e1},
{0xff0000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00b30000},
{0x00ffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x004bffff},
{0x00ff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x004bff1c},
{0x0000ffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bffff, 0x000030e1},
{0xffffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00ff79ff},
{0xffff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00ffd01c},
{0xffffffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff79ff, 0x00ff79ff},
{0x4cff4c54, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000b8b00, 0x00b6ffa3},
{0x00800080, D3DFMT_YUY2, "D3DFMT_YUY2", 0x0000ff00, 0x0000ff00},
{0xff80ff80, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff00ff, 0x00ff00ff},
{0x1c6b1cff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x006dff45, 0x0000d500},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DSurface9_GetDesc(target, &desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++)
{
/* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect.
* Thus use StretchRect to draw the YUV surface onto the screen instead of drawPrimitive. */
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, test_data[i].format)))
{
if (skip_once != test_data[i].format)
{
skip("%s is not supported.\n", test_data[i].fmt_string);
skip_once = test_data[i].format;
}
continue;
}
if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0,
D3DDEVTYPE_HAL, test_data[i].format, desc.Format)))
{
if (skip_once != test_data[i].format)
{
skip("Driver cannot blit %s surfaces.\n", test_data[i].fmt_string);
skip_once = test_data[i].format;
}
continue;
}
/* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1.
* However, Nvidia Windows drivers have problems with 2x1 YUY2/UYVY surfaces, so use a 4x1 surface and
* fill the second block with dummy data. If the surface has a size of 2x1, those drivers ignore the
* second luminance value, resulting in an incorrect color in the right pixel. */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 4, 1, test_data[i].format,
D3DPOOL_DEFAULT, &surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
((DWORD *)lr.pBits)[0] = test_data[i].in;
((DWORD *)lr.pBits)[1] = 0x00800080;
hr = IDirect3DSurface9_UnlockRect(surface);
ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to draw surface onto backbuffer, hr %#x.\n", hr);
/* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering
* although we asked for point filtering. Be careful when reading the results and use the pixel
* centers. In the future we may want to add tests for the filtered pixels as well.
*
* Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors
* vastly differently, so we need a max diff of 18. */
color = getPixelColor(device, 1, 240);
ok(color_match(color, test_data[i].left, 18),
"Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s.\n",
test_data[i].in, color, test_data[i].left, test_data[i].fmt_string);
color = getPixelColor(device, 318, 240);
ok(color_match(color, test_data[i].right, 18),
"Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s.\n",
test_data[i].in, color, test_data[i].right, test_data[i].fmt_string);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(surface);
}
IDirect3DSurface9_Release(target);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void yuv_layout_test(void)
{
HRESULT hr;
IDirect3DSurface9 *surface, *target;
unsigned int fmt, i, x, y;
D3DFORMAT format;
const char *fmt_string;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
D3DCOLOR color;
DWORD ref_color;
BYTE *buf, *chroma_buf, *u_buf, *v_buf;
UINT width = 20, height = 16;
IDirect3DDevice9 *device;
ULONG refcount;
D3DCAPS9 caps;
D3DSURFACE_DESC desc;
HWND window;
static const struct
{
DWORD color1, color2;
DWORD rgb1, rgb2;
}
test_data[] =
{
{ 0x000000, 0xffffff, 0x00008800, 0x00ff7dff },
{ 0xff0000, 0x00ffff, 0x004aff14, 0x00b800ee },
{ 0x00ff00, 0xff00ff, 0x000024ee, 0x00ffe114 },
{ 0x0000ff, 0xffff00, 0x00b80000, 0x004affff },
{ 0xffff00, 0x0000ff, 0x004affff, 0x00b80000 },
{ 0xff00ff, 0x00ff00, 0x00ffe114, 0x000024ee },
{ 0x00ffff, 0xff0000, 0x00b800ee, 0x004aff14 },
{ 0xffffff, 0x000000, 0x00ff7dff, 0x00008800 },
};
static const struct
{
D3DFORMAT format;
const char *str;
}
formats[] =
{
{ D3DFMT_UYVY, "D3DFMT_UYVY", },
{ D3DFMT_YUY2, "D3DFMT_YUY2", },
{ MAKEFOURCC('Y','V','1','2'), "D3DFMT_YV12", },
{ MAKEFOURCC('N','V','1','2'), "D3DFMT_NV12", },
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2
&& !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
{
skip("No NP2 texture support, skipping YUV texture layout test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %#x.\n", hr);
hr = IDirect3DSurface9_GetDesc(target, &desc);
ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
for (fmt = 0; fmt < sizeof(formats) / sizeof(formats[0]); fmt++)
{
format = formats[fmt].format;
fmt_string = formats[fmt].str;
/* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in
* StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead
* of drawPrimitive. */
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_SURFACE, format) != D3D_OK)
{
skip("%s is not supported.\n", fmt_string);
continue;
}
if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0,
D3DDEVTYPE_HAL, format, desc.Format)))
{
skip("Driver cannot blit %s surfaces.\n", fmt_string);
continue;
}
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, D3DPOOL_DEFAULT, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %#x.\n", hr);
for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++)
{
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %#x.\n", hr);
buf = lr.pBits;
chroma_buf = buf + lr.Pitch * height;
if (format == MAKEFOURCC('Y','V','1','2'))
{
v_buf = chroma_buf;
u_buf = chroma_buf + height / 2 * lr.Pitch/2;
}
/* Draw the top left quarter of the screen with color1, the rest with color2 */
for (y = 0; y < height; y++)
{
for (x = 0; x < width; x += 2)
{
DWORD color = (x < width / 2 && y < height / 2) ? test_data[i].color1 : test_data[i].color2;
BYTE Y = (color >> 16) & 0xff;
BYTE U = (color >> 8) & 0xff;
BYTE V = (color >> 0) & 0xff;
if (format == D3DFMT_UYVY)
{
buf[y * lr.Pitch + 2 * x + 0] = U;
buf[y * lr.Pitch + 2 * x + 1] = Y;
buf[y * lr.Pitch + 2 * x + 2] = V;
buf[y * lr.Pitch + 2 * x + 3] = Y;
}
else if (format == D3DFMT_YUY2)
{
buf[y * lr.Pitch + 2 * x + 0] = Y;
buf[y * lr.Pitch + 2 * x + 1] = U;
buf[y * lr.Pitch + 2 * x + 2] = Y;
buf[y * lr.Pitch + 2 * x + 3] = V;
}
else if (format == MAKEFOURCC('Y','V','1','2'))
{
buf[y * lr.Pitch + x + 0] = Y;
buf[y * lr.Pitch + x + 1] = Y;
u_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = U;
v_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = V;
}
else if (format == MAKEFOURCC('N','V','1','2'))
{
buf[y * lr.Pitch + x + 0] = Y;
buf[y * lr.Pitch + x + 1] = Y;
chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 0] = U;
chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 1] = V;
}
}
}
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %#x.\n", hr);
/* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering
* although we asked for point filtering. To prevent running into precision problems, read at points
* with some margin within each quadrant.
*
* Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors
* vastly differently, so we need a max diff of 18. */
for (y = 0; y < 4; y++)
{
for (x = 0; x < 4; x++)
{
UINT xcoord = (1 + 2 * x) * 640 / 8;
UINT ycoord = (1 + 2 * y) * 480 / 8;
ref_color = (y < 2 && x < 2) ? test_data[i].rgb1 : test_data[i].rgb2;
color = getPixelColor(device, xcoord, ycoord);
ok(color_match(color, ref_color, 18),
"Format %s: Got color %#x for pixel (%d/%d)/(%d/%d), pixel %d %d, expected %#x.\n",
fmt_string, color, x, 4, y, 4, xcoord, ycoord, ref_color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with %#x.\n", hr);
}
IDirect3DSurface9_Release(surface);
}
IDirect3DSurface9_Release(target);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void texop_range_test(void)
{
IDirect3DTexture9 *texture;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
float x, y, z;
D3DCOLOR diffuse;
}
quad[] =
{
{-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
{-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
{ 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
{ 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
/* We need ADD and SUBTRACT operations */
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD))
{
skip("D3DTOP_ADD is not supported, skipping value range test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT))
{
skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Stage 1: result = diffuse(=1.0) + diffuse
* stage 2: result = result - tfactor(= 0.5)
*/
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear device, hr %#x.\n\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n",
color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
*((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00);
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
/* Stage 1: result = texture(=0.0) - tfactor(= 0.5)
* stage 2: result = result + diffuse(1.0)
*/
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n",
color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void alphareplicate_test(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x80ff00ff},
{{-1.0f, 1.0f, 0.1f}, 0x80ff00ff},
{{ 1.0f, -1.0f, 0.1f}, 0x80ff00ff},
{{ 1.0f, 1.0f, 0.1f}, 0x80ff00ff},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n",
color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void dp3_alpha_test(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x408080c0},
{{-1.0f, 1.0f, 0.1f}, 0x408080c0},
{{ 1.0f, -1.0f, 0.1f}, 0x408080c0},
{{ 1.0f, 1.0f, 0.1f}, 0x408080c0},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3))
{
skip("D3DTOP_DOTPRODUCT3 not supported\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
/* dp3_x4 r0, diffuse_bias, tfactor_bias
* mov r0.a, diffuse.a
* mov r0, r0.a
*
* It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead
* thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is
* (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision.
*/
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n",
color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void zwriteenable_test(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{-1.0f, 1.0f, 0.1f}, 0x00ff0000},
{{ 1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{ 1.0f, 1.0f, 0.1f}, 0x00ff0000},
},
quad2[] =
{
{{-1.0f, -1.0f, 0.9f}, 0x0000ff00},
{{-1.0f, 1.0f, 0.9f}, 0x0000ff00},
{{ 1.0f, -1.0f, 0.9f}, 0x0000ff00},
{{ 1.0f, 1.0f, 0.9f}, 0x0000ff00},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1,
* zenable = D3DZB_FALSE, zwriteenable = TRUE. The red color is written
* because the z test is disabled. The question is whether the z = 0.1
* values are written into the Z buffer. After the draw, set
* zenable = TRUE and draw a green quad at z = 0.9. If the values are
* written, the z test will fail(0.9 > 0.1) and the red color remains. If
* the values are not written, the z test succeeds(0.9 < 1.0) and the
* green color is written. It turns out that the screen is green, so
* zenable = D3DZB_FALSE and zwriteenable = TRUE does NOT write to the z
* buffer. */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n",
color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void alphatest_test(void)
{
#define ALPHATEST_PASSED 0x0000ff00
#define ALPHATEST_FAILED 0x00ff0000
IDirect3DDevice9 *device;
unsigned int i, j;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
D3DCMPFUNC func;
D3DCOLOR color_less;
D3DCOLOR color_equal;
D3DCOLOR color_greater;
}
testdata[] =
{
{D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED},
{D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED},
{D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED},
{D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED},
{D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED},
{D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED},
{D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED},
{D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
{{-1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
{{ 1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
{{ 1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
for (j = 0; j < 2; ++j)
{
if (j == 1)
{
/* Try a pixel shader instead of fixed function. The wined3d code
* may emulate the alpha test either for performance reasons
* (floating point RTs) or to work around driver bugs (GeForce
* 7x00 cards on MacOS). There may be a different codepath for ffp
* and shader in this case, and the test should cover both. */
IDirect3DPixelShader9 *ps;
static const DWORD shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff /* end */
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr);
if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) {
break;
}
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr);
IDirect3DPixelShader9_Release(ps);
}
for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) {
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n",
color, testdata[i].color_less, testdata[i].func);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n",
color, testdata[i].color_equal, testdata[i].func);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n",
color, testdata[i].color_greater, testdata[i].func);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
}
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void sincos_test(void)
{
IDirect3DVertexShader9 *sin_shader, *cos_shader;
IDirect3DDevice9 *device;
struct vec3 data[1280];
IDirect3D9 *d3d;
unsigned int i;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const DWORD sin_shader_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */
0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */
0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.y, r1.x, c0, c1 */
0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */
0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002, /* mul oPos.y, r0.y, c2.w */
0x02000001, 0xd00f0000, 0xa0a60002, /* mov oD0, c2.zyzz */
0x0000ffff /* end */
};
static const DWORD cos_shader_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a, /* def c2, 3.14159, 1, 0, 0.85 */
0x03000005, 0x80010001, 0x90000000, 0xa0000002, /* mul r1.x, v0.x, c2.x */
0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001, /* sincos r0.x, r1.x, c0, c1 */
0x02000001, 0xc00d0000, 0x90e40000, /* mov oPos.xzw, v0 */
0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002, /* mul oPos.y, r0.x, c2.w */
0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */
0x0000ffff /* end */
};
static const float sincosc1[4] = {D3DSINCOSCONST1};
static const float sincosc2[4] = {D3DSINCOSCONST2};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No vs_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr);
/* Generate a point from -1 to 1 every 0.5 pixels */
for(i = 0; i < 1280; i++) {
data[i].x = (-640.0 + i) / 640.0;
data[i].y = 0.0;
data[i].z = 0.1;
}
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, sin_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, cos_shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
/* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */
IDirect3DVertexShader9_Release(sin_shader);
IDirect3DVertexShader9_Release(cos_shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void loop_index_test(void)
{
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
float values[4];
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */
0x0000001d, /* endloop */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */
0x0000ffff /* END */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
static const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
static const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const int i0[4] = {2, 10, -3, 0};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No vs_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
values[0] = 1.0;
values[1] = 1.0;
values[2] = 0.0;
values[3] = 0.0;
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
values[0] = -1.0;
values[1] = 0.0;
values[2] = 0.0;
values[3] = 0.0;
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void sgn_test(void)
{
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position o0 */
0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */
0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002, /* sgn r0, c0, r1, r2 */
0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001, /* add oD0, r0, c1 */
0x0000ffff /* end */
};
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No vs_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x008000ff, 1),
"sgn test returned color 0x%08x, expected 0x008000ff\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void viewport_test(void)
{
IDirect3DDevice9 *device;
BOOL draw_failed = TRUE;
D3DVIEWPORT9 vp;
IDirect3D9 *d3d;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const float quad[] =
{
-0.5f, -0.5f, 0.1f,
-0.5f, 0.5f, 0.1f,
0.5f, -0.5f, 0.1f,
0.5f, 0.5f, 0.1f,
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
/* Test a viewport with Width and Height bigger than the surface dimensions
*
* TODO: Test Width < surface.width, but X + Width > surface.width
* TODO: Test Width < surface.width, what happens with the height?
*
* The expected behavior is that the viewport behaves like the "default"
* viewport with X = Y = 0, Width = surface_width, Height = surface_height,
* MinZ = 0.0, MaxZ = 1.0.
*
* Starting with Windows 7 the behavior among driver versions is not
* consistent. The SetViewport call is accepted on all drivers. Some
* drivers(older nvidia ones) refuse to draw and return an error. Newer
* nvidia drivers draw, but use the actual values in the viewport and only
* display the upper left part on the surface.
*/
memset(&vp, 0, sizeof(vp));
vp.X = 0;
vp.Y = 0;
vp.Width = 10000;
vp.Height = 10000;
vp.MinZ = 0.0;
vp.MaxZ = 0.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got unexpected hr %#x.\n", hr);
draw_failed = FAILED(hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
if(!draw_failed)
{
color = getPixelColor(device, 158, 118);
ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color);
color = getPixelColor(device, 162, 118);
ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color);
color = getPixelColor(device, 158, 122);
ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color);
color = getPixelColor(device, 162, 122);
ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color);
color = getPixelColor(device, 478, 358);
ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (478,358 has color %08x\n", color);
color = getPixelColor(device, 482, 358);
ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color);
color = getPixelColor(device, 482, 362);
ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/* This test tests depth clamping / clipping behaviour:
* - With software vertex processing, depth values are clamped to the
* minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
* when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
* same as regular vertices here.
* - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
* Normal vertices are always clipped. Pretransformed vertices are
* clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
* - The viewport's MinZ/MaxZ is irrelevant for this.
*/
static void depth_clamp_test(void)
{
IDirect3DDevice9 *device;
D3DVIEWPORT9 vp;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad1[] =
{
{{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
},
quad2[] =
{
{{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
},
quad3[] =
{
{{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
},
quad4[] =
{
{{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad5[] =
{
{{-0.5f, 0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, 0.5f, 10.0f}, 0xff14f914},
{{-0.5f, -0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, -0.5f, 10.0f}, 0xff14f914},
},
quad6[] =
{
{{-1.0f, 0.5f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.5f, 10.0f}, 0xfff91414},
{{-1.0f, 0.25f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.25f, 10.0f}, 0xfff91414},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
hr = IDirect3DDevice9_SetViewport(device, &vp);
if(FAILED(hr))
{
/* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break
* the tests because the 7.5 is just intended to show that it doesn't have
* any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted
* viewport and continue.
*/
ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n");
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
}
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
}
else
{
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void depth_bounds_test(void)
{
static const struct
{
struct vec4 position;
DWORD diffuse;
}
quad1[] =
{
{{ 0.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814},
{{640.0f, 0.0f, 0.0f, 1.0f}, 0xfff9e814},
{{ 0.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814},
{{640.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814},
},
quad2[] =
{
{{ 0.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f},
{{640.0f, 0.0f, 0.6f, 1.0f}, 0xff002b7f},
{{ 0.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f},
{{640.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f},
},
quad3[] =
{
{{ 0.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414},
{{640.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414},
{{ 0.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414},
{{640.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414},
};
union {
DWORD d;
float f;
} tmpvalue;
IDirect3DSurface9 *offscreen_surface = NULL;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK)
{
skip("No NVDB (depth bounds test) support, skipping tests.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL);
ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr);
if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B'));
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
tmpvalue.f = 0.625;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
tmpvalue.f = 0.75;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
tmpvalue.f = 0.75;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
color = getPixelColor(device, 150, 130);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 200);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 300-5);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 300+5);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/
color = getPixelColor(device, 150, 330);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 360-5);
ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/
color = getPixelColor(device, 150, 360+5);
ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void depth_buffer_test(void)
{
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0, 1.0, 0.33f}, 0xff00ff00},
{{ 1.0, 1.0, 0.33f}, 0xff00ff00},
{{-1.0, -1.0, 0.33f}, 0xff00ff00},
{{ 1.0, -1.0, 0.33f}, 0xff00ff00},
},
quad2[] =
{
{{-1.0, 1.0, 0.50f}, 0xffff00ff},
{{ 1.0, 1.0, 0.50f}, 0xffff00ff},
{{-1.0, -1.0, 0.50f}, 0xffff00ff},
{{ 1.0, -1.0, 0.50f}, 0xffff00ff},
},
quad3[] =
{
{{-1.0, 1.0, 0.66f}, 0xffff0000},
{{ 1.0, 1.0, 0.66f}, 0xffff0000},
{{-1.0, -1.0, 0.66f}, 0xffff0000},
{{ 1.0, -1.0, 0.66f}, 0xffff0000},
};
static const DWORD expected_colors[4][4] =
{
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3;
IDirect3DDevice9 *device;
unsigned int i, j;
D3DVIEWPORT9 vp;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, expected_colors[i][j], 0),
"Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(rt3);
IDirect3DSurface9_Release(rt2);
IDirect3DSurface9_Release(rt1);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
static void depth_buffer2_test(void)
{
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, 1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
{{-1.0f, -1.0f, 0.66f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
};
IDirect3DSurface9 *backbuffer, *rt1, *rt2;
IDirect3DDevice9 *device;
unsigned int i, j;
D3DVIEWPORT9 vp;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00 at %u,%u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(rt2);
IDirect3DSurface9_Release(rt1);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void depth_blit_test(void)
{
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, 1.0f, 0.33f}, 0xff00ff00},
{{ 1.0f, 1.0f, 0.33f}, 0xff00ff00},
{{-1.0f, -1.0f, 0.33f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.33f}, 0xff00ff00},
},
quad2[] =
{
{{-1.0f, 1.0f, 0.66f}, 0xff0000ff},
{{ 1.0f, 1.0f, 0.66f}, 0xff0000ff},
{{-1.0f, -1.0f, 0.66f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.66f}, 0xff0000ff},
};
static const DWORD expected_colors[4][4] =
{
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3;
IDirect3DDevice9 *device;
RECT src_rect, dst_rect;
unsigned int i, j;
D3DVIEWPORT9 vp;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
SetRect(&dst_rect, 0, 0, 480, 360);
hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
SetRect(&dst_rect, 0, 0, 320, 240);
hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
/* Partial blit. */
SetRect(&src_rect, 0, 0, 320, 240);
SetRect(&dst_rect, 0, 0, 320, 240);
hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Flipped. */
SetRect(&src_rect, 0, 0, 640, 480);
SetRect(&dst_rect, 0, 480, 640, 0);
hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
/* Full, explicit. */
SetRect(&src_rect, 0, 0, 640, 480);
SetRect(&dst_rect, 0, 0, 640, 480);
hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
/* Filtered blit. */
hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
/* Depth -> color blit.*/
hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT);
ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
IDirect3DSurface9_Release(backbuffer);
/* Full surface, different sizes */
hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT);
ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT);
ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
unsigned int x = 80 * ((2 * j) + 1);
unsigned int y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, expected_colors[i][j], 0),
"Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(ds3);
IDirect3DSurface9_Release(ds2);
IDirect3DSurface9_Release(ds1);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void intz_test(void)
{
static const DWORD ps_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */
0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x03010042, 0x800f0001, 0xb0e40000, 0xa0e40800, /* texldp r1, t0, s0 */
0x02000001, 0x80020000, 0x80000001, /* mov r0.y, r1.x */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
struct
{
float x, y, z;
float s, t, p, q;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
},
half_quad_1[] =
{
{ -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
},
half_quad_2[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 80, 100, 0x20204020},
{240, 100, 0x6060bf60},
{400, 100, 0x9f9f409f},
{560, 100, 0xdfdfbfdf},
{ 80, 450, 0x20204020},
{240, 450, 0x6060bf60},
{400, 450, 0x9f9f409f},
{560, 450, 0xdfdfbfdf},
};
IDirect3DSurface9 *original_rt, *rt;
struct surface_readback rb;
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3DSurface9 *ds;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping INTZ test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No pixel shader 2.0 support, skipping INTZ test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
/* Render offscreen, using the INTZ texture as depth buffer */
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
release_surface_readback(&rb);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
/* Render onscreen while using the INTZ texture as depth buffer */
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
release_surface_readback(&rb);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
/* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
release_surface_readback(&rb);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
IDirect3DPixelShader9_Release(ps);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void shadow_test(void)
{
static const DWORD ps_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */
0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x03010042, 0x800f0001, 0xb0e40000, 0xa0e40800, /* texldp r1, t0, s0 */
0x02000001, 0x80020000, 0x80000001, /* mov r0.y, r1.x */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
struct
{
D3DFORMAT format;
const char *name;
}
formats[] =
{
{D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
{D3DFMT_D32, "D3DFMT_D32"},
{D3DFMT_D15S1, "D3DFMT_D15S1"},
{D3DFMT_D24S8, "D3DFMT_D24S8"},
{D3DFMT_D24X8, "D3DFMT_D24X8"},
{D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
{D3DFMT_D16, "D3DFMT_D16"},
{D3DFMT_D32F_LOCKABLE, "D3DFMT_D32F_LOCKABLE"},
{D3DFMT_D24FS8, "D3DFMT_D24FS8"},
};
struct
{
float x, y, z;
float s, t, p, q;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
};
struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{400, 60, 0x00000000},
{560, 180, 0xffff00ff},
{560, 300, 0xffff00ff},
{400, 420, 0xffffffff},
{240, 420, 0xffffffff},
{ 80, 300, 0x00000000},
{ 80, 180, 0x00000000},
{240, 60, 0x00000000},
};
IDirect3DSurface9 *original_ds, *original_rt, *rt;
struct surface_readback rb;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No pixel shader 2.0 support, skipping shadow test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
D3DFORMAT format = formats[i].format;
IDirect3DTexture9 *texture;
IDirect3DSurface9 *ds;
unsigned int j;
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
continue;
hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Do the actual shadow mapping. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
get_rt_readback(original_rt, &rb);
for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y);
/* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8,
* whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb.
* Accept alpha mismatches as broken but make sure to check the color channels. */
ok(color_match(color, expected_colors[j].color, 0)
|| broken(color_match(color & 0x00ffffff, expected_colors[j].color & 0x00ffffff, 0)),
"Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
formats[i].name, color);
}
release_surface_readback(&rb);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
}
IDirect3DPixelShader9_Release(ps);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void clip_planes(IDirect3DDevice9 *device, const char *test_name)
{
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xfff9e814},
{{-1.0f, 1.0f, 0.0f}, 0xfff9e814},
{{ 1.0f, -1.0f, 0.0f}, 0xfff9e814},
{{ 1.0f, 1.0f, 0.0f}, 0xfff9e814},
},
quad2[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xff002b7f},
{{-1.0f, 1.0f, 0.0f}, 0xff002b7f},
{{ 1.0f, -1.0f, 0.0f}, 0xff002b7f},
{{ 1.0f, 1.0f, 0.0f}, 0xff002b7f},
};
D3DCOLOR color;
HRESULT hr;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
color = getPixelColor(device, 1, 240);
ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color);
color = getPixelColor(device, 638, 240);
ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color);
color = getPixelColor(device, 1, 241);
ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color);
color = getPixelColor(device, 638, 241);
ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color);
}
static void clip_planes_test(void)
{
IDirect3DSurface9 *offscreen_surface, *original_rt;
IDirect3DTexture9 *offscreen = NULL;
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */
static const DWORD shader_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff /* end */
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No vs_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
IDirect3DDevice9_SetClipPlane(device, 0, plane0);
clip_planes(device, "Onscreen FFP");
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
clip_planes(device, "Offscreen FFP");
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
clip_planes(device, "Onscreen vertex shader");
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
clip_planes(device, "Offscreen vertex shader");
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DVertexShader9_Release(shader);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(offscreen_surface);
IDirect3DTexture9_Release(offscreen);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fp_special_test(void)
{
/* Microsoft's assembler generates nan and inf with "1.#QNAN" and "1.#INF." respectively */
static const DWORD vs_header[] =
{
0xfffe0200, /* vs_2_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */
0x05000051, 0xa00f0001, 0x7fc00000, 0xff800000, 0x7f800000, 0x00000000, /* def c1, nan, -inf, inf, 0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000005, 0x900f0001, /* dcl_texcoord0 v1 */
};
static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001}; /* log r0.x, v1.x */
static const DWORD vs_pow[] =
{0x03000020, 0x80010000, 0x90000001, 0x90000001}; /* pow r0.x, v1.x, v1.x */
static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001}; /* nrm r0.xyz, v1.x */
static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001}; /* rcp r0.x, v1.x */
static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001}; /* rcp r0.x, -v1.x */
static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001}; /* rsq r0.x, v1.x */
static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001}; /* rsq r0.x, -v1.x */
static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001, /* lit r0, v1.xxxx */
0x02000001, 0x80010000, 0x80aa0000}; /* mov r0.x, v0.z */
static const DWORD vs_def1[] = {0x02000001, 0x80010000, 0xa0000001}; /* mov r0.x, c1.x */
static const DWORD vs_def2[] = {0x02000001, 0x80010000, 0xa0550001}; /* mov r0.x, c1.y */
static const DWORD vs_def3[] = {0x02000001, 0x80010000, 0xa0aa0001}; /* mov r0.x, c1.z */
static const DWORD vs_footer[] =
{
0x03000005, 0x80020000, 0x80000000, 0xa0ff0000, /* mul r0.y, r0.x, c0.w */
0x0300000d, 0x80040000, 0x80000000, 0x80550000, /* sge r0.z, r0.x, r0.y */
0x0300000d, 0x80020000, 0x80e40000, 0x80000000, /* sge r0.y, r0, r0.x */
0x03000005, 0x80040000, 0x80550000, 0x80e40000, /* mul r0.z, r0.y, r0 */
0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */
0x0300000c, 0x80020000, 0x80000000, 0x80000000, /* slt r0.y, r0.x, r0.x */
0x03000002, 0x80040000, 0x80550000, 0x80550000, /* add r0.z, r0.y, r0.y */
0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000, /* slt r0.y, c0.x, r0.w */
0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000, /* max r0.w, -r0.z, r0.z */
0x03000002, 0x80040000, 0x81550000, 0xa0e40000, /* add r0.z, -r0.y, c0 */
0x0300000c, 0x80080000, 0xa0000000, 0x80e40000, /* slt r0.w, c0.x, r0 */
0x03000005, 0x80040000, 0x80ff0000, 0x80e40000, /* mul r0.z, r0.w, r0 */
0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000, /* mad r0.y, r0.z, c0, r0 */
0x02000001, 0xe0030000, 0x80e40000, /* mov oT0.xy, r0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff, /* end */
};
static const struct
{
const char *name;
const DWORD *ops;
DWORD size;
D3DCOLOR r500;
D3DCOLOR r600;
D3DCOLOR nv40;
D3DCOLOR nv50;
D3DCOLOR warp;
}
vs_body[] =
{
/* The basic ideas here are:
* 2.0 * +/-INF == +/-INF
* NAN != NAN
*
* The vertex shader value is written to the red component, with 0.0
* and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should
* result in 0x00. The pixel shader value is written to the green
* component, but here 0.0 also results in 0x00. The actual value is
* written to the blue component.
*
* There are considerable differences between graphics cards in how
* these are handled, but pow and nrm never generate INF or NAN on
* real hardware. */
{"log", vs_log, sizeof(vs_log), 0x00000000, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
{"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x000000ff, 0x0000ff00, 0x000000ff, 0x00008000},
{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x00ff0000, 0x00008000},
{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x000000ff, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
{"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
{"def1", vs_def1, sizeof(vs_def1), 0x000000ff, 0x00007f00, 0x0000ff00, 0x00007f00, 0x00008000},
{"def2", vs_def2, sizeof(vs_def2), 0x00ff0000, 0x00ff7f00, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
{"def3", vs_def3, sizeof(vs_def3), 0x00ff00ff, 0x00ff7f00, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
};
static const DWORD ps_code[] =
{
0xffff0200, /* ps_2_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0 */
0x0200001f, 0x80000000, 0xb0030000, /* dcl t0.xy */
0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000, /* max r1.x, t0, c0 */
0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000, /* min r0.x, t0, c0 */
0x03000002, 0x80010000, 0x80e40000, 0x81e40001, /* add r0.x, r0, -r1 */
0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000, /* mad r1.x, t0, c0.w. -t0 */
0x02000023, 0x80010002, 0x80e40001, /* abs r2.x, r1 */
0x02000023, 0x80010000, 0x80e40000, /* abs r0.x, r0 */
0x02000023, 0x80010001, 0xb0e40000, /* abs r1.x, t0 */
0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r2, c0.z, c0 */
0x02000023, 0x80010002, 0x80e40002, /* abs r2.x, r2 */
0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r1.x, -r1, c0.z, c0 */
0x02000023, 0x80010001, 0x80e40001, /* abs r1.x, r1 */
0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000, /* cmp r3.x, -r2, c0.z, c0 */
0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000, /* cmp r2.x, -r1, c0.z, c0 */
0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000, /* cmp r0.x, -r0, c0.y, c0 */
0x03000005, 0x80010002, 0x80e40002, 0x80e40003, /* mul r2.x, r2, r3 */
0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000, /* cmp r0.x, -r2, c0.z, r0 */
0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000, /* cmp r0.y, -r1.x, r0.x, c0.x */
0x02000001, 0x80050000, 0xb0c90000, /* mov r0.xz, t0.yzxw */
0x02000001, 0x80080000, 0xa0aa0000, /* mov r0.w, c0.z */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
struct
{
float x, y, z;
float s;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f},
{ 1.0f, 1.0f, 1.0f, 0.0f},
{ -1.0f, -1.0f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 1.0f, 0.0f},
};
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
UINT body_size = 0;
IDirect3D9 *d3d;
DWORD *vs_code;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
{
skip("No shader model 2.0 support, skipping floating point specials test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0));
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i)
{
if (vs_body[i].size > body_size) body_size = vs_body[i].size;
}
vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer));
memcpy(vs_code, vs_header, sizeof(vs_header));
for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i)
{
DWORD offset = sizeof(vs_header) / sizeof(*vs_header);
IDirect3DVertexShader9 *vs;
D3DCOLOR color;
memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size);
offset += vs_body[i].size / sizeof(*vs_body[i].ops);
memcpy(vs_code + offset, vs_footer, sizeof(vs_footer));
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, vs_body[i].r500, 1)
|| color_match(color, vs_body[i].r600, 1)
|| color_match(color, vs_body[i].nv40, 1)
|| color_match(color, vs_body[i].nv50, 1)
|| broken(color_match(color, vs_body[i].warp, 1)),
"Expected color 0x%08x, 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
vs_body[i].r500, vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
IDirect3DVertexShader9_Release(vs);
}
HeapFree(GetProcessHeap(), 0, vs_code);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void srgbwrite_format_test(void)
{
IDirect3D9 *d3d;
IDirect3DSurface9 *rt, *backbuffer;
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
ULONG refcount;
HWND window;
HRESULT hr;
int i;
DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color;
static const struct
{
D3DFORMAT fmt;
const char *name;
}
formats[] =
{
{ D3DFMT_R5G6B5, "D3DFMT_R5G6B5" },
{ D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" },
{ D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" },
{ D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" },
{ D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" },
};
static const struct
{
float x, y, z;
float u, v;
}
quad[] =
{
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f},
{-1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f}
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
{
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt)))
{
skip("Format %s not supported as render target, skipping test.\n",
formats[i].name);
continue;
}
hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET,
formats[i].fmt, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
IDirect3DSurface9_Release(rt);
IDirect3DTexture9_Release(texture);
color = getPixelColor(device, 360, 240);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_SRGBWRITE,
D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK)
{
/* Big slop for R5G6B5 */
ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n",
formats[i].name, color_srgb, color);
}
else
{
/* Big slop for R5G6B5 */
ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n",
formats[i].name, color_rgb, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
}
IDirect3DSurface9_Release(backbuffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void ds_size_test(void)
{
IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback;
IDirect3DDevice9 *device;
DWORD num_passes;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
float x, y, z;
}
quad[] =
{
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
/* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK,
* but does not change the surface's contents. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0);
ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0);
ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0);
ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr);
/* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */
/* Turning on any depth-related state results in a ValidateDevice failure */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
/* Try to draw with the device in an invalid state. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Don't check the resulting draw unless we find an app that needs it. On
* NVIDIA ValidateDevice() returns CONFLICTINGRENDERSTATE, so the result
* is undefined. On AMD D3D seems to assume the stored Z buffer value is
* 0.0 for all pixels, even those that are covered by the depth buffer. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(old_rt);
IDirect3DSurface9_Release(old_ds);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void unbound_sampler_test(void)
{
IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume;
IDirect3DSurface9 *rt, *old_rt;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD ps_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const DWORD ps_code_cube[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x98000000, 0xa00f0800, /* dcl_cube s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const DWORD ps_code_volume[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0xa0000000, 0xa00f0800, /* dcl_volume s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff, /* end */
};
static const struct
{
float x, y, z;
float u, v;
}
quad[] =
{
{-1.0f, -1.0f, 0.1f, 0.0f, 0.0f},
{-1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f}
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No ps_2_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) || !(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP))
{
skip("No cube / volume texture support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 );
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x56ffffff, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
/* Now try with a cube texture */
hr = IDirect3DDevice9_SetPixelShader(device, ps_cube);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
/* And then with a volume texture */
hr = IDirect3DDevice9_SetPixelShader(device, ps_volume);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(old_rt);
IDirect3DPixelShader9_Release(ps);
IDirect3DPixelShader9_Release(ps_cube);
IDirect3DPixelShader9_Release(ps_volume);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void update_surface_test(void)
{
static const BYTE blocks[][8] =
{
{0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */
{0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */
{0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */
{0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */
{0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */
{0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */
{0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */
};
static const struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)},
{ 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)},
{109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)},
{184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
{290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
{440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
{584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
};
static const struct
{
float x, y, z, w;
float u, v;
}
tri[] =
{
{ 0.0f, 480.0f, 0.0f, 1.0f, 0.0f, 0.0f},
{ 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f},
{640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f},
};
static const RECT rect_2x2 = {0, 0, 2, 2};
static const struct
{
UINT src_level;
UINT dst_level;
const RECT *r;
HRESULT hr;
}
block_size_tests[] =
{
{1, 0, NULL, D3D_OK},
{0, 1, NULL, D3DERR_INVALIDCALL},
{5, 4, NULL, D3DERR_INVALIDCALL},
{4, 5, NULL, D3DERR_INVALIDCALL},
{4, 5, &rect_2x2, D3DERR_INVALIDCALL},
{5, 5, &rect_2x2, D3D_OK},
};
IDirect3DSurface9 *src_surface, *dst_surface;
IDirect3DTexture9 *src_tex, *dst_tex;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
UINT count, i;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1)))
{
skip("DXT1 not supported, skipping tests.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
count = IDirect3DTexture9_GetLevelCount(src_tex);
ok(count == 7, "Got level count %u, expected 7.\n", count);
for (i = 0; i < count; ++i)
{
UINT row_count, block_count, x, y;
D3DSURFACE_DESC desc;
BYTE *row, *block;
D3DLOCKED_RECT r;
hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc);
ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
row_count = ((desc.Height + 3) & ~3) / 4;
block_count = ((desc.Width + 3) & ~3) / 4;
row = r.pBits;
for (y = 0; y < row_count; ++y)
{
block = row;
for (x = 0; x < block_count; ++x)
{
memcpy(block, blocks[i], sizeof(blocks[i]));
block += sizeof(blocks[i]);
}
row += r.Pitch;
}
hr = IDirect3DTexture9_UnlockRect(src_tex, i);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
}
for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i)
{
hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface);
ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface);
ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL);
ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n",
hr, i, block_size_tests[i].hr);
IDirect3DSurface9_Release(dst_surface);
IDirect3DSurface9_Release(src_surface);
}
for (i = 0; i < count; ++i)
{
hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface);
ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface);
ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL);
ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr);
IDirect3DSurface9_Release(dst_surface);
IDirect3DSurface9_Release(src_surface);
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 0),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(dst_tex);
IDirect3DTexture9_Release(src_tex);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void multisample_get_rtdata_test(void)
{
IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping tests.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8,
D3DPOOL_SYSTEMMEM, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback);
ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(rt);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void multisampled_depth_buffer_test(void)
{
IDirect3DDevice9 *device = 0;
IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds;
IDirect3D9 *d3d;
D3DCAPS9 caps;
HRESULT hr;
D3DPRESENT_PARAMETERS present_parameters;
unsigned int i;
static const struct
{
float x, y, z;
D3DCOLOR color;
}
quad_1[] =
{
{ -1.0f, 1.0f, 0.0f, 0xffff0000},
{ 1.0f, 1.0f, 1.0f, 0xffff0000},
{ -1.0f, -1.0f, 0.0f, 0xffff0000},
{ 1.0f, -1.0f, 1.0f, 0xffff0000},
},
quad_2[] =
{
{ -1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, 1.0f, 0.0f, 0xff0000ff},
{ -1.0f, -1.0f, 1.0f, 0xff0000ff},
{ 1.0f, -1.0f, 0.0f, 0xff0000ff},
};
static const struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
{240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
{400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
{560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
{ 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
{240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
{400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
{560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
};
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n");
IDirect3D9_Release(d3d);
return;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&present_parameters, &device);
ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n");
goto cleanup;
}
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
/* Render onscreen and then offscreen */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Render offscreen and then onscreen */
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(original_rt);
cleanup_device(device);
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&present_parameters, &device);
ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
/* Render to a multisampled offscreen frame buffer and then blit to
* the onscreen (not multisampled) frame buffer. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(rt);
cleanup:
cleanup_device(device);
IDirect3D9_Release(d3d);
}
static void resz_test(void)
{
IDirect3DDevice9 *device = 0;
IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds;
D3DCAPS9 caps;
HRESULT hr;
D3DPRESENT_PARAMETERS present_parameters;
unsigned int i;
static const DWORD ps_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0 */
0x02000001, 0x800f0001, 0xa0e40000, /* mov r1, c0 */
0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
0x02000001, 0x80010001, 0x80e40000, /* mov r1.x, r0 */
0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texldp r0, t0, s0 */
0x02000001, 0x80020001, 0x80000000, /* mov r1.y, r0.x */
0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */
0x0000ffff, /* end */
};
struct
{
float x, y, z;
float s, t, p, q;
}
quad[] =
{
{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
struct
{
UINT x, y;
D3DCOLOR color;
}
expected_colors[] =
{
{ 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
{ 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
{240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
{400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
};
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *ps;
IDirect3D9 *d3d;
DWORD value;
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping RESZ test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z'))))
{
skip("No RESZ support, skipping RESZ test.\n");
IDirect3D9_Release(d3d);
return;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = FALSE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No pixel shader 2.0 support, skipping INTZ test.\n");
cleanup_device(device);
IDirect3D9_Release(d3d);
return;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
cleanup_device(device);
IDirect3D9_Release(d3d);
return;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
IDirect3DSurface9_Release(intz_ds);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
/* Render offscreen (multisampled), blit the depth buffer
* into the INTZ texture and then check its contents */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
/* The destination depth texture has to be bound to sampler 0 */
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
/* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
/* The actual multisampled depth buffer resolve happens here */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value);
ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
cleanup_device(device);
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds);
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
IDirect3DSurface9_Release(intz_ds);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
/* Render onscreen, blit the depth buffer into the INTZ texture
* and then check its contents */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
/* The actual multisampled depth buffer resolve happens here */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value);
ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Test edge cases - try with no texture at all */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
/* With a non-multisampled depth buffer */
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Read the depth values back. */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Without a current depth-stencil buffer set */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
IDirect3DPixelShader9_Release(ps);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(original_rt);
cleanup_device(device);
IDirect3D9_Release(d3d);
}
static void zenable_test(void)
{
static const struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
tquad[] =
{
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00},
{{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
{{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
};
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT x, y;
UINT i, j;
UINT test;
IDirect3DSurface9 *ds;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr);
for (test = 0; test < 2; ++test)
{
/* The Windows 8 testbot (WARP) appears to clip with
* ZENABLE = D3DZB_TRUE and no depth buffer set. */
static const D3DCOLOR expected_broken[] =
{
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
};
if (!test)
{
hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
}
else
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, 0x0000ff00, 1)
|| broken(color_match(color, expected_broken[i * 4 + j], 1) && !test),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x, test %u.\n",
x, y, color, test);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
IDirect3DSurface9_Release(ds);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)
&& caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
static const DWORD vs_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */
0x0000ffff
};
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff /* end */
};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, -0.5f},
{-1.0f, 1.0f, -0.5f},
{ 1.0f, -1.0f, 1.5f},
{ 1.0f, 1.0f, 1.5f},
};
static const D3DCOLOR expected[] =
{
0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000,
0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000,
0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
};
/* The Windows 8 testbot (WARP) appears to not clip z for regular
* vertices either. */
static const D3DCOLOR expected_broken[] =
{
0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf,
0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf,
0x00206020, 0x00606060, 0x009f609f, 0x00df60df,
0x00202020, 0x00602060, 0x009f209f, 0x00df20df,
};
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, expected[i * 4 + j], 1)
|| broken(color_match(color, expected_broken[i * 4 + j], 1)),
"Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
IDirect3DVertexShader9_Release(vs);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fog_special_test(void)
{
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
{{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
{{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
};
static const struct
{
DWORD vertexmode, tablemode;
BOOL vs, ps;
D3DCOLOR color_left, color_right;
}
tests[] =
{
{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000},
{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000},
{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000},
};
static const DWORD pixel_shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD vertex_shader_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
union
{
float f;
DWORD d;
} conv;
DWORD color;
HRESULT hr;
unsigned int i;
IDirect3DPixelShader9 *ps;
IDirect3DVertexShader9 *vs;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
}
else
{
skip("Vertex Shaders not supported, skipping some fog tests.\n");
vs = NULL;
}
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
}
else
{
skip("Pixel Shaders not supported, skipping some fog tests.\n");
ps = NULL;
}
/* The table fog tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
conv.f = 0.5f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, conv.d);
ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, conv.d);
ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
if (!tests[i].vs)
{
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
}
else if (vs)
{
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
}
else
{
continue;
}
if (!tests[i].ps)
{
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
}
else if (ps)
{
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
}
else
{
continue;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode);
ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode);
ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 310, 240);
ok(color_match(color, tests[i].color_left, 1),
"Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i);
color = getPixelColor(device, 330, 240);
ok(color_match(color, tests[i].color_right, 1),
"Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
if (vs)
IDirect3DVertexShader9_Release(vs);
if (ps)
IDirect3DPixelShader9_Release(ps);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void volume_srgb_test(void)
{
HRESULT hr;
unsigned int i, j;
IDirect3DVolumeTexture9 *tex1, *tex2;
D3DPOOL pool;
D3DLOCKED_BOX locked_box;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
static const struct
{
BOOL srgb;
DWORD color;
}
tests[] =
{
/* Try toggling on and off */
{ FALSE, 0x007f7f7f },
{ TRUE, 0x00363636 },
{ FALSE, 0x007f7f7f },
};
static const struct
{
struct vec3 pos;
struct vec3 texcrd;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_VOLUMETEXTURE, D3DFMT_A8R8G8B8) != D3D_OK)
{
skip("D3DFMT_A8R8G8B8 volume textures with SRGBREAD not supported.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
for (i = 0; i < 2; i++)
{
if (!i)
pool = D3DPOOL_SYSTEMMEM;
else
pool = D3DPOOL_MANAGED;
hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, pool, &tex1, NULL);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture9_LockBox(tex1, 0, &locked_box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
*((DWORD *)locked_box.pBits) = 0x7f7f7f7f;
hr = IDirect3DVolumeTexture9_UnlockBox(tex1, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
if (!i)
{
hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex1, (IDirect3DBaseTexture9 *)tex2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(tex1);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(tex2);
}
else
{
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(tex1);
}
for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, tests[j].srgb);
ok(SUCCEEDED(hr), "Failed to set srgb state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[j].color, 2),
"Expected color 0x%08x, got 0x%08x, i = %u, j = %u.\n", tests[j].color, color, i, j);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void volume_dxt5_test(void)
{
IDirect3DVolumeTexture9 *texture;
IDirect3DDevice9 *device;
D3DLOCKED_BOX box;
IDirect3D9 *d3d;
unsigned int i;
ULONG refcount;
DWORD color;
HWND window;
HRESULT hr;
static const char texture_data[] =
{
/* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00
};
static const struct
{
struct vec3 position;
struct vec3 texcrd;
}
quads[] =
{
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}},
{{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}},
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}},
{{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}},
{{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}},
};
static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5)))
{
skip("DXT5 volume textures are not supported, skipping test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5,
D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
memcpy(box.pBits, texture_data, sizeof(texture_data));
hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; i++)
{
color = getPixelColor(device, 80 + 160 * i, 240);
ok (color_match(color, expected_colors[i], 1),
"Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void volume_v16u16_test(void)
{
IDirect3DVolumeTexture9 *texture;
IDirect3DPixelShader9 *shader;
IDirect3DDevice9 *device;
D3DLOCKED_BOX box;
IDirect3D9 *d3d;
unsigned int i;
ULONG refcount;
D3DCAPS9 caps;
SHORT *texel;
DWORD color;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
struct vec3 texcrd;
}
quads[] =
{
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}},
{{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}},
{{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}},
{{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}},
{{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}},
{{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}},
};
static const DWORD shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */
0x3f000000, 0x3f000000, /* 0.5, 0.5 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
0x0000ffff /* end */
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16)))
{
skip("Volume V16U16 textures are not supported, skipping test.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
for (i = 0; i < 2; i++)
{
D3DPOOL pool;
if (i)
pool = D3DPOOL_SYSTEMMEM;
else
pool = D3DPOOL_MANAGED;
hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
pool, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch);
texel[0] = 32767;
texel[1] = 32767;
texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch);
texel[0] = -32768;
texel[1] = 0;
texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch);
texel[0] = -16384;
texel[1] = 16384;
texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch);
texel[0] = 0;
texel[1] = 0;
hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
if (i)
{
IDirect3DVolumeTexture9 *texture2;
hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
D3DPOOL_DEFAULT, &texture2, NULL);
ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture,
(IDirect3DBaseTexture9 *)texture2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(texture);
texture = texture2;
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 120, 160);
ok (color_match(color, 0x000080ff, 2),
"Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color);
color = getPixelColor(device, 120, 400);
ok (color_match(color, 0x00ffffff, 2),
"Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color);
color = getPixelColor(device, 360, 160);
ok (color_match(color, 0x007f7fff, 2),
"Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color);
color = getPixelColor(device, 360, 400);
ok (color_match(color, 0x0040c0ff, 2),
"Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DVolumeTexture9_Release(texture);
}
IDirect3DPixelShader9_Release(shader);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void add_dirty_rect_test_draw(IDirect3DDevice9 *device)
{
HRESULT hr;
static const struct
{
struct vec3 position;
struct vec2 texcoord;
}
quad[] =
{
{{-1.0, -1.0, 0.0}, {0.0, 0.0}},
{{-1.0, 1.0, 0.0}, {0.0, 1.0}},
{{ 1.0, -1.0, 0.0}, {1.0, 0.0}},
{{ 1.0, 1.0, 0.0}, {1.0, 1.0}},
};
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
}
static void add_dirty_rect_test(void)
{
HRESULT hr;
IDirect3DTexture9 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green,
*tex_managed, *tex_dynamic;
IDirect3DSurface9 *surface_dst2, *surface_src_green, *surface_src_red,
*surface_managed0, *surface_managed1, *surface_dynamic;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
unsigned int i;
ULONG refcount;
DWORD *texel;
HWND window;
D3DLOCKED_RECT locked_rect;
static const RECT part_rect = {96, 96, 160, 160};
DWORD color;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &tex_dst1, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_DEFAULT, &tex_dst2, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &tex_src_red, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
D3DPOOL_SYSTEMMEM, &tex_src_green, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8,
D3DPOOL_MANAGED, &tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC,
D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_dst2, 0, &surface_dst2);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_green, 0, &surface_src_green);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_red, 0, &surface_src_red);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 0, &surface_managed0);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 1, &surface_managed1);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic);
ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0);
fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
/* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on the destination is ignored. */
hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, &part_rect);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle
* tracking is supported. */
hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, &part_rect);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
color = getPixelColor(device, 1, 1);
todo_wine ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 1, 1);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
/* Locks with NO_DIRTY_UPDATE are ignored. */
fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */
fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
todo_wine ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1),
"Expected color 0x000000ff, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Maps without either of these flags record a dirty rectangle. */
fill_surface(surface_src_green, 0x00ffffff, 0);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffffff, 1),
"Expected color 0x00ffffff, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Partial LockRect works just like a partial AddDirtyRect call. */
hr = IDirect3DTexture9_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
texel = locked_rect.pBits;
for (i = 0; i < 64; i++)
texel[i] = 0x00ff00ff;
for (i = 1; i < 64; i++)
memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch);
hr = IDirect3DTexture9_UnlockRect(tex_src_green, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff00ff, 1),
"Expected color 0x00ff00ff, got 0x%08x.\n", color);
color = getPixelColor(device, 1, 1);
ok(color_match(color, 0x00ffffff, 1),
"Expected color 0x00ffffff, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0);
fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
(IDirect3DBaseTexture9 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* UpdateSurface ignores the missing dirty marker. */
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red,
(IDirect3DBaseTexture9 *)tex_dst2);
hr = IDirect3DDevice9_UpdateSurface(device, surface_src_green, NULL, surface_dst2, NULL);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Tests with managed textures. */
fill_surface(surface_managed0, 0x00ff0000, 0);
fill_surface(surface_managed1, 0x00ff0000, 0);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_managed);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */
fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE);
fill_surface(surface_managed1, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect uploads the new contents.
* Side note, not tested in the test: Partial surface updates work, and two separate
* dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers
* untested. */
hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* So does EvictManagedResources. */
fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE);
fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE);
hr = IDirect3DDevice9_EvictManagedResources(device);
ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Tests with dynamic textures */
fill_surface(surface_dynamic, 0x0000ffff, 0);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dynamic);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ffff, 1),
"Expected color 0x0000ffff, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */
fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE);
add_dirty_rect_test_draw(device);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ffff00, 1),
"Expected color 0x00ffff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* AddDirtyRect on a locked texture is allowed. */
hr = IDirect3DTexture9_LockRect(tex_src_red, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_AddDirtyRect(tex_src_red, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DTexture9_UnlockRect(tex_src_red, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
/* Redundant AddDirtyRect calls are ok. */
hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
IDirect3DSurface9_Release(surface_dst2);
IDirect3DSurface9_Release(surface_managed1);
IDirect3DSurface9_Release(surface_managed0);
IDirect3DSurface9_Release(surface_src_red);
IDirect3DSurface9_Release(surface_src_green);
IDirect3DSurface9_Release(surface_dynamic);
IDirect3DTexture9_Release(tex_src_red);
IDirect3DTexture9_Release(tex_src_green);
IDirect3DTexture9_Release(tex_dst1);
IDirect3DTexture9_Release(tex_dst2);
IDirect3DTexture9_Release(tex_managed);
IDirect3DTexture9_Release(tex_dynamic);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_per_stage_constant(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
{{-1.0f, 1.0f, 0.1f}, 0xffff0000},
{{ 1.0f, -1.0f, 0.1f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xffff0000},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT))
{
skip("Per-stage constants not supported, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_CONSTANT, 0x80a1b2c3);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00a1b2c3, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_COMPLEMENT);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x005e4d3c, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_ALPHAREPLICATE);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00808080, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0080007f, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_3dc_formats(void)
{
static const char ati1n_data[] =
{
/* A 4x4 texture with the color component at 50%. */
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const char ati2n_data[] =
{
/* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component,
* 0% second component. Second block is the opposite. */
0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
};
static const struct
{
struct vec3 position;
struct vec2 texcoord;
}
quads[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
{{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
{{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
{{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
{{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}},
};
static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1');
static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2');
static const struct
{
struct vec2 position;
D3DCOLOR amd_r500;
D3DCOLOR amd_r600;
D3DCOLOR nvidia_old;
D3DCOLOR nvidia_new;
}
expected_colors[] =
{
{{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000},
{{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000},
{{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff},
{{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff},
};
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
IDirect3DTexture9 *ati1n_texture, *ati2n_texture;
D3DCAPS9 caps;
D3DLOCKED_RECT rect;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc)))
{
skip("ATI1N textures are not supported, skipping test.\n");
goto done;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc)))
{
skip("ATI2N textures are not supported, skipping test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP))
{
skip("D3DTA_TEMP not supported, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc,
D3DPOOL_MANAGED, &ati1n_texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(ati1n_texture, 0, &rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data));
hr = IDirect3DTexture9_UnlockRect(ati1n_texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc,
D3DPOOL_MANAGED, &ati2n_texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(ati2n_texture, 0, &rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data));
hr = IDirect3DTexture9_UnlockRect(ati2n_texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
/* The temporary register is initialized to 0. */
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati1n_texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati2n_texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
ok (color_match(color, expected_colors[i].amd_r500, 1)
|| color_match(color, expected_colors[i].amd_r600, 1)
|| color_match(color, expected_colors[i].nvidia_old, 1)
|| color_match(color, expected_colors[i].nvidia_new, 1),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DTexture9_Release(ati2n_texture);
IDirect3DTexture9_Release(ati1n_texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_fog_interpolation(void)
{
HRESULT hr;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000},
{{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000},
};
union
{
DWORD d;
float f;
} conv;
unsigned int i;
static const struct
{
D3DFOGMODE vfog, tfog;
D3DSHADEMODE shade;
D3DCOLOR middle_color;
BOOL todo;
}
tests[] =
{
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE},
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
};
static const D3DMATRIX ident_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
D3DCAPS9 caps;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = 5.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this,
* the drivers seem to use a static z = 1.0 input for the fog equation.
* The input value is independent of the actual z and w component of
* the vertex position. */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 0, 240);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 320, 240);
todo_wine_if (tests[i].todo)
ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 639, 240);
ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_negative_fixedfunction_fog(void)
{
HRESULT hr;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, -0.5f}, 0xffff0000},
{{-1.0f, 1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
};
static const struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
tquad[] =
{
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
};
unsigned int i;
static const D3DMATRIX zero =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
/* Needed to make AMD drivers happy. Yeah, it is not supposed to
* have an effect on RHW draws. */
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
DWORD pos_type;
const void *quad;
size_t stride;
const D3DMATRIX *matrix;
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog, tfog;
DWORD color, color_broken, color_broken2;
}
tests[] =
{
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot.
*
* Geforce8+ GPUs on Windows abs() table fog, everything else does not. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000},
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
* parameters to 0.0 and 1.0 in the table fog case. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00},
/* test_fog_interpolation shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated.
*
* Vertex fog abs() behavior is the same on all GPUs. */
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400},
};
D3DCAPS9 caps;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2))
|| broken(color_match(color, tests[i].color_broken2, 2)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_position_index(void)
{
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1},
D3DDECL_END()
};
/* Declaring (and using) a position1 output semantic in a VS fails at draw time on AMD
* but works on Nvidia.
* MSDN is not consistent on this point. */
static const DWORD vs_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */
0x0200001f, 0x80010000, 0xe00f0001, /* dcl_position1 o1 */
0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */
0x0000ffff /* end */
};
static const DWORD vs_code_2[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
0x0200001f, 0x80010000, 0x900f0001, /* dcl_position1 v1 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position0 o0 */
0x0200001f, 0x80000005, 0xe00f0002, /* dcl_texcoord0 o2 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0002, 0x90e40001, /* mov o2, v1 */
0x0000ffff /* end */
};
static const DWORD ps_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80010000, 0x900f0000, /* dcl_position1 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const DWORD ps_code_2[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* This one is considered invalid by the native shader assembler. */
static const DWORD ps_code_bad[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
static const struct
{
struct vec3 position;
struct vec3 position1;
}
quad[] =
{
{{-1.0f, -1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.5f}, {1.0f, 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.5f}, {0.0f, 1.0f, 0.0f}},
};
static const struct
{
struct vec2 position;
D3DCOLOR expected_color;
D3DCOLOR broken_color;
}
expected_colors[] =
{
{{ 80, 240}, 0x00df2000, 0x00ff00ff},
{{240, 240}, 0x009f6000, 0x00ff00ff},
{{400, 240}, 0x00609f00, 0x00ff00ff},
{{560, 240}, 0x0020df00, 0x00ff00ff},
};
IDirect3D9 *d3d;
IDirect3DDevice9 *device;
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DVertexShader9 *vs, *vs2;
IDirect3DPixelShader9 *ps, *ps2;
D3DCAPS9 caps;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0)
|| caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
{
skip("Shader model 3.0 unsupported, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "CreateVertexDeclaration failed, hr %#x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed, hr %#x\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code_2, &vs2);
ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_bad, &ps);
ok(hr == D3DERR_INVALIDCALL, "CreatePixelShader returned hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_2, &ps2);
ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
{
color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
ok (color_match(color, expected_colors[i].expected_color, 1)
|| broken(color_match(color, expected_colors[i].broken_color, 1)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
hr = IDirect3DDevice9_SetPixelShader(device, ps2);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
{
color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
ok (color_match(color, expected_colors[i].expected_color, 1)
|| broken(color_match(color, expected_colors[i].broken_color, 1)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
hr = IDirect3DDevice9_SetVertexShader(device, vs2);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(expected_colors[0]); ++i)
{
color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
ok (color_match(color, expected_colors[i].expected_color, 1),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps2);
IDirect3DPixelShader9_Release(ps);
IDirect3DVertexShader9_Release(vs2);
IDirect3DVertexShader9_Release(vs);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_table_fog_zw(void)
{
HRESULT hr;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
D3DCAPS9 caps;
static struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
quad[] =
{
{{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000},
{{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000},
{{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000},
{{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000},
};
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
float z, w;
D3DZBUFFERTYPE z_test;
D3DCOLOR color;
}
tests[] =
{
{0.7f, 0.0f, D3DZB_TRUE, 0x004cb200},
{0.7f, 0.0f, D3DZB_FALSE, 0x004cb200},
{0.7f, 0.3f, D3DZB_TRUE, 0x004cb200},
{0.7f, 0.3f, D3DZB_FALSE, 0x004cb200},
{0.7f, 3.0f, D3DZB_TRUE, 0x004cb200},
{0.7f, 3.0f, D3DZB_FALSE, 0x004cb200},
{0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00},
{0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00},
};
unsigned int i;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n");
goto done;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
/* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
quad[0].position.z = tests[i].z;
quad[1].position.z = tests[i].z;
quad[2].position.z = tests[i].z;
quad[3].position.z = tests[i].z;
quad[0].position.w = tests[i].w;
quad[1].position.w = tests[i].w;
quad[2].position.w = tests[i].w;
quad[3].position.w = tests[i].w;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2),
"Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}
done:
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_signed_formats(void)
{
IDirect3DDevice9 *device;
HWND window;
HRESULT hr;
unsigned int i, j, x, y;
IDirect3DTexture9 *texture, *texture_sysmem;
IDirect3DSurface9 *src_surface, *dst_surface;
D3DLOCKED_RECT locked_rect;
IDirect3DPixelShader9 *shader, *shader_alpha;
IDirect3D9 *d3d;
D3DCOLOR color;
D3DCAPS9 caps;
ULONG refcount;
/* The input data was designed for D3DFMT_L6V5U5 and then transferred
* to the other formats because L6V5U5 is the lowest precision format.
* It tests the extreme values -1.0 (-16) and 1.0 (15) for U/V and
* 0.0 (0) and 1.0 (63) for L, the neutral point 0 as well as -1 and 1.
* Some other intermediate values are tested too. The input value -15
* (min + 1) is tested as well. Unlike what OpenGL 4.4 says in section
* 2.3.4.1, this value does not represent -1.0. In the interest of re-
* using the expected output data the 8 bit and 16 bit values in V8U8
* and V16U16 match (post-normalization) the 5 bit input values. Thus
* -1, 1 and -127 are not tested in V8U8.
*
* 8 bit specific values like -127 are tested in the Q channel of
* D3DFMT_Q8W8V8U8. Here d3d seems to follow the rules from the GL
* spec. AMD's r200 is broken though and returns a value < -1.0 for
* -128. The difference between using -127 or -128 as the lowest
* possible value gets lost in the slop of 1 though. */
static const USHORT content_v8u8[4][4] =
{
{0x0000, 0x7f7f, 0x8880, 0x0000},
{0x0080, 0x8000, 0x7f00, 0x007f},
{0x193b, 0xe8c8, 0x0808, 0xf8f8},
{0x4444, 0xc0c0, 0xa066, 0x22e0},
};
static const DWORD content_v16u16[4][4] =
{
{0x00000000, 0x7fff7fff, 0x88008000, 0x00000000},
{0x00008000, 0x80000000, 0x7fff0000, 0x00007fff},
{0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800},
{0x44444444, 0xc000c000, 0xa0006666, 0x2222e000},
};
static const DWORD content_q8w8v8u8[4][4] =
{
{0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000},
{0x10000080, 0x20008000, 0x30007f00, 0x4000007f},
{0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8},
{0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0},
};
static const DWORD content_x8l8v8u8[4][4] =
{
{0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000},
{0x00000080, 0x00008000, 0x00007f00, 0x0000007f},
{0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8},
{0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0},
};
/* D3DFMT_L6V5U5 has poor precision on some GPUs. On a GeForce 7 the highest V and U value (15)
* results in the output color 0xfb, which is 4 steps away from the correct value 0xff. It is
* not the ~0xf0 you'd get if you blindly left-shifted the 5 bit value to form an 8 bit value
* though.
*
* There may also be an off-by-one bug involved: The value -7 should result in the output 0x47,
* but ends up as 0x4d. Likewise, -3 becomes 0x6e instead of 0x67. Those values are close to
* the proper results of -6 and -2.
*
* On Wine the emulation with unsigned R5G6B5 has poor precision, e.g. the signed 0 becomes 16,
* and ((16 / 31) - 0.5) * 2.0 is 0.032 instead of 0.000. The final output result we read back
* is 0x84 instead of 0x80. */
static const USHORT content_l6v5u5[4][4] =
{
{0x0000, 0xfdef, 0x0230, 0xfc00},
{0x0010, 0x0200, 0x01e0, 0x000f},
{0x4067, 0x53b9, 0x0421, 0xffff},
{0x8108, 0x0318, 0xc28c, 0x909c},
};
static const struct
{
D3DFORMAT format;
const char *name;
const void *content;
SIZE_T pixel_size;
BOOL blue, alpha;
unsigned int slop, slop_broken, alpha_broken;
}
formats[] =
{
{D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE},
{D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE},
{D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE },
{D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE},
{D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE},
};
static const struct
{
D3DPOOL pool;
UINT width;
RECT src_rect;
POINT dst_point;
}
tests[] =
{
{D3DPOOL_SYSTEMMEM, 4, {1, 1, 2, 3}, {2, 0}},
{D3DPOOL_SYSTEMMEM, 1, {0, 1, 1, 3}, {0, 0}},
{D3DPOOL_MANAGED, 4, {1, 1, 2, 3}, {2, 0}},
{D3DPOOL_MANAGED, 1, {0, 1, 1, 3}, {0, 0}},
};
static const DWORD shader_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */
0x0000ffff /* end */
};
static const DWORD shader_code_alpha[] =
{
/* The idea of this shader is to replicate the alpha value in .rg, and set
* blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */
0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */
0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */
0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */
0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */
0x0000ffff /* end */
};
static const struct
{
struct vec3 position;
struct vec2 texcrd;
}
quad[] =
{
/* Flip the y coordinate to make the input and
* output arrays easier to compare. */
{{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}},
{{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}},
};
static const D3DCOLOR expected_alpha[4][4] =
{
{0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000},
{0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000},
{0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000},
{0x00101000, 0x00202000, 0x00010100, 0x00020200},
};
static const BOOL alpha_broken[4][4] =
{
{FALSE, FALSE, FALSE, FALSE},
{FALSE, FALSE, FALSE, FALSE},
{FALSE, FALSE, FALSE, TRUE },
{FALSE, FALSE, FALSE, FALSE},
};
static const D3DCOLOR expected_colors[4][4] =
{
{0x00808080, 0x00fefeff, 0x00010780, 0x008080ff},
{0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080},
{0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff},
{0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8},
};
static const D3DCOLOR expected_colors2[4][4] =
{
{0x00808080, 0x00fefeff, 0x00800180, 0x008080ff},
{0x00018080, 0x00800180, 0x004767a8, 0x00fe8080},
{0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff},
{0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8},
};
static const D3DCOLOR expected_colors3[4] =
{
0x00018080,
0x00ba98a0,
0x00ba98a0,
0x00c3c3c0,
};
D3DCOLOR expected_color;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("Pixel shaders not supported, skipping converted format test.\n");
goto done;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_alpha, &shader_alpha);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); i++)
{
hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format);
if (FAILED(hr))
{
skip("Format %s not supported, skipping.\n", formats[i].name);
continue;
}
for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
{
texture_sysmem = NULL;
hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0,
formats[i].format, tests[j].pool, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch,
(char *)formats[i].content + y * 4 * formats[i].pixel_size,
tests[j].width * formats[i].pixel_size);
}
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
if (tests[j].pool == D3DPOOL_SYSTEMMEM)
{
texture_sysmem = texture;
hr = IDirect3DDevice9_CreateTexture(device, tests[j].width, 4, 1, 0,
formats[i].format, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture_sysmem,
(IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_alpha);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
for (x = 0; x < tests[j].width; x++)
{
BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x];
if (formats[i].alpha)
expected_color = expected_alpha[y][x];
else
expected_color = 0x00ffff00;
color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
ok(color_match(color, expected_color, 1) || broken(r200_broken),
"Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
expected_color, color, formats[i].name, x, y);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
for (x = 0; x < tests[j].width; x++)
{
expected_color = expected_colors[y][x];
if (!formats[i].blue)
expected_color |= 0x000000ff;
color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
ok(color_match(color, expected_color, formats[i].slop)
|| broken(color_match(color, expected_color, formats[i].slop_broken)),
"Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
expected_color, color, formats[i].name, x, y);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
if (tests[j].pool != D3DPOOL_SYSTEMMEM)
{
IDirect3DTexture9_Release(texture);
continue;
}
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &dst_surface);
ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
IDirect3DTexture9_GetSurfaceLevel(texture_sysmem, 0, &src_surface);
ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_UpdateSurface(device, src_surface,
&tests[j].src_rect, dst_surface, &tests[j].dst_point);
ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
IDirect3DSurface9_Release(dst_surface);
IDirect3DSurface9_Release(src_surface);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00003300, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (y = 0; y < 4; y++)
{
for (x = 0; x < tests[j].width; x++)
{
if (tests[j].width == 4)
expected_color = expected_colors2[y][x];
else
expected_color = expected_colors3[y];
if (!formats[i].blue)
expected_color |= 0x000000ff;
color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y);
ok(color_match(color, expected_color, formats[i].slop)
|| broken(color_match(color, expected_color, formats[i].slop_broken)),
"Expected color 0x%08x, got 0x%08x, format %s, location %ux%u.\n",
expected_color, color, formats[i].name, x, y);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture_sysmem);
IDirect3DTexture9_Release(texture);
}
}
IDirect3DPixelShader9_Release(shader);
IDirect3DPixelShader9_Release(shader_alpha);
done:
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_multisample_mismatch(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
HWND window;
HRESULT hr;
D3DCOLOR color;
ULONG refcount;
IDirect3DSurface9 *rt, *rt_multi, *ds;
static const struct
{
struct vec3 position;
DWORD color;
}
quad[] =
{
{{ -1.0f, -1.0f, 0.0f}, 0x000000ff},
{{ -1.0f, 1.0f, 0.0f}, 0x000000ff},
{{ 1.0f, -1.0f, 1.0f}, 0x000000ff},
{{ 1.0f, 1.0f, 1.0f}, 0x000000ff},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n");
IDirect3D9_Release(d3d);
return;
}
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_D24X8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_D24X8, skipping multisample mismatch test.\n");
IDirect3D9_Release(d3d);
return;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt_multi, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.1f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Clear with incompatible buffers. Partial and combined clears. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
/* The color buffer is reliably cleared on AMD and Nvidia GPUs. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer
* like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in
* the Z only clear case nor in the combined clear case. */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 62, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 64, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 318, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 322, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Draw with incompatible buffers. AMD even performs Z testing, and the Z test
* results appear to be correct for this simple draw. Nvidia doesn't draw unless
* the depth test is disabled. Setting ZFUNC = ALWAYS doesn't make the geometry
* show up either. Only test the ZENABLE = FALSE case for now. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(ds);
/* Test the reverse situation: Multisampled depth buffer, single sampled color buffer.
* Color clears work as expected, AMD also clears the depth buffer, Nvidia does not. */
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ffff00, 0.1f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColor(device, 62, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 318, 240);
ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x000000ff, 1)),
"Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 322, 240);
ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Draw with a single sampled color buffer and a multisampled depth buffer. Again
* AMD seems to perform correct Z testing, Nvidia doesn't draw unless the Z test
* is disabled. Again only test the ZENABLE = FALSE case. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(rt_multi);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_texcoordindex(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
}}};
static const struct
{
struct vec3 pos;
struct vec2 texcoord1;
struct vec2 texcoord2;
struct vec2 texcoord3;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}},
};
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
HWND window;
HRESULT hr;
IDirect3DTexture9 *texture1, *texture2;
D3DLOCKED_RECT locked_rect;
ULONG refcount;
D3DCOLOR color;
DWORD *ptr;
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
ptr = locked_rect.pBits;
ptr[0] = 0xff000000;
ptr[1] = 0xff00ff00;
ptr[2] = 0xff0000ff;
ptr[3] = 0xff00ffff;
hr = IDirect3DTexture9_UnlockRect(texture1, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD);
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
ptr = locked_rect.pBits;
ptr[0] = 0xff000000;
ptr[1] = 0xff0000ff;
ptr[2] = 0xffff0000;
ptr[3] = 0xffff00ff;
hr = IDirect3DTexture9_UnlockRect(texture2, 0);
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture1);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *)texture2);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX3);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1);
ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0);
ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE1, &mat);
ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2);
ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff00ff, 2), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture1);
IDirect3DTexture9_Release(texture2);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_vertex_blending(void)
{
IDirect3DVertexDeclaration9 *vertex_declaration;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCAPS9 caps;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
int i;
static const D3DMATRIX view_mat =
{{{
2.0f / 10.0f, 0.0f, 0.0f, 0.0f,
0.0f, 2.0f / 10.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}},
upper_left =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-4.0f, 4.0f, 0.0f, 1.0f
}}},
lower_left =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
-4.0f, -4.0f, 0.0f, 1.0f
}}},
upper_right =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
4.0f, 4.0f, 0.0f, 1.0f
}}},
lower_right =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
4.0f, -4.0f, 0.0f, 1.0f
}}};
static const POINT quad_upper_right_points[] =
{
{576, 48}, {-1, -1},
},
quad_upper_right_empty_points[] =
{
{64, 48}, {64, 432}, {576, 432}, {320, 240}, {-1, -1}
},
quad_center_points[] =
{
{320, 240}, {-1, -1}
},
quad_center_empty_points[] =
{
{64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1}
},
quad_upper_center_points[] =
{
{320, 48}, {-1, -1}
},
quad_upper_center_empty_points[] =
{
{320, 240}, {64, 48}, {576, 48}, {-1, -1}
},
quad_fullscreen_points[] =
{
{320, 48}, {320, 240}, {64, 48}, {576, 48}, {64, 432}, {576, 432}, {-1, -1}
},
quad_fullscreen_empty_points[] =
{
{-1, -1}
};
static const struct
{
DWORD fvf;
D3DVERTEXELEMENT9 decl_elements[3];
struct
{
struct
{
struct vec3 position;
struct vec3 blendweights;
}
vertex_data_float[4];
struct
{
struct vec3 position;
D3DCOLOR blendweights;
}
vertex_data_d3dcolor[4];
} s;
const POINT *quad_points;
const POINT *empty_points;
}
tests[] =
{
/* upper right */
{
D3DFVF_XYZB3,
{{0}},
{{{{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}},
quad_upper_right_points, quad_upper_right_empty_points
},
/* center */
{
D3DFVF_XYZB3,
{{0}},
{{{{-1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}},
{{-1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}},
{{ 1.0f, -1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}},
{{ 1.0f, 1.0f, 0.0f}, {0.25f, 0.25f, 0.25f}}}},
quad_center_points, quad_center_empty_points
},
/* upper center */
{
D3DFVF_XYZB3,
{{0}},
{{{{-1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}},
{{ 1.0f, 1.0f, 0.0f}, {0.5f, 0.0f, 0.0f}}}},
quad_upper_center_points, quad_upper_center_empty_points
},
/* full screen */
{
D3DFVF_XYZB3,
{{0}},
{{{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}}}},
quad_fullscreen_points, quad_fullscreen_empty_points
},
/* D3DCOLOR, full screen */
{
0,
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT, 0},
D3DDECL_END()
},
{{{{0}}},
{{{-1.0f, -1.0f, 0.0f}, 0x0000ff00},
{{-1.0f, 1.0f, 0.0f}, 0x00ff0000},
{{ 1.0f, -1.0f, 0.0f}, 0x000000ff},
{{ 1.0f, 1.0f, 0.0f}, 0x00000000}}},
quad_fullscreen_points, quad_fullscreen_empty_points
},
};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.MaxVertexBlendMatrices < 4)
{
skip("Only %u vertex blend matrices supported, skipping tests.\n", caps.MaxVertexBlendMatrices);
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &view_mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &upper_left);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &lower_left);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(2), &lower_right);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(3), &upper_right);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_VERTEXBLEND, D3DVBF_3WEIGHTS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed %08x\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
const POINT *point;
if (tests[i].fvf)
{
hr = IDirect3DDevice9_SetFVF(device, tests[i].fvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
vertex_declaration = NULL;
}
else
{
hr = IDirect3DDevice9_CreateVertexDeclaration(device, tests[i].decl_elements, &vertex_declaration);
ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
if (tests[i].fvf)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
tests[i].s.vertex_data_float, sizeof(*tests[i].s.vertex_data_float));
else
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
tests[i].s.vertex_data_d3dcolor, sizeof(*tests[i].s.vertex_data_d3dcolor));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
point = tests[i].quad_points;
while (point->x != -1 && point->y != -1)
{
color = getPixelColor(device, point->x, point->y);
ok(color_match(color, 0x00ffffff, 1), "Expected quad at %dx%d.\n", point->x, point->y);
++point;
}
point = tests[i].empty_points;
while (point->x != -1 && point->y != -1)
{
color = getPixelColor(device, point->x, point->y);
ok(color_match(color, 0x00000000, 1), "Unexpected quad at %dx%d.\n", point->x, point->y);
++point;
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
if (vertex_declaration)
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_updatetexture(void)
{
BOOL r32f_supported, ati2n_supported, do_visual_test;
IDirect3DBaseTexture9 *src, *dst;
unsigned int t, i, f, l, x, y, z;
D3DLOCKED_RECT locked_rect;
D3DLOCKED_BOX locked_box;
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
ULONG refcount;
D3DCOLOR color;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 pos;
struct vec2 texcoord;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}},
{{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}},
};
static const struct
{
struct vec3 pos;
struct vec3 texcoord;
}
quad_cube_tex[] =
{
{{-1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, 0.5f}},
{{-1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, 0.5f}},
{{ 1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, -0.5f}},
{{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, -0.5f}},
};
static const struct
{
UINT src_width, src_height;
UINT dst_width, dst_height;
UINT src_levels, dst_levels;
D3DFORMAT src_format, dst_format;
BOOL broken;
}
tests[] =
{
{8, 8, 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 0 */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 1 */
{8, 8, 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 2 */
{8, 8, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 3 */
{8, 8, 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 4 */
{8, 8, 2, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 5 */
/* The WARP renderer doesn't handle these cases correctly. */
{8, 8, 8, 8, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 6 */
{8, 8, 4, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 7 */
/* Not clear what happens here on Windows, it doesn't make much sense
* though (on Nvidia it seems to upload the 4x4 surface into the 7x7
* one or something like that). */
/* {8, 8, 7, 7, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */
{8, 8, 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 8 */
{4, 4, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 9 */
/* This one causes weird behavior on Windows (it probably writes out
* of the texture memory). */
/* {8, 8, 4, 4, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */
{8, 4, 4, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 10 */
{8, 4, 2, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 11 */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE}, /* 12 */
{8, 8, 8, 8, 4, 4, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 13 */
/* The data is converted correctly on AMD, on Nvidia nothing happens
* (it draws a black quad). */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, TRUE}, /* 14 */
/* Here the data is converted on AMD, just copied and "reinterpreted" as
* a 32 bit float on Nvidia (specifically the tested value becomes a
* very small float number which we get as 0 in the test). */
{8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R32F, TRUE}, /* 15 */
/* This one doesn't seem to give the expected results on AMD. */
/* {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_Q8W8V8U8, FALSE}, */
{8, 8, 8, 8, 4, 4, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */
{8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */
{8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 18 */
};
static const struct
{
D3DRESOURCETYPE type;
DWORD fvf;
const void *quad;
unsigned int vertex_size;
DWORD cap;
const char *name;
}
texture_types[] =
{
{D3DRTYPE_TEXTURE, D3DFVF_XYZ | D3DFVF_TEX1,
quad, sizeof(*quad), D3DPTEXTURECAPS_MIPMAP, "2D mipmapped"},
{D3DRTYPE_CUBETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0),
quad_cube_tex, sizeof(*quad_cube_tex), D3DPTEXTURECAPS_CUBEMAP, "Cube"},
{D3DRTYPE_VOLUMETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1,
quad, sizeof(*quad), D3DPTEXTURECAPS_VOLUMEMAP, "Volume"}
};
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
ok(SUCCEEDED(hr), "Failed to set texture clamping state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t)
{
if (!(caps.TextureCaps & texture_types[t].cap))
{
skip("%s textures not supported, skipping some tests.\n", texture_types[t].name);
continue;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, D3DFMT_A8R8G8B8)))
{
skip("%s D3DFMT_A8R8G8B8 texture filtering is not supported, skipping some tests.\n",
texture_types[t].name);
continue;
}
r32f_supported = TRUE;
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, D3DFMT_R32F)))
{
skip("%s R32F textures are not supported, skipping some tests.\n", texture_types[t].name);
r32f_supported = FALSE;
}
ati2n_supported = TRUE;
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_FILTER, texture_types[t].type, MAKEFOURCC('A','T','I','2'))))
{
skip("%s ATI2N textures are not supported, skipping some tests.\n", texture_types[t].name);
ati2n_supported = FALSE;
}
hr = IDirect3DDevice9_SetFVF(device, texture_types[t].fvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
if (tests[i].dst_format == D3DFMT_R32F && !r32f_supported)
continue;
if (tests[i].dst_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported)
continue;
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DDevice9_CreateTexture(device,
tests[i].src_width, tests[i].src_height,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateTexture(device,
tests[i].dst_width, tests[i].dst_height,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DDevice9_CreateCubeTexture(device,
tests[i].src_width,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DCubeTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateCubeTexture(device,
tests[i].dst_width,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DCubeTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DDevice9_CreateVolumeTexture(device,
tests[i].src_width, tests[i].src_height, tests[i].src_width,
tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM,
(IDirect3DVolumeTexture9 **)&src, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
hr = IDirect3DDevice9_CreateVolumeTexture(device,
tests[i].dst_width, tests[i].dst_height, tests[i].dst_width,
tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT,
(IDirect3DVolumeTexture9 **)&dst, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i);
break;
default:
trace("Unexpected resource type.\n");
}
/* Skip the visual part of the test for ATI2N (laziness) and cases that
* give a different (and unlikely to be useful) result. */
do_visual_test = (tests[i].src_format == D3DFMT_A8R8G8B8 || tests[i].src_format == D3DFMT_X8R8G8B8)
&& tests[i].src_levels != 0
&& tests[i].src_width >= tests[i].dst_width && tests[i].src_height >= tests[i].dst_height
&& !(tests[i].src_width > tests[i].src_height && tests[i].dst_width < tests[i].dst_height);
if (do_visual_test)
{
DWORD *ptr = NULL;
unsigned int width, height, depth, row_pitch = 0, slice_pitch = 0;
for (f = 0; f < (texture_types[t].type == D3DRTYPE_CUBETEXTURE ? 6 : 1); ++f)
{
width = tests[i].src_width;
height = texture_types[t].type != D3DRTYPE_CUBETEXTURE ? tests[i].src_height : tests[i].src_width;
depth = texture_types[t].type == D3DRTYPE_VOLUMETEXTURE ? width : 1;
for (l = 0; l < tests[i].src_levels; ++l)
{
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DTexture9_LockRect((IDirect3DTexture9 *)src,
l, &locked_rect, NULL, 0);
ptr = locked_rect.pBits;
row_pitch = locked_rect.Pitch / sizeof(*ptr);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DCubeTexture9_LockRect((IDirect3DCubeTexture9 *)src,
f, l, &locked_rect, NULL, 0);
ptr = locked_rect.pBits;
row_pitch = locked_rect.Pitch / sizeof(*ptr);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DVolumeTexture9_LockBox((IDirect3DVolumeTexture9 *)src,
l, &locked_box, NULL, 0);
ptr = locked_box.pBits;
row_pitch = locked_box.RowPitch / sizeof(*ptr);
slice_pitch = locked_box.SlicePitch / sizeof(*ptr);
break;
default:
trace("Unexpected resource type.\n");
}
ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
for (z = 0; z < depth; ++z)
{
for (y = 0; y < height; ++y)
{
for (x = 0; x < width; ++x)
{
ptr[z * slice_pitch + y * row_pitch + x] = 0xff000000
| (DWORD)(x / (width - 1.0f) * 255.0f) << 16
| (DWORD)(y / (height - 1.0f) * 255.0f) << 8;
}
}
}
switch (texture_types[t].type)
{
case D3DRTYPE_TEXTURE:
hr = IDirect3DTexture9_UnlockRect((IDirect3DTexture9 *)src, l);
break;
case D3DRTYPE_CUBETEXTURE:
hr = IDirect3DCubeTexture9_UnlockRect((IDirect3DCubeTexture9 *)src, f, l);
break;
case D3DRTYPE_VOLUMETEXTURE:
hr = IDirect3DVolumeTexture9_UnlockBox((IDirect3DVolumeTexture9 *)src, l);
break;
default:
trace("Unexpected resource type.\n");
}
ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
width >>= 1;
if (!width)
width = 1;
height >>= 1;
if (!height)
height = 1;
depth >>= 1;
if (!depth)
depth = 1;
}
}
}
hr = IDirect3DDevice9_UpdateTexture(device, src, dst);
if (FAILED(hr))
{
todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i);
IDirect3DBaseTexture9_Release(src);
IDirect3DBaseTexture9_Release(dst);
continue;
}
ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i);
if (do_visual_test)
{
hr = IDirect3DDevice9_SetTexture(device, 0, dst);
ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
texture_types[t].quad, texture_types[t].vertex_size);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok (color_match(color, 0x007f7f00, 3) || broken(tests[i].broken)
|| broken(color == 0x00adbeef), /* WARP device often just breaks down. */
"Got unexpected color 0x%08x, case %u, %u.\n", color, t, i);
}
IDirect3DBaseTexture9_Release(src);
IDirect3DBaseTexture9_Release(dst);
}
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_depthbias(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
IDirect3DSurface9 *ds;
D3DCAPS9 caps;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
unsigned int i;
static const D3DFORMAT formats[] =
{
D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32, D3DFMT_D24S8, MAKEFOURCC('I','N','T','Z'),
/* The scaling factor detection function detects the wrong factor for
* float formats on Nvidia, therefore the following tests are disabled.
* The wined3d function detects 2^23 like for fixed point formats but
* the test needs 2^22 to pass.
*
* AMD GPUs need a different scaling factor for float depth buffers
* (2^24) than fixed point (2^23), but the wined3d detection function
* works there, producing the right result in the test.
*
* D3DFMT_D32F_LOCKABLE, D3DFMT_D24FS8,
*/
};
static const struct
{
struct vec3 position;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}},
{{-1.0f, 1.0f, 0.0f}},
{{ 1.0f, -1.0f, 1.0f}},
{{ 1.0f, 1.0f, 1.0f}},
};
union
{
float f;
DWORD d;
} conv;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS))
{
IDirect3DDevice9_Release(device);
skip("D3DPRASTERCAPS_DEPTHBIAS not supported.\n");
goto done;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
{
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, formats[i])))
{
skip("Depth format %u not supported, skipping.\n", formats[i]);
continue;
}
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, formats[i],
D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL);
ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 0.5f, 0);
ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff0000);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = -0.2f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = 0.0f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = 0.2f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ffffff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
conv.f = 0.4f;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
color = getPixelColor(device, 61, 240);
ok(color_match(color, 0x00ffffff, 1), "Got unexpected color %08x at x=62, format %u.\n", color, formats[i]);
color = getPixelColor(device, 65, 240);
/* The broken results are for the WARP driver on the testbot. It seems to initialize
* a scaling factor based on the first depth format that is used. Other formats with
* a different depth size then render incorrectly. */
ok(color_match(color, 0x000000ff, 1) || broken(color_match(color, 0x00ffffff, 1)),
"Got unexpected color %08x at x=64, format %u.\n", color, formats[i]);
color = getPixelColor(device, 190, 240);
ok(color_match(color, 0x000000ff, 1) || broken(color_match(color, 0x00ffffff, 1)),
"Got unexpected color %08x at x=190, format %u.\n", color, formats[i]);
color = getPixelColor(device, 194, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ffffff, 1)),
"Got unexpected color %08x at x=194, format %u.\n", color, formats[i]);
color = getPixelColor(device, 318, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ffffff, 1)),
"Got unexpected color %08x at x=318, format %u.\n", color, formats[i]);
color = getPixelColor(device, 322, 240);
ok(color_match(color, 0x00ff0000, 1) || broken(color_match(color, 0x00000000, 1)),
"Got unexpected color %08x at x=322, format %u.\n", color, formats[i]);
color = getPixelColor(device, 446, 240);
ok(color_match(color, 0x00ff0000, 1) || broken(color_match(color, 0x00000000, 1)),
"Got unexpected color %08x at x=446, format %u.\n", color, formats[i]);
color = getPixelColor(device, 450, 240);
ok(color_match(color, 0x00000000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DSurface9_Release(ds);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_flip(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
IDirect3DSurface9 *back_buffers[3], *test_surface;
unsigned int i;
D3DCOLOR color;
D3DPRESENT_PARAMETERS present_parameters = {0};
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = window;
present_parameters.Windowed = TRUE;
present_parameters.BackBufferCount = 3;
present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
if (!device)
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
{
hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &test_surface);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface);
IDirect3DSurface9_Release(test_surface);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, back_buffers[2]);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_ColorFill(device, back_buffers[0], NULL, 0xffff0000);
ok(SUCCEEDED(hr), "Failed to color fill, hr %#x.\n", hr);
hr = IDirect3DDevice9_ColorFill(device, back_buffers[1], NULL, 0xff00ff00);
ok(SUCCEEDED(hr), "Failed to color fill, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Render target is unmodified. */
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &test_surface);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface);
IDirect3DSurface9_Release(test_surface);
/* Backbuffer surface pointers are unmodified */
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
{
hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &test_surface);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n",
i, back_buffers[i], test_surface);
IDirect3DSurface9_Release(test_surface);
}
/* Contents were changed. */
color = getPixelColorFromSurface(back_buffers[0], 1, 1);
ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
color = getPixelColorFromSurface(back_buffers[1], 1, 1);
ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
color = getPixelColorFromSurface(back_buffers[0], 1, 1);
ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
color = getPixelColorFromSurface(back_buffers[1], 1, 1);
ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
color = getPixelColorFromSurface(back_buffers[0], 1, 1);
ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
IDirect3DSurface9_Release(back_buffers[i]);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample flip test.\n");
goto done;
}
present_parameters.BackBufferCount = 2;
present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
present_parameters.Flags = 0;
hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
for (i = 0; i < present_parameters.BackBufferCount; ++i)
{
hr = IDirect3DDevice9_GetBackBuffer(device, 0, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetRenderTarget(device, 0, back_buffers[1]);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &test_surface, NULL);
ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, back_buffers[0], NULL, test_surface, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(test_surface, 1, 1);
ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
IDirect3DSurface9_Release(test_surface);
for (i = 0; i < present_parameters.BackBufferCount; ++i)
IDirect3DSurface9_Release(back_buffers[i]);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_uninitialized_varyings(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff
};
static const DWORD vs1_partial_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */
0x00000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */
0x00000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */
0x0000ffff
};
static const DWORD vs2_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff
};
static const DWORD vs2_partial_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x02000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */
0x02000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */
0x02000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */
0x0000ffff
};
static const DWORD vs3_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff
};
static const DWORD vs3_partial_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */
0x0200001f, 0x8001000a, 0xe00f0002, /* dcl_color1 o2 */
0x0200001f, 0x80000005, 0xe00f0003, /* dcl_texcoord0 o3 */
0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe0010001, 0xa0e40000, /* mov o1.x, c0 */
0x02000001, 0xe0010002, 0xa0e40000, /* mov o2.x, c0 */
0x02000001, 0xe0010003, 0xa0e40000, /* mov o3.x, c0 */
0x0000ffff
};
static const DWORD ps1_diffuse_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
static const DWORD ps1_specular_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40001, /* mov r0, v1 */
0x0000ffff
};
static const DWORD ps1_texcoord_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000040, 0xb00f0000, /* texcoord t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x0000ffff
};
static const DWORD ps2_diffuse_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const DWORD ps2_specular_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0001, /* dcl v1 */
0x02000001, 0x800f0800, 0x90e40001, /* mov oC0, v1 */
0x0000ffff
};
static const DWORD ps2_texcoord_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0xb00f0000, /* dcl t0 */
0x02000001, 0x800f0800, 0xb0e40000, /* mov oC0, t0 */
0x0000ffff
};
#if 0
/* This has been left here for documentation purposes. It is referenced in disabled tests in the table below. */
static const DWORD ps3_diffuse_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
#endif
static const DWORD ps3_specular_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8001000a, 0x900f0001, /* dcl_color1 v1 */
0x02000001, 0x800f0800, 0x90e40001, /* mov oC0, v1 */
0x0000ffff
};
static const DWORD ps3_texcoord_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0 v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff
};
static const struct
{
DWORD vs_version;
const DWORD *vs;
DWORD ps_version;
const DWORD *ps;
D3DCOLOR expected;
BOOL allow_zero_alpha;
BOOL partial;
BOOL broken_warp;
}
/* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000
* while on Nvidia it's the opposite. Just allow both.
*
* Partially initialized varyings reliably handle the component that has been initialized.
* The uninitialized components generally follow the rule above, with some exceptions on
* radeon cards. r500 and r600 GPUs have been found to set uninitialized components to 0.0,
* 0.5 and 1.0 without a sensible pattern. */
tests[] =
{
{D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff},
{ 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE},
{ 0, NULL, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE},
{D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xffffffff},
{D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff000000, TRUE, FALSE, TRUE},
{D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff000000, TRUE},
/* This test shows a lot of combinations of alpha and color that involve 1.0 and 0.0. Disable it.
*
* AMD r500 sets alpha = 1.0, color = 0.0. Nvidia sets alpha = 1.0, color = 1.0. r600 Sets Alpha = 0.0,
* color = 0.0. So far no combination with Alpha = 0.0, color = 1.0 has been found though.
* {D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xffffffff, FALSE, FALSE},
*
* The same issues apply to the partially initialized COLOR0 varying, in addition to unreliable results
* with partially initialized varyings in general.
* {D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_diffuse_code, 0xff7fffff, TRUE, TRUE}, */
{D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0xff000000, TRUE, FALSE, TRUE},
{D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff000000, TRUE, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE},
{D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE},
{D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_diffuse_code, 0xff7fffff, FALSE, TRUE},
{D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_specular_code, 0xff7f0000, TRUE, TRUE},
{D3DVS_VERSION(2, 0), vs2_partial_code, D3DPS_VERSION(2, 0), ps2_texcoord_code, 0xff7f0000, TRUE, TRUE},
{D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_specular_code, 0x007f0000, FALSE, TRUE},
{D3DVS_VERSION(3, 0), vs3_partial_code, D3DPS_VERSION(3, 0), ps3_texcoord_code, 0xff7f0000, TRUE, TRUE},
};
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
HWND window;
HRESULT hr;
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3DSurface9 *backbuffer;
struct surface_readback rb;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
unsigned int i;
ULONG refcount;
D3DCAPS9 caps;
D3DCOLOR color;
BOOL warp;
window = create_window();
d3d = Direct3DCreate9(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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
warp = adapter_is_warp(&identifier);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
{
skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
continue;
}
if (tests[i].vs)
{
hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
}
else
{
vs = NULL;
}
if (tests[i].ps)
{
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
}
else
{
ps = NULL;
}
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
get_rt_readback(backbuffer, &rb);
color = get_readback_color(&rb, 320, 240);
ok(color_match(color, tests[i].expected, 1)
|| (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1))
|| (broken(warp && tests[i].broken_warp))
|| broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
release_surface_readback(&rb);
if (vs)
IDirect3DVertexShader9_Release(vs);
if (ps)
IDirect3DVertexShader9_Release(ps);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(backbuffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_multisample_init(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
IDirect3DSurface9 *back, *multi;
ULONG refcount;
HWND window;
HRESULT hr;
D3DCOLOR color;
unsigned int x, y;
struct surface_readback rb;
BOOL all_zero = TRUE;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample init test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &back);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &multi, NULL);
ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, multi, NULL, back, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
get_rt_readback(back, &rb);
for (y = 0; y < 480; ++y)
{
for (x = 0; x < 640; x++)
{
color = get_readback_color(&rb, x, y);
if (!color_match(color, 0x00000000, 0))
{
all_zero = FALSE;
break;
}
}
if (!all_zero)
break;
}
release_surface_readback(&rb);
ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y);
IDirect3DSurface9_Release(multi);
IDirect3DSurface9_Release(back);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_texture_blending(void)
{
#define STATE_END() {0xffffffff, 0xffffffff}
#define IS_STATE_END(s) (s.name == 0xffffffff && s.value == 0xffffffff)
IDirect3DTexture9 *texture_bumpmap, *texture_red;
IDirect3DSurface9 *backbuffer;
struct surface_readback rb;
D3DLOCKED_RECT locked_rect;
IDirect3DDevice9 *device;
unsigned int i, j, k;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)},
};
static const float bumpenvmat[4] = {1.0f, 1.0f, 0.0f, 0.0f};
struct texture_stage_state
{
D3DTEXTURESTAGESTATETYPE name;
DWORD value;
};
struct texture_stage
{
enum
{
TEXTURE_INVALID,
TEXTURE_NONE,
TEXTURE_BUMPMAP,
TEXTURE_RED,
}
texture;
struct texture_stage_state state[20];
};
static const struct texture_stage default_stage_state =
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_DISABLE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_DISABLE},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
{D3DTSS_ALPHAARG2, D3DTA_CURRENT},
{D3DTSS_BUMPENVMAT00, 0},
{D3DTSS_BUMPENVMAT01, 0},
{D3DTSS_BUMPENVMAT10, 0},
{D3DTSS_BUMPENVMAT11, 0},
{D3DTSS_BUMPENVLSCALE, 0},
{D3DTSS_BUMPENVLOFFSET, 0},
{D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE},
{D3DTSS_COLORARG0, D3DTA_CURRENT},
{D3DTSS_ALPHAARG0, D3DTA_CURRENT},
{D3DTSS_RESULTARG, D3DTA_CURRENT},
{D3DTSS_CONSTANT, 0},
STATE_END(),
},
};
const struct test
{
DWORD tex_op_caps;
D3DCOLOR expected_color;
struct texture_stage stage[8];
}
tests[] =
{
{
D3DTEXOPCAPS_DISABLE,
0x80ffff02,
{
{
TEXTURE_NONE,
{
STATE_END(),
},
},
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1,
0x80ffff02,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1,
0x80ffff02,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1,
0x80ffff02,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_DIFFUSE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_DIFFUSE},
STATE_END(),
},
},
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1,
0x00000000,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEMP},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SUBTRACT,
0x80f0f000,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SUBTRACT},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_COLORARG2, D3DTA_CONSTANT},
{D3DTSS_CONSTANT, 0x0f0f0f0f},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_SUBTRACT,
0x71f0f000,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SUBTRACT},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_COLORARG2, D3DTA_CONSTANT},
{D3DTSS_ALPHAOP, D3DTOP_SUBTRACT},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAARG2, D3DTA_CONSTANT},
{D3DTSS_CONSTANT, 0x0f0f0f0f},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_DIFFUSE},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE,
0x00ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE
| D3DTEXOPCAPS_ADD,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_ADD},
{D3DTSS_ALPHAARG1, D3DTA_DIFFUSE},
{D3DTSS_ALPHAARG2, D3DTA_CONSTANT},
{D3DTSS_CONSTANT, 0x0fffffff},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE
| D3DTEXOPCAPS_MODULATE2X,
0x80ff0000,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_MODULATE2X},
{D3DTSS_ALPHAARG1, D3DTA_DIFFUSE},
{D3DTSS_ALPHAARG2, D3DTA_CONSTANT},
{D3DTSS_CONSTANT, 0x01ffffff},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE
| D3DTEXOPCAPS_MODULATE2X,
0x80ffff00,
{
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_MODULATE2X},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAARG2, D3DTA_CONSTANT},
{D3DTSS_CONSTANT, 0x01ffffff},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_MODULATE},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_COLORARG2, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAARG2, D3DTA_CONSTANT},
{D3DTSS_ALPHAARG0, D3DTA_CONSTANT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP,
0x01234567,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CONSTANT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CONSTANT},
{D3DTSS_RESULTARG, D3DTA_TEMP},
{D3DTSS_CONSTANT, 0x01234567},
STATE_END(),
},
},
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
{D3DTSS_RESULTARG, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEMP},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP,
0x00234567,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CONSTANT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CONSTANT},
{D3DTSS_RESULTARG, D3DTA_TEMP},
{D3DTSS_CONSTANT, 0x01234567},
STATE_END(),
},
},
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEMP},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP,
0x01234567,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CONSTANT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CONSTANT},
{D3DTSS_RESULTARG, D3DTA_TEMP},
{D3DTSS_CONSTANT, 0x01234567},
STATE_END(),
},
},
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
{D3DTSS_RESULTARG, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEMP},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
{
D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP,
0x01234567,
{
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CONSTANT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CONSTANT},
{D3DTSS_RESULTARG, D3DTA_CURRENT},
{D3DTSS_CONSTANT, 0x01234567},
STATE_END(),
},
},
{
TEXTURE_BUMPMAP,
{
{D3DTSS_COLOROP, D3DTOP_BUMPENVMAP},
{D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]},
{D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]},
{D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]},
{D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEMP},
{D3DTSS_RESULTARG, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_RED,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_TEXTURE},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_TEXTURE},
{D3DTSS_RESULTARG, D3DTA_TEMP},
STATE_END(),
},
},
{
TEXTURE_NONE,
{
{D3DTSS_COLOROP, D3DTOP_SELECTARG1},
{D3DTSS_COLORARG1, D3DTA_CURRENT},
{D3DTSS_ALPHAOP, D3DTOP_SELECTARG1},
{D3DTSS_ALPHAARG1, D3DTA_CURRENT},
{D3DTSS_RESULTARG, D3DTA_CURRENT},
STATE_END(),
},
},
{TEXTURE_INVALID}
},
},
};
window = create_window();
d3d = Direct3DCreate9(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.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr %#x.\n", hr);
if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP))
{
skip("D3DPMISCCAPS_TSSARGTEMP not supported.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT))
{
skip("D3DPMISCCAPS_PERSTAGECONSTANT not supported.\n");
IDirect3DDevice9_Release(device);
goto done;
}
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8)))
{
skip("D3DFMT_V8U8 not supported for legacy bump mapping.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr %#x.\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect));
hr = IDirect3DTexture9_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr);
*((WORD *)locked_rect.pBits) = 0xff00;
hr = IDirect3DTexture9_UnlockRect(texture_bumpmap, 0);
ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect));
hr = IDirect3DTexture9_LockRect(texture_red, 0, &locked_rect, NULL, 0);
ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr);
*((DWORD *)locked_rect.pBits) = 0x00ff0000;
hr = IDirect3DTexture9_UnlockRect(texture_red, 0);
ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
const struct test *current_test = &tests[i];
if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps)
{
skip("Texture operations %#x not supported.\n", current_test->tex_op_caps);
continue;
}
for (j = 0; j < caps.MaxTextureBlendStages; ++j)
{
IDirect3DTexture9 *current_texture = NULL;
for (k = 0; !IS_STATE_END(default_stage_state.state[k]); ++k)
{
hr = IDirect3DDevice9_SetTextureStageState(device, j,
default_stage_state.state[k].name, default_stage_state.state[k].value);
ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr);
}
if (current_test->stage[j].texture != TEXTURE_INVALID)
{
const struct texture_stage_state *current_state = current_test->stage[j].state;
switch (current_test->stage[j].texture)
{
case TEXTURE_RED:
current_texture = texture_red;
break;
case TEXTURE_BUMPMAP:
current_texture = texture_bumpmap;
break;
default:
current_texture = NULL;
break;
}
for (k = 0; !IS_STATE_END(current_state[k]); ++k)
{
hr = IDirect3DDevice9_SetTextureStageState(device, j,
current_state[k].name, current_state[k].value);
ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr);
}
}
hr = IDirect3DDevice9_SetTexture(device, j, (IDirect3DBaseTexture9 *)current_texture);
ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr);
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(hr == D3D_OK, "Test %u: IDirect3DDevice9_Clear failed, hr %#x.\n", i, hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr);
get_rt_readback(backbuffer, &rb);
color = get_readback_color(&rb, 320, 240);
ok(color_match(color, current_test->expected_color, 1),
"Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color);
release_surface_readback(&rb);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr);
}
IDirect3DTexture9_Release(texture_bumpmap);
IDirect3DTexture9_Release(texture_red);
IDirect3DSurface9_Release(backbuffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_color_clamping(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.1f},
{-1.0f, 1.0f, 0.1f},
{ 1.0f, -1.0f, 0.1f},
{ 1.0f, 1.0f, 0.1f},
};
static const DWORD vs1_code[] =
{
0xfffe0101, /* vs_1_1 */
0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */
0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */
0x0000ffff
};
static const DWORD vs2_code[] =
{
0xfffe0200, /* vs_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x03000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */
0x03000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */
0x0000ffff
};
static const DWORD vs3_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */
0x0200001f, 0x8001000a, 0xe00f0002, /* dcl_color1 o2 */
0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x03000002, 0xe00f0001, 0xa0e40000, 0xa0e40000, /* add o1, c0, c0 */
0x03000002, 0xe00f0002, 0xa0e40000, 0xa0e40000, /* add o2, c0, c0 */
0x0000ffff
};
static const DWORD ps1_code[] =
{
0xffff0101, /* ps_1_1 */
0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */
0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */
0x0000ffff
};
static const DWORD ps2_code[] =
{
0xffff0200, /* ps_2_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl v0 */
0x0200001f, 0x80000000, 0x900f0001, /* dcl v1 */
0x05000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
0x02000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x03000002, 0x800f0000, 0x80e40000, 0x90e40001, /* add r0, r0, v1 */
0x03000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */
0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
0x0000ffff
};
static const DWORD ps3_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x0200001f, 0x8001000a, 0x900f0001, /* dcl_color1 v1 */
0x05000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */
0x02000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x03000002, 0x800f0000, 0x80e40000, 0x90e40001, /* add r0, r0, v1 */
0x03000005, 0x800f0800, 0x80e40000, 0xa0e40000, /* mul oC0, r0, c0 */
0x0000ffff
};
static const struct
{
DWORD vs_version;
const DWORD *vs;
DWORD ps_version;
const DWORD *ps;
D3DCOLOR expected, broken;
}
tests[] =
{
{0, NULL, 0, NULL, 0x00404040},
{0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080},
{D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040},
{D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f},
{D3DVS_VERSION(2, 0), vs2_code, D3DPS_VERSION(2, 0), ps2_code, 0x007f7f7f},
{D3DVS_VERSION(3, 0), vs3_code, D3DPS_VERSION(3, 0), ps3_code, 0x00ffffff},
};
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
unsigned int i;
ULONG refcount;
D3DCOLOR color;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040);
ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
{
skip("Vertex / pixel shader version not supported, skipping test %u.\n", i);
continue;
}
if (tests[i].vs)
{
hr = IDirect3DDevice9_CreateVertexShader(device, tests[i].vs, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i);
}
else
{
vs = NULL;
}
if (tests[i].ps)
{
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].ps, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i);
}
else
{
ps = NULL;
}
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
if (vs)
IDirect3DVertexShader9_Release(vs);
if (ps)
IDirect3DVertexShader9_Release(ps);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_line_antialiasing_blending(void)
{
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
ULONG refcount;
D3DCOLOR color;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
green_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
};
static const struct
{
struct vec3 position;
DWORD diffuse;
}
red_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
};
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
trace("Line antialiasing support: %#x.\n", caps.LineCaps & D3DLINECAPS_ANTIALIAS);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ANTIALIASEDLINEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable line antialiasing, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_dsy(void)
{
static const DWORD vs_code[] =
{
0xfffe0300, /* vs_3_0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color0 o1 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x02000001, 0xe00f0001, 0x90e40001, /* mov o1, v1 */
0x0000ffff
};
static const DWORD ps_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0 v0 */
0x05000051, 0xa00f0000, 0x43700000, 0x3f000000, 0x00000000, 0x00000000, /* def c0, 240.0, 0.5, 0.0, 0.0 */
0x0200005c, 0x800f0000, 0x90e40000, /* dsy r0, v0 */
0x03000005, 0x800f0000, 0x80e40000, 0xa0000000, /* mul r0, r0, c0.x */
0x03000002, 0x800f0800, 0x80e40000, 0xa0550000, /* add oC0, r0, c0.y */
0x0000ffff
};
static const struct
{
struct vec3 pos;
D3DCOLOR color;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{-1.0f, 1.0f, 0.1f}, 0x0000ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x00ff0000},
{{ 1.0f, 1.0f, 0.1f}, 0x0000ff00},
};
IDirect3DSurface9 *backbuffer, *rt;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
{
skip("No ps_3_0 support, skipping dsy tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create offscreen render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 360, 240);
ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 360, 240);
ok(color_match(color, 0x00ff007f, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(backbuffer);
IDirect3DVertexShader9_Release(vs);
IDirect3DPixelShader9_Release(ps);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_evict_bound_resources(void)
{
IDirect3DVertexBuffer9 *vb;
IDirect3DIndexBuffer9 *ib;
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
ULONG refcount;
D3DCOLOR color;
HWND window;
void *data;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
green_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
};
static const unsigned short indices[] = {0, 1, 2, 3, 2, 1};
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib, NULL);
ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(green_quad), 0,
D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(green_quad), &data, 0);
ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
memcpy(data, green_quad, sizeof(green_quad));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), &data, 0);
ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr);
memcpy(data, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(ib);
ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetIndices(device, ib);
ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(*green_quad));
ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_EvictManagedResources(device);
ok(hr == D3D_OK, "Failed to evict managed resources, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
IDirect3DIndexBuffer9_Release(ib);
IDirect3DVertexBuffer9_Release(vb);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
/* This test shows that 0xffff is valid index in D3D9. */
static void test_max_index16(void)
{
static const struct vertex
{
struct vec3 position;
DWORD diffuse;
}
green_quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
};
static const unsigned short indices[] = {0, 1, 2, 0xffff};
static const unsigned int vertex_count = 0xffff + 1;
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3DVertexBuffer9 *vb;
IDirect3DIndexBuffer9 *ib;
IDirect3DDevice9 *device;
struct vertex *vb_data;
IDirect3D9 *d3d9;
ULONG refcount;
D3DCOLOR color;
D3DCAPS9 caps;
HWND window;
void *data;
HRESULT hr;
BOOL warp;
window = create_window();
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d9, "Failed to create a D3D object.\n");
hr = IDirect3D9_GetAdapterIdentifier(d3d9, D3DADAPTER_DEFAULT, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
warp = adapter_is_warp(&identifier);
if (!(device = create_device(d3d9, window, window, TRUE)))
{
skip("Failed to create a D3D device.\n");
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.MaxVertexIndex < 0xffff)
{
skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex);
IDirect3DDevice9_Release(device);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0,
D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib, NULL);
ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(green_quad), (void **)&vb_data, 0);
ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr);
vb_data[0] = green_quad[0];
vb_data[1] = green_quad[1];
vb_data[2] = green_quad[2];
vb_data[0xffff] = green_quad[3];
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr);
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), &data, 0);
ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr);
memcpy(data, indices, sizeof(indices));
hr = IDirect3DIndexBuffer9_Unlock(ib);
ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetIndices(device, ib);
ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(struct vertex));
ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 0, vertex_count, 0, 2);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 20, 20);
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 620, 460);
ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color);
IDirect3DIndexBuffer9_Release(ib);
IDirect3DVertexBuffer9_Release(vb);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
static void test_backbuffer_resize(void)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DSurface9 *backbuffer;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
};
window = create_window();
d3d = Direct3DCreate9(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.\n");
goto done;
}
/* Wine d3d9 implementation had a bug which was triggered by a
* SetRenderTarget() call with an unreferenced surface. */
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
refcount = IDirect3DSurface9_Release(backbuffer);
ok(!refcount, "Surface has %u references left.\n", refcount);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
present_parameters.BackBufferWidth = 800;
present_parameters.BackBufferHeight = 600;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = NULL;
present_parameters.Windowed = TRUE;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice9_Reset(device, &present_parameters);
ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
IDirect3DSurface9_Release(backbuffer);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 700, 500);
ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 700, 500);
ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_drawindexedprimitiveup(void)
{
static const struct vertex
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xff00ff00},
{{-1.0f, 1.0f, 0.1f}, 0xff0000ff},
{{ 1.0f, -1.0f, 0.1f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xff0000ff},
{{-1.0f, -1.0f, 0.1f}, 0xff0000ff},
{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
{{ 1.0f, -1.0f, 0.1f}, 0xffff0000},
{{ 1.0f, 1.0f, 0.1f}, 0xff00ff00},
};
static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7};
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCOLOR color;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(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.\n");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00404080, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00408040, 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_vertex_texture(void)
{
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
static const struct vec3 quad[] =
{
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const DWORD vs_code[] =
{
0xfffe0300, /* vs_3_0 */
0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0, 0, 0, 0 */
0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
0x0200001f, 0x90000000, 0xa00f0800, /* dcl_2d s0 */
0x0200001f, 0x80000000, 0xe00f0000, /* dcl_position o0 */
0x0200001f, 0x8000000a, 0xe00f0001, /* dcl_color o1 */
0x0300005f, 0xe00f0001, 0xa0000000, 0xa0e40800, /* texldl o1, c0.x, s0 */
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff, /* end */
};
static const DWORD ps_code[] =
{
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff, /* end */
};
static const DWORD texture_data[4] = {0x00ffff00, 0x00ffff00, 0x00ffff00, 0x00ffff00};
IDirect3DVertexDeclaration9 *declaration;
IDirect3DTexture9 *texture;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
window = create_window();
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create D3D device.\n");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0) || caps.PixelShaderVersion < D3DPS_VERSION(3, 0))
{
skip("SM3 is not supported.\n");
goto done;
}
if (!(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MAGFPOINT)
|| !(caps.VertexTextureFilterCaps & D3DPTFILTERCAPS_MINFPOINT))
{
skip("Vertex texture point filtering is not supported, caps %#x.\n", caps.VertexTextureFilterCaps);
goto done;
}
hr = IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_QUERY_VERTEXTEXTURE, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8);
if (hr != D3D_OK)
{
skip("No vertex texture fetch support for D3DFMT_A8R8G8B8, hr %#x.\n", hr);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "Failed to lock texture, hr %#x.\n", hr);
memcpy(lr.pBits, texture_data, sizeof(texture_data));
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "Failed to unlock texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, D3DVERTEXTEXTURESAMPLER0, (IDirect3DBaseTexture9 *)texture);
ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &declaration);
ok(SUCCEEDED(hr), "Failed to create vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, declaration);
ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 160, 360);
ok(color == texture_data[0], "Got unexpected color 0x%08x.\n", color);
IDirect3DPixelShader9_Release(ps);
IDirect3DVertexShader9_Release(vs);
IDirect3DTexture9_Release(texture);
IDirect3DVertexDeclaration9_Release(declaration);
done:
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
IDirect3D9 *d3d;
HRESULT hr;
if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION)))
{
skip("could not create D3D9 object\n");
return;
}
memset(&identifier, 0, sizeof(identifier));
hr = IDirect3D9_GetAdapterIdentifier(d3d, 0, 0, &identifier);
ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
trace("Driver string: \"%s\"\n", identifier.Driver);
trace("Description string: \"%s\"\n", identifier.Description);
/* Only Windows XP's default VGA driver should have an empty description */
ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n");
trace("Device name string: \"%s\"\n", identifier.DeviceName);
ok(identifier.DeviceName[0], "Empty device name.\n");
trace("Driver version %d.%d.%d.%d\n",
HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart),
HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart));
IDirect3D9_Release(d3d);
test_sanity();
depth_clamp_test();
stretchrect_test();
lighting_test();
test_specular_lighting();
clear_test();
color_fill_test();
fog_test();
test_cube_wrap();
z_range_test();
maxmip_test();
offscreen_test();
ds_size_test();
test_blend();
test_shademode();
srgbtexture_test();
release_buffer_test();
float_texture_test();
g16r16_texture_test();
pixelshader_blending_test();
texture_transform_flags_test();
autogen_mipmap_test();
fixed_function_decl_test();
conditional_np2_repeat_test();
fixed_function_bumpmap_test();
test_pointsize();
tssargtemp_test();
np2_stretch_rect_test();
yuv_color_test();
yuv_layout_test();
zwriteenable_test();
alphatest_test();
viewport_test();
test_constant_clamp_vs();
test_compare_instructions();
test_mova();
loop_index_test();
sincos_test();
sgn_test();
clip_planes_test();
test_vshader_input();
test_vshader_float16();
stream_test();
fog_with_shader_test();
texbem_test();
texdepth_test();
texkill_test();
volume_v16u16_test();
constant_clamp_ps_test();
cnd_test();
dp2add_ps_test();
unbound_sampler_test();
nested_loop_test();
pretransformed_varying_test();
vface_register_test();
test_fragment_coords();
multiple_rendertargets_test();
texop_test();
texop_range_test();
alphareplicate_test();
dp3_alpha_test();
depth_buffer_test();
depth_buffer2_test();
depth_blit_test();
intz_test();
shadow_test();
fp_special_test();
depth_bounds_test();
srgbwrite_format_test();
update_surface_test();
multisample_get_rtdata_test();
zenable_test();
fog_special_test();
volume_srgb_test();
volume_dxt5_test();
add_dirty_rect_test();
multisampled_depth_buffer_test();
resz_test();
stencil_cull_test();
test_per_stage_constant();
test_3dc_formats();
test_fog_interpolation();
test_negative_fixedfunction_fog();
test_position_index();
test_table_fog_zw();
test_signed_formats();
test_multisample_mismatch();
test_texcoordindex();
test_vertex_blending();
test_updatetexture();
test_depthbias();
test_flip();
test_uninitialized_varyings();
test_multisample_init();
test_texture_blending();
test_color_clamping();
test_line_antialiasing_blending();
test_dsy();
test_evict_bound_resources();
test_max_index16();
test_backbuffer_resize();
test_drawindexedprimitiveup();
test_vertex_texture();
}