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

14176 lines
713 KiB
C

/*
* Copyright 2005, 2007-2008 Henri Verbeet
* Copyright (C) 2007-2008 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
*/
#define COBJMACROS
#include <d3d9.h>
#include "wine/test.h"
static HMODULE d3d9_handle = 0;
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static HWND create_window(void)
{
WNDCLASS wc = {0};
HWND ret;
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d9_test_wc";
RegisterClass(&wc);
ret = CreateWindow("d3d9_test_wc", "d3d9_test",
WS_SYSMENU | WS_POPUP , 0, 0, 640, 480, 0, 0, 0, 0);
ShowWindow(ret, SW_SHOW);
return ret;
}
static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
{
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
c1 >>= 8; c2 >>= 8;
if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
return TRUE;
}
/* 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] & 0xffffffff;
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;
}
static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
{
DWORD ret;
IDirect3DSurface9 *surf = NULL, *target = NULL;
HRESULT hr;
D3DLOCKED_RECT lockedRect;
RECT rectToLock = {x, y, x+1, y+1};
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
if (FAILED(hr) || !surf)
{
trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr);
return 0xdeadbeef;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
if(FAILED(hr))
{
trace("Can't get the render target, hr=%08x\n", hr);
ret = 0xdeadbeed;
goto out;
}
hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf);
if (FAILED(hr))
{
trace("Can't read the render target data, hr=%08x\n", hr);
ret = 0xdeadbeec;
goto out;
}
hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%08x\n", hr);
ret = 0xdeadbeeb;
goto out;
}
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
hr = IDirect3DSurface9_UnlockRect(surf);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
}
out:
if(target) IDirect3DSurface9_Release(target);
if(surf) IDirect3DSurface9_Release(surf);
return ret;
}
static IDirect3DDevice9 *init_d3d9(void)
{
IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
IDirect3D9 *d3d9_ptr = 0;
IDirect3DDevice9 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
HRESULT hr;
D3DADAPTER_IDENTIFIER9 identifier;
d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
if (!d3d9_create) return NULL;
d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
if (!d3d9_ptr)
{
win_skip("could not create D3D9\n");
return NULL;
}
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
memset(&identifier, 0, sizeof(identifier));
hr = IDirect3D9_GetAdapterIdentifier(d3d9_ptr, 0, 0, &identifier);
ok(hr == D3D_OK, "Failed to get adapter identifier description\n");
trace("Driver string: \"%s\"\n", identifier.Driver);
trace("Description string: \"%s\"\n", identifier.Description);
ok(identifier.Description[0] != '\0', "Empty driver description\n");
trace("Device name string: \"%s\"\n", identifier.DeviceName);
ok(identifier.DeviceName[0] != '\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));
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
"Failed to create a device, hr %#x.\n", hr);
return device_ptr;
}
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);
}
}
struct vertex
{
float x, y, z;
DWORD diffuse;
};
struct tvertex
{
float x, y, z, rhw;
DWORD diffuse;
};
struct nvertex
{
float x, y, z;
float nx, ny, nz;
DWORD diffuse;
};
static void lighting_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
DWORD color;
D3DMATERIAL9 material, old_material;
DWORD cop, carg;
DWORD old_colorwrite;
float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f };
struct vertex unlitquad[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000},
{-1.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000},
};
struct vertex litquad[] =
{
{-1.0f, 0.0f, 0.1f, 0xff00ff00},
{-1.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
};
struct nvertex unlitnquad[] =
{
{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
};
struct nvertex litnquad[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
/* Setup some states that may cause issues */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) 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_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, 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_GetRenderState(device, D3DRS_COLORWRITEENABLE, &old_colorwrite);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* No lights are defined... That means, lit vertices should be entirely black */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, nfvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 480, 360); /* Lower 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_GetMaterial(device, &old_material);
ok(hr == D3D_OK, "IDirect3DDevice9_GetMaterial returned %08x\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_GetTextureStageState(device, 0, D3DTSS_COLOROP, &cop);
ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_COLORARG1, &carg);
ok(hr == D3D_OK, "IDirect3DDevice9_GetTextureStageState 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr)) {
struct vertex lighting_test[] = {
{-1.0, -1.0, 0.1, 0x8000ff00},
{ 1.0, -1.0, 0.1, 0x80000000},
{-1.0, 1.0, 0.1, 0x8000ff00},
{ 1.0, 1.0, 0.1, 0x80000000}
};
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, cop);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_COLOR1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_COLOR2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %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_COLORWRITEENABLE, old_colorwrite);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, carg);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
hr = IDirect3DDevice9_SetMaterial(device, &old_material);
ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
}
static void clear_test(IDirect3DDevice9 *device)
{
/* Tests the correctness of clearing parameters */
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
D3DVIEWPORT9 old_vp, vp;
RECT scissor;
DWORD oldColorWrite;
BOOL invalid_clear_failed = FALSE;
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);
scissor.left = 160;
scissor.right = 480;
scissor.top = 120;
scissor.bottom = 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);
}
static void color_fill_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DSurface9 *backbuffer = NULL;
IDirect3DSurface9 *rt_surface = NULL;
IDirect3DSurface9 *offscreen_surface = NULL;
DWORD fill_color, color;
/* Test ColorFill on a the backbuffer (should pass) */
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(backbuffer)
{
fill_color = 0x112233;
hr = IDirect3DDevice9_ColorFill(device, backbuffer, 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(backbuffer);
}
/* Test ColorFill on a render target surface (should pass) */
hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt_surface, NULL );
ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr);
if(rt_surface)
{
fill_color = 0x445566;
hr = IDirect3DDevice9_ColorFill(device, rt_surface, NULL, fill_color);
ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(rt_surface, 0, 0);
ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
IDirect3DSurface9_Release(rt_surface);
}
/* Test ColorFill on a offscreen plain surface in D3DPOOL_DEFAULT (should pass) */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen_surface, NULL);
ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
if(offscreen_surface)
{
fill_color = 0x778899;
hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, fill_color);
ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(offscreen_surface, 0, 0);
ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
IDirect3DSurface9_Release(offscreen_surface);
}
/* Try ColorFill on a offscreen surface in sysmem (should fail) */
offscreen_surface = NULL;
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &offscreen_surface, NULL);
ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
if(offscreen_surface)
{
hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, 0);
ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr);
IDirect3DSurface9_Release(offscreen_surface);
}
}
typedef struct {
float in[4];
DWORD out;
} test_data_t;
/*
* 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(IDirect3DDevice9 *device)
{
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 test_data_t 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 float quad[][3] = {
{-1.0f, -1.0f, 0.0f},
{-1.0f, 1.0f, 0.0f},
{ 1.0f, -1.0f, 0.0f},
{ 1.0f, 1.0f, 0.0f},
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *mova_shader = NULL;
IDirect3DVertexShader9 *mov_shader = NULL;
HRESULT hr;
UINT i, j;
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 < 2; ++j)
{
for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++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[0], 3 * sizeof(float));
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);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DVertexShader9_Release(mova_shader);
IDirect3DVertexShader9_Release(mov_shader);
}
struct sVertex {
float x, y, z;
DWORD diffuse;
DWORD specular;
};
struct sVertexT {
float x, y, z, rhw;
DWORD diffuse;
DWORD specular;
};
static void fog_test(IDirect3DDevice9 *device)
{
HRESULT hr;
D3DCOLOR color;
float start = 0.0f, end = 1.0f;
D3DCAPS9 caps;
int i;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex untransformed_1[] = {
{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
};
/* Ok, I am too lazy to deal with transform matrices */
struct sVertex untransformed_2[] = {
{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
};
/* Untransformed ones. Give them a different diffuse color to make the test look
* nicer. It also makes making sure that they are drawn correctly easier.
*/
struct sVertexT transformed_1[] = {
{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct sVertexT transformed_2[] = {
{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
};
struct vertex rev_fog_quads[] = {
{-1.0, -1.0, 0.1, 0x000000ff},
{-1.0, 0.0, 0.1, 0x000000ff},
{ 0.0, 0.0, 0.1, 0x000000ff},
{ 0.0, -1.0, 0.1, 0x000000ff},
{ 0.0, -1.0, 0.9, 0x000000ff},
{ 0.0, 0.0, 0.9, 0x000000ff},
{ 1.0, 0.0, 0.9, 0x000000ff},
{ 1.0, -1.0, 0.9, 0x000000ff},
{ 0.0, 0.0, 0.4, 0x000000ff},
{ 0.0, 1.0, 0.4, 0x000000ff},
{ 1.0, 1.0, 0.4, 0x000000ff},
{ 1.0, 0.0, 0.4, 0x000000ff},
{-1.0, 0.0, 0.7, 0x000000ff},
{-1.0, 1.0, 0.7, 0x000000ff},
{ 0.0, 1.0, 0.7, 0x000000ff},
{ 0.0, 0.0, 0.7, 0x000000ff},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
const float ident_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
const float world_mat1[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f
};
const float world_mat2[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f
};
const float proj_mat[16] =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f
};
const struct sVertex far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
};
const struct sVertex far_quad2[] =
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
memset(&caps, 0, sizeof(caps));
hr = 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_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);
/* 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);
if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
/* That makes it use the Z value */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\n", hr);
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation
*/
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2,
sizeof(untransformed_2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
/* transformed verts */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP 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);
/* 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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
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);
if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
start = 512;
end = 512;
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 | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2,
sizeof(untransformed_2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %08x\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(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 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( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr)) {
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};
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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %08x\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), (const D3DMATRIX *)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);
if (IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 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), (const D3DMATRIX *)world_mat2);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)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);
if (IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
"Fogged out quad has color %08x\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (const D3DMATRIX *)ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (const D3DMATRIX *)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))
{
struct sVertex untransformed_3[] =
{
{-1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
{-1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
{ 1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
{ 1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
};
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=0.4999, set the fogstart to 0.5 and fogend slightly higher. If range fog
* is not used, the fog coordinate will be equal to fogstart and the quad not
* fogged. If range fog is used the fog coordinate will be slightly higher and
* the fog coordinate will be > fogend, so we get a fully fogged quad. The fog
* is calculated per vertex and interpolated, so even the center of the screen
* where the difference doesn't matter will be fogged, but check the corners in
* case a d3d/gl implementation decides to calculate the fog factor per fragment */
start = 0.5f;
end = 0.50001f;
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), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, 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(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP returned %#08x\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, untransformed_3, sizeof(*untransformed_3));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, 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");
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR 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);
}
/* 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(IDirect3DDevice9 *device)
{
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"},
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DCubeTexture9 *texture = NULL;
IDirect3DSurface9 *surface = NULL;
IDirect3DSurface9 *face_surface;
D3DLOCKED_RECT locked_rect;
HRESULT hr;
UINT x;
INT y, face;
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);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
IDirect3DCubeTexture9_Release(texture);
IDirect3DSurface9_Release(surface);
}
static void offscreen_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
static const float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 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");
goto out;
}
}
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
if(!offscreen) {
goto out;
}
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);
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
/* Draw without textures - Should result in a white quad */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
/* This time with the texture */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
IDirect3DDevice9_EndScene(device);
}
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
out:
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr);
/* restore things */
if (backbuffer)
{
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr);
IDirect3DSurface9_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
/* 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(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
union {
float f;
DWORD i;
} start, end;
unsigned int i, j;
/* basic vertex shader without fog computation ("non foggy") */
static const DWORD vertex_shader_code1[] =
{
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
};
static struct vertex quad[] = {
{-1.0f, -1.0f, 0.0f, 0xFFFF0000 },
{-1.0f, 1.0f, 0.0f, 0xFFFF0000 },
{ 1.0f, -1.0f, 0.0f, 0xFFFF0000 },
{ 1.0f, 1.0f, 0.0f, 0xFFFF0000 },
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
/* 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}},
};
/* 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;
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].z = 0.001f + (float)j / 10.02f;
quad[1].z = 0.001f + (float)j / 10.02f;
quad[2].z = 0.001f + (float)j / 10.02f;
quad[3].z = 0.001f + (float)j / 10.02f;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 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);
}
}
/* reset states */
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
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);
}
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)
{
if(y>62 && y<66 && x>62 && x<66)
*ptr++ = 0xffffffff;
else
*ptr++ = 0xff000000;
}
}
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(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
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] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
};
static const float quad_proj[][9] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
};
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()
} };
/* use asymmetric matrix to test loading */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DPixelShader9 *pixel_shader = NULL;
IDirect3DTexture9 *texture = NULL, *texture1, *texture2;
D3DLOCKED_RECT locked_rect;
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);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
for(i=0; i<2; i++)
{
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);
color = getPixelColor(device, 320-32, 240);
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color_match(color, 0x00ffffff, 4), "texbem failed: Got color 0x%08x, expected 0x00ffffff.\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), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(hr)) {
static const float double_quad[] = {
-1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, -1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
-1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
1.0, 1.0, 0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.5, 0.5,
};
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
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 == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 2, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 3, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
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);
}
static void z_range_test(IDirect3DDevice9 *device)
{
const struct vertex 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},
};
const struct vertex 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},
};
const struct tvertex quad3[] =
{
{ 0, 240, 1.1f, 1.0, 0xffffff00},
{ 0, 480, 1.1f, 1.0, 0xffffff00},
{ 640, 240, -1.1f, 1.0, 0xffffff00},
{ 640, 480, -1.1f, 1.0, 0xffffff00},
};
const struct tvertex quad4[] =
{
{ 0, 240, 1.1f, 1.0, 0xff00ff00},
{ 0, 480, 1.1f, 1.0, 0xff00ff00},
{ 640, 240, -1.1f, 1.0, 0xff00ff00},
{ 640, 480, -1.1f, 1.0, 0xff00ff00},
};
HRESULT hr;
DWORD color;
IDirect3DVertexShader9 *shader;
IDirect3DVertexDeclaration9 *decl;
D3DCAPS9 caps;
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 D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
IDirect3DDevice9_GetDeviceCaps(device, &caps);
/* 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, 0.75, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\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, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\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 == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
else
{
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
}
/* Not clipped, > z buffer clear value(0.75) */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
else
{
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Test the shader path */
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) {
skip("Vertex shaders not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
float colorf[] = {1.0, 0.0, 0.0, 1.0};
float colorf2[] = {0.0, 0.0, 1.0, 1.0};
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexShader9_Release(shader);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
out:
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState 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_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
}
static void fill_surface(IDirect3DSurface9 *surface, DWORD color)
{
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, 0);
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);
}
/* This tests a variety of possible StretchRect() situations */
static void stretchrect_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *tex_rt32 = NULL, *tex_rt64 = NULL, *tex_rt_dest64 = NULL, *tex_rt_dest640_480 = NULL;
IDirect3DSurface9 *surf_tex_rt32 = NULL, *surf_tex_rt64 = NULL, *surf_tex_rt_dest64 = NULL, *surf_tex_rt_dest640_480 = NULL;
IDirect3DTexture9 *tex32 = NULL, *tex64 = NULL, *tex_dest64 = NULL;
IDirect3DSurface9 *surf_tex32 = NULL, *surf_tex64 = NULL, *surf_tex_dest64 = NULL;
IDirect3DSurface9 *surf_rt32 = NULL, *surf_rt64 = NULL, *surf_rt_dest64 = NULL;
IDirect3DSurface9 *surf_offscreen32 = NULL, *surf_offscreen64 = NULL, *surf_offscreen_dest64 = NULL;
IDirect3DSurface9 *surf_temp32 = NULL, *surf_temp64 = NULL;
IDirect3DSurface9 *orig_rt = NULL;
IDirect3DSurface9 *backbuffer = NULL;
DWORD color;
RECT src_rect64 = {0, 0, 64, 64};
RECT src_rect64_flipy = {0, 64, 64, 0};
RECT dst_rect64 = {0, 0, 64, 64};
RECT dst_rect64_flipy = {0, 64, 64, 0};
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &orig_rt);
ok(hr == D3D_OK, "Can't get render target, hr = %08x\n", hr);
if(!orig_rt) {
goto out;
}
/* Create our temporary surfaces in system memory */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
/* Create offscreen plain surfaces in D3DPOOL_DEFAULT */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
/* Create render target surfaces */
hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL );
ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL );
ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL );
ok(hr == D3D_OK, "Creating the render target surface failed with %08x\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);
/* Create render target textures */
hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL);
ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL);
ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL);
ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL);
ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
if (tex_rt32) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
if (tex_rt64) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
if (tex_rt_dest64) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
if (tex_rt_dest64) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
/* Create regular textures in D3DPOOL_DEFAULT */
hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL);
ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL);
ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL);
ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
if (tex32) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
if (tex64) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
if (tex_dest64) {
hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
}
/*********************************************************************
* Tests for when the source parameter is an offscreen plain surface *
*********************************************************************/
/* Fill the offscreen 64x64 surface with green */
if (surf_offscreen64)
fill_surface(surf_offscreen64, 0xff00ff00);
/* offscreenplain ==> offscreenplain, same size */
if(surf_offscreen64 && surf_offscreen_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32);
ok(color == 0xff00ff00, "StretchRect offscreen ==> offscreen same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_offscreen_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* offscreenplain ==> rendertarget texture, same size */
if(surf_offscreen64 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* offscreenplain ==> rendertarget surface, same size */
if(surf_offscreen64 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64, surf_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* offscreenplain ==> texture, same size (should fail) */
if(surf_offscreen64 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* Fill the smaller offscreen surface with red */
fill_surface(surf_offscreen32, 0xffff0000);
/* offscreenplain ==> offscreenplain, scaling (should fail) */
if(surf_offscreen32 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* offscreenplain ==> rendertarget texture, scaling */
if(surf_offscreen32 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
}
/* offscreenplain ==> rendertarget surface, scaling */
if(surf_offscreen32 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
/* offscreenplain ==> texture, scaling (should fail) */
if(surf_offscreen32 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/************************************************************
* Tests for when the source parameter is a regular texture *
************************************************************/
/* Fill the surface of the regular texture with blue */
if (surf_tex64 && surf_temp64) {
/* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */
fill_surface(surf_temp64, 0xff0000ff);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL);
ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
}
/* texture ==> offscreenplain, same size */
if(surf_tex64 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* texture ==> rendertarget texture, same size */
if(surf_tex64 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* texture ==> rendertarget surface, same size */
if(surf_tex64 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64, surf_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* texture ==> texture, same size (should fail) */
if(surf_tex64 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* Fill the surface of the smaller regular texture with red */
if (surf_tex32 && surf_temp32) {
/* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */
fill_surface(surf_temp32, 0xffff0000);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL);
ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
}
/* texture ==> offscreenplain, scaling (should fail) */
if(surf_tex32 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* texture ==> rendertarget texture, scaling */
if(surf_tex32 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "StretchRect texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
}
/* texture ==> rendertarget surface, scaling */
if(surf_tex32 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "StretchRect texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
/* texture ==> texture, scaling (should fail) */
if(surf_tex32 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/*****************************************************************
* Tests for when the source parameter is a rendertarget texture *
*****************************************************************/
/* Fill the surface of the rendertarget texture with white */
if (surf_tex_rt64 && surf_temp64) {
/* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */
fill_surface(surf_temp64, 0xffffffff);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL);
ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
}
/* rendertarget texture ==> offscreenplain, same size */
if(surf_tex_rt64 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* rendertarget texture ==> rendertarget texture, same size */
if(surf_tex_rt64 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffffffff.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* rendertarget texture ==> rendertarget surface, same size */
if(surf_tex_rt64 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xffffffff.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* rendertarget texture ==> texture, same size (should fail) */
if(surf_tex_rt64 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* Fill the surface of the smaller rendertarget texture with red */
if (surf_tex_rt32 && surf_temp32) {
/* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */
fill_surface(surf_temp32, 0xffff0000);
hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL);
ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
}
/* rendertarget texture ==> offscreenplain, scaling (should fail) */
if(surf_tex_rt32 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* rendertarget texture ==> rendertarget texture, scaling */
if(surf_tex_rt32 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
}
/* rendertarget texture ==> rendertarget surface, scaling */
if(surf_tex_rt32 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
/* rendertarget texture ==> texture, scaling (should fail) */
if(surf_tex_rt32 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/*****************************************************************
* Tests for when the source parameter is a rendertarget surface *
*****************************************************************/
/* Fill the surface of the rendertarget surface with black */
if (surf_rt64)
fill_surface(surf_rt64, 0xff000000);
/* rendertarget texture ==> offscreenplain, same size */
if(surf_rt64 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* rendertarget surface ==> rendertarget texture, same size */
if(surf_rt64 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 32, 32);
ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff000000.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_tex_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* rendertarget surface ==> rendertarget surface, same size */
if(surf_rt64 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff000000.\n", color);
}
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64, surf_rt_dest64, &dst_rect64, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* rendertarget surface ==> texture, same size (should fail) */
if(surf_rt64 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* Fill the surface of the smaller rendertarget texture with red */
if (surf_rt32)
fill_surface(surf_rt32, 0xffff0000);
/* rendertarget surface ==> offscreenplain, scaling (should fail) */
if(surf_rt32 && surf_offscreen64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* rendertarget surface ==> rendertarget texture, scaling */
if(surf_rt32 && surf_tex_rt_dest64 && surf_temp64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
/* We can't lock rendertarget textures, so copy to our temp surface first */
if (hr == D3D_OK) {
hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
}
if (hr == D3D_OK) {
color = getPixelColorFromSurface(surf_temp64, 48, 48);
ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
}
/* rendertarget surface ==> rendertarget surface, scaling */
if(surf_rt32 && surf_rt_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
}
/* rendertarget surface ==> texture, scaling (should fail) */
if(surf_rt32 && surf_tex_dest64) {
hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, 0);
todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
}
/* backbuffer ==> surface tests (no scaling) */
if(backbuffer && surf_tex_rt_dest640_480)
{
RECT src_rect = {0, 0, 640, 480};
RECT src_rect_flipy = {0, 480, 640, 0};
RECT dst_rect = {0, 0, 640, 480};
RECT dst_rect_flipy = {0, 480, 640, 0};
/* Blit with NULL rectangles */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, 0);
ok( hr == D3D_OK, "StretchRect backbuffer ==> texture same size failed:\n");
/* Blit without scaling */
hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect, surf_tex_rt_dest640_480, &dst_rect, 0);
ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
/* 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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\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, 0);
ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
}
/* TODO: Test format conversions */
out:
/* Clean up */
if (backbuffer)
IDirect3DSurface9_Release(backbuffer);
if (surf_rt32)
IDirect3DSurface9_Release(surf_rt32);
if (surf_rt64)
IDirect3DSurface9_Release(surf_rt64);
if (surf_rt_dest64)
IDirect3DSurface9_Release(surf_rt_dest64);
if (surf_temp32)
IDirect3DSurface9_Release(surf_temp32);
if (surf_temp64)
IDirect3DSurface9_Release(surf_temp64);
if (surf_offscreen32)
IDirect3DSurface9_Release(surf_offscreen32);
if (surf_offscreen64)
IDirect3DSurface9_Release(surf_offscreen64);
if (surf_offscreen_dest64)
IDirect3DSurface9_Release(surf_offscreen_dest64);
if (tex_rt32) {
if (surf_tex_rt32)
IDirect3DSurface9_Release(surf_tex_rt32);
IDirect3DTexture9_Release(tex_rt32);
}
if (tex_rt64) {
if (surf_tex_rt64)
IDirect3DSurface9_Release(surf_tex_rt64);
IDirect3DTexture9_Release(tex_rt64);
}
if (tex_rt_dest64) {
if (surf_tex_rt_dest64)
IDirect3DSurface9_Release(surf_tex_rt_dest64);
IDirect3DTexture9_Release(tex_rt_dest64);
}
if (tex_rt_dest640_480) {
if (surf_tex_rt_dest640_480)
IDirect3DSurface9_Release(surf_tex_rt_dest640_480);
IDirect3DTexture9_Release(tex_rt_dest640_480);
}
if (tex32) {
if (surf_tex32)
IDirect3DSurface9_Release(surf_tex32);
IDirect3DTexture9_Release(tex32);
}
if (tex64) {
if (surf_tex64)
IDirect3DSurface9_Release(surf_tex64);
IDirect3DTexture9_Release(tex64);
}
if (tex_dest64) {
if (surf_tex_dest64)
IDirect3DSurface9_Release(surf_tex_dest64);
IDirect3DTexture9_Release(tex_dest64);
}
if (orig_rt) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, orig_rt);
ok(hr == D3D_OK, "IDirect3DSetRenderTarget failed with %08x\n", hr);
IDirect3DSurface9_Release(orig_rt);
}
}
static void maxmip_test(IDirect3DDevice9 *device)
{
IDirect3DTexture9 *texture = NULL;
IDirect3DSurface9 *surface = NULL;
HRESULT hr;
DWORD color;
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},
}},
};
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!texture)
{
skip("Failed to create test texture\n");
return;
}
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xffff0000);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xff00ff00);
IDirect3DSurface9_Release(surface);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
fill_surface(surface, 0xff0000ff);
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_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);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed (%08x)\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);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene returned %#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);
if(SUCCEEDED(hr))
{
DWORD ret;
/* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 0, "IDirect3DTexture9_SetLOD returned %u, expected 0\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 2);
ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 2, "IDirect3DTexture9_SetLOD returned %u, expected 2\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
/* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
ret = IDirect3DTexture9_SetLOD(texture, 1);
ok(ret == 1, "IDirect3DTexture9_SetLOD returned %u, expected 1\n", ret);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, 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);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
IDirect3DTexture9_Release(texture);
}
static void release_buffer_test(IDirect3DDevice9 *device)
{
IDirect3DVertexBuffer9 *vb = NULL;
IDirect3DIndexBuffer9 *ib = NULL;
HRESULT hr;
BYTE *data;
LONG ref;
static const struct vertex quad[] = {
{-1.0, -1.0, 0.1, 0xffff0000},
{-1.0, 1.0, 0.1, 0xffff0000},
{ 1.0, 1.0, 0.1, 0xffff0000},
{-1.0, -1.0, 0.1, 0xff00ff00},
{-1.0, 1.0, 0.1, 0xff00ff00},
{ 1.0, 1.0, 0.1, 0xff00ff00}
};
short indices[] = {3, 4, 5};
/* Index and vertex buffers should always be creatable */
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if(!vb) {
skip("Failed to create a vertex buffer\n");
return;
}
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");
return;
}
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 = 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);
/* 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, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetIndices(device, NULL);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
/* Index buffer was already destroyed as part of the test */
IDirect3DVertexBuffer9_Release(vb);
}
static void float_texture_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d = NULL;
HRESULT hr;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT lr;
float *data;
DWORD color;
float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) {
skip("D3DFMT_R32F textures not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F,
D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!texture) {
skip("Failed to create R32F texture\n");
goto out;
}
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_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(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, quad, 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);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\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);
out:
if(texture) IDirect3DTexture9_Release(texture);
IDirect3D9_Release(d3d);
}
static void g16r16_texture_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d = NULL;
HRESULT hr;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT lr;
DWORD *data;
DWORD color;
float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) {
skip("D3DFMT_G16R16 textures not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16,
D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!texture) {
skip("Failed to create D3DFMT_G16R16 texture\n");
goto out;
}
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_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(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, quad, 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);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\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);
out:
if(texture) IDirect3DTexture9_Release(texture);
IDirect3D9_Release(d3d);
}
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;
HRESULT hr;
hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if (FAILED(hr))
return;
for (i = 0; i < 4; ++i)
{
DWORD value = 0xdeadbeef;
static const float proj_quads[] =
{
-1.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0,
0.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0,
-1.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0,
0.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0,
0.0, -1.0, 0.1, 0.0, 0.0, 4.0, 6.0,
1.0, -1.0, 0.1, 4.0, 0.0, 4.0, 6.0,
0.0, 0.0, 0.1, 0.0, 4.0, 4.0, 6.0,
1.0, 0.0, 0.1, 4.0, 4.0, 4.0, 6.0,
-1.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0,
0.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0,
-1.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0,
0.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0,
0.0, 0.0, 0.1, 0.0, 0.0, 4.0, 6.0,
1.0, 0.0, 0.1, 4.0, 0.0, 4.0, 6.0,
0.0, 1.0, 0.1, 0.0, 4.0, 4.0, 6.0,
1.0, 1.0, 0.1, 4.0, 4.0, 4.0, 6.0,
};
if (tests[i].vs)
hr = IDirect3DDevice9_SetVertexShader(device, vs);
else
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
if (tests[i].ps)
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);
IDirect3DVertexShader9_Release(vs);
IDirect3DPixelShader9_Release(ps);
for (i = 0; i < 4; ++i)
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(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3D9 *d3d;
D3DFORMAT fmt = D3DFMT_X8R8G8B8;
D3DCAPS9 caps;
IDirect3DTexture9 *texture = NULL;
IDirect3DVolumeTexture9 *volume = NULL;
unsigned int x, y, z;
D3DLOCKED_RECT lr;
D3DLOCKED_BOX lb;
DWORD color;
UINT w, h;
IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4;
float identity[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0};
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};
memset(&lr, 0, sizeof(lr));
memset(&lb, 0, sizeof(lb));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) {
fmt = D3DFMT_A16B16G16R16;
}
IDirect3D9_Release(d3d);
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_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, 0xff0000ff, 0.0, 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");
return;
}
/* 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))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0,
};
float quad2[] = {
-1.0, 0.0, 0.1, 1.0, 1.0,
-1.0, 1.0, 0.1, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0,
};
float quad3[] = {
0.0, 0.0, 0.1, 0.5, 0.5,
0.0, 1.0, 0.1, 0.5, 0.5,
1.0, 0.0, 0.1, 0.5, 0.5,
1.0, 1.0, 0.1, 0.5, 0.5,
};
float quad4[] = {
320, 480, 0.1, 1.0, 0.0, 1.0,
320, 240, 0.1, 1.0, 0.0, 1.0,
640, 480, 0.1, 1.0, 0.0, 1.0,
640, 240, 0.1, 1.0, 0.0, 1.0,
};
float mat[16] = {0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0};
/* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &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 ?*/
mat[8] = 1.0;
mat[13] = 1.0;
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &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, (D3DMATRIX *) &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))
{
float quad1[] = {
-1.0, -1.0, 0.1, 0.8, 0.2,
-1.0, 0.0, 0.1, 0.8, 0.2,
0.0, -1.0, 0.1, 0.8, 0.2,
0.0, 0.0, 0.1, 0.8, 0.2,
};
float quad2[] = {
-1.0, 0.0, 0.1, 0.5, 1.0,
-1.0, 1.0, 0.1, 0.5, 1.0,
0.0, 0.0, 0.1, 0.5, 1.0,
0.0, 1.0, 0.1, 0.5, 1.0,
};
float quad3[] = {
0.0, 0.0, 0.1, 0.5, 1.0,
0.0, 1.0, 0.1, 0.5, 1.0,
1.0, 0.0, 0.1, 0.5, 1.0,
1.0, 1.0, 0.1, 0.5, 1.0,
};
float quad4[] = {
0.0, -1.0, 0.1, 0.8, 0.2,
0.0, 0.0, 0.1, 0.8, 0.2,
1.0, -1.0, 0.1, 0.8, 0.2,
1.0, 0.0, 0.1, 0.8, 0.2,
};
float mat[16] = {0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0};
/* What happens to the default 1 in the 3rd coordinate if it is disabled? */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &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, (D3DMATRIX *) &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, (D3DMATRIX *) &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))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float quad2[] = {
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0, 1.0
};
float quad3[] = {
0.0, 0.0, 0.1, 0.0, 0.0,
0.0, 1.0, 0.1, 0.0, 0.0,
1.0, 0.0, 0.1, 0.0, 0.0,
1.0, 1.0, 0.1, 0.0, 0.0
};
float quad4[] = {
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0,
1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
1.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float mat[16] = {1.0, 0.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 0.0, 1.0};
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, (D3DMATRIX *) 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, (D3DMATRIX *) 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, (D3DMATRIX *) 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))
{
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 1.0, 1.0,
-1.0, 0.0, 0.1, 1.0, 1.0, 1.0,
0.0, -1.0, 0.1, 1.0, 1.0, 1.0,
0.0, 0.0, 0.1, 1.0, 1.0, 1.0
};
float quad2[] = {
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1,
};
float quad3[] = {
0.0, 0.0, 0.1, 1.0,
0.0, 1.0, 0.1, 1.0,
1.0, 0.0, 0.1, 1.0,
1.0, 1.0, 0.1, 1.0
};
float mat[16] = {0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0};
float mat2[16] = {0.0, 0.0, 0.0, 1.0,
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0};
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, (D3DMATRIX *) 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, (D3DMATRIX *) 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, (D3DMATRIX *) 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:
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexDeclaration9_Release(decl2);
IDirect3DVertexDeclaration9_Release(decl3);
IDirect3DVertexDeclaration9_Release(decl4);
}
static void texdepth_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader;
HRESULT hr;
const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0};
const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0};
const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0};
const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0};
const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0};
const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0};
const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0};
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 */
};
DWORD color;
float vertex[] = {
-1.0, -1.0, 0.0,
1.0, -1.0, 1.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 1.0
};
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_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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
/* Cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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);
}
static void texkill_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader;
HRESULT hr;
DWORD color;
const float vertex[] = {
/* bottom top right left */
-1.0, -1.0, 1.0, -0.1, 0.9, 0.9, -0.1,
1.0, -1.0, 0.0, 0.9, -0.1, 0.9, -0.1,
-1.0, 1.0, 1.0, -0.1, 0.9, -0.1, 0.9,
1.0, 1.0, 0.0, 0.9, -0.1, -0.1, 0.9,
};
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 */
};
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 */
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader);
if(FAILED(hr)) {
skip("Failed to create 2.0 test shader, most likely not supported\n");
return;
}
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
/* Cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
}
static void x8l8v8u8_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d9;
HRESULT hr;
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *shader;
IDirect3DPixelShader9 *shader2;
D3DLOCKED_RECT lr;
DWORD color;
DWORD shader_code[] = {
0xffff0101, /* ps_1_1 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
0x0000ffff /* end */
};
DWORD shader_code2[] = {
0xffff0101, /* ps_1_1 */
0x00000042, 0xb00f0000, /* tex t0 */
0x00000001, 0x800f0000, 0xb0ff0000, /* mov r0, t0.w */
0x0000ffff /* end */
};
float quad[] = {
-1.0, -1.0, 0.1, 0.5, 0.5,
1.0, -1.0, 0.1, 0.5, 0.5,
-1.0, 1.0, 0.1, 0.5, 0.5,
1.0, 1.0, 0.1, 0.5, 0.5,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d9);
hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
0, D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8);
IDirect3D9_Release(d3d9);
if(FAILED(hr)) {
skip("No D3DFMT_X8L8V8U8 support\n");
return;
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr);
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr);
*((DWORD *) lr.pBits) = 0x11ca3141;
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
}
color = getPixelColor(device, 578, 430);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x82, 0x62, 0xca), 1),
"D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\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, shader2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
}
color = getPixelColor(device, 578, 430);
ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\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 failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DPixelShader9_Release(shader2);
IDirect3DTexture9_Release(texture);
}
static void autogen_mipmap_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3D9 *d3d;
IDirect3DTexture9 *texture = NULL;
IDirect3DSurface9 *surface;
DWORD color;
const RECT r1 = {256, 256, 512, 512};
const RECT r2 = {512, 256, 768, 512};
const RECT r3 = {256, 512, 512, 768};
const RECT r4 = {512, 512, 768, 768};
unsigned int x, y;
D3DLOCKED_RECT lr;
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_AUTOGENMIPMAP, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) {
skip("No autogenmipmap support\n");
IDirect3D9_Release(d3d);
return;
}
IDirect3D9_Release(d3d);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 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);
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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr)) {
const float quad[] = {
-0.5, -0.5, 0.1, 0.0, 0.0,
-0.5, 0.5, 0.1, 0.0, 1.0,
0.5, -0.5, 0.1, 1.0, 0.0,
0.5, 0.5, 0.1, 1.0, 1.0
};
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\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);
}
static void test_constant_clamp_vs(IDirect3DDevice9 *device)
{
IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
IDirect3DVertexDeclaration9 *decl;
HRESULT hr;
DWORD color;
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 */
};
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 */
};
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 */
};
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()
};
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
};
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
};
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
};
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
};
float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
if(shader_20) {
hr = IDirect3DDevice9_SetVertexShader(device, shader_20);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
if(shader_20_2) {
hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\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);
}
static void constant_clamp_ps_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
HRESULT hr;
DWORD color;
DWORD shader_code_11[] = {
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0001, 0xa0e40001, /* mov r1, c1 */
0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002, /* add r0, r1, c2 */
0x0000ffff /* end */
};
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
*/
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 */
};
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 */
};
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
};
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
};
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
};
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
};
float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
if(shader_20) {
hr = IDirect3DDevice9_SetPixelShader(device, shader_20);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\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);
}
static void dp2add_ps_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_dp2add = NULL;
IDirect3DPixelShader9 *shader_dp2add_sat = NULL;
HRESULT hr;
DWORD color;
/* 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 */
};
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 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);
if (shader_dp2add) {
hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
color = getPixelColor(device, 360, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1),
"dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader_dp2add);
} else {
skip("dp2add shader creation failed\n");
}
if (shader_dp2add_sat) {
hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
color = getPixelColor(device, 360, 240);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1),
"dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader_dp2add_sat);
} else {
skip("dp2add shader creation failed\n");
}
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
}
static void cnd_test(IDirect3DDevice9 *device)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
HRESULT hr;
DWORD color;
/* 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 c0.a. Essentially it
* does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders.
*/
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 */
};
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 */
};
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 */
};
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).
*/
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
0x0000ffff /* end */
};
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
0x0000ffff /* end */
};
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 */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
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
*/
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, t0 */
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
/* 0x40000000 = D3DSI_COISSUE */
0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0, c1, c2 */
0x0000ffff /* end */
};
float quad1[] = {
-1.0, -1.0, 0.1, 0.0, 0.0, 1.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 0.0, 0.1, 0.0, 1.0, 0.0,
0.0, 0.0, 0.1, 1.0, 1.0, 0.0
};
float quad2[] = {
0.0, -1.0, 0.1, 0.0, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0, 1.0,
0.0, 0.0, 0.1, 0.0, 1.0, 0.0,
1.0, 0.0, 0.1, 1.0, 1.0, 0.0
};
float quad3[] = {
0.0, 0.0, 0.1, 0.0, 0.0, 1.0,
1.0, 0.0, 0.1, 1.0, 0.0, 1.0,
0.0, 1.0, 0.1, 0.0, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0, 0.0
};
float quad4[] = {
-1.0, 0.0, 0.1, 0.0, 0.0, 1.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 1.0, 0.1, 0.0, 1.0, 0.0,
0.0, 1.0, 0.1, 1.0, 1.0, 0.0
};
float test_data_c1[4] = { 0.0, 0.0, 0.0, 0.0};
float test_data_c2[4] = { 1.0, 1.0, 1.0, 1.0};
float test_data_c1_coi[4] = { 0.0, 1.0, 0.0, 0.0};
float test_data_c2_coi[4] = { 1.0, 0.0, 1.0, 1.0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 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_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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %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 returned %08x\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 & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 162, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 158, 362);
ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 162, 362);
ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 162, 362 has color %08x, expected 0x00000000\n", color);
/* 1.2 shader */
color = getPixelColor(device, 478, 358);
ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 358);
ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 482, 358 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 478, 362);
ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 362);
ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 482, 362 has color %08x, expected 0x00000000\n", color);
/* 1.3 shader */
color = getPixelColor(device, 478, 118);
ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 118);
ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 482, 118 has color %08x, expected 0x00000000\n", color);
color = getPixelColor(device, 478, 122);
ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color);
color = getPixelColor(device, 482, 122);
ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
"pixel 482, 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);
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\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_coissue);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %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 returned %08x\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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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) || 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);
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);
}
static void nested_loop_test(IDirect3DDevice9 *device) {
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 */
};
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 */
};
IDirect3DPixelShader9 *shader;
IDirect3DVertexShader9 *vshader;
HRESULT hr;
DWORD color;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
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, 0x0000ff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
color = getPixelColor(device, 360, 240);
ok(color == 0x007f0000 || color == 0x00800000 || color == 0x00810000,
"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);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
}
struct varying_test_struct
{
const DWORD *shader_code;
IDirect3DPixelShader9 *shader;
DWORD color, color_rhw;
const char *name;
BOOL todo, todo_rhw;
};
struct hugeVertex
{
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;
DWORD diffuse, specular;
};
static void pretransformed_varying_test(IDirect3DDevice9 *device) {
/* dcl_position: fails to compile */
const DWORD blendweight_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000001, 0x900f0000, /* dcl_blendweight, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD blendindices_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000002, 0x900f0000, /* dcl_blendindices, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD normal_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000003, 0x900f0000, /* dcl_normal, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* psize: fails? */
const DWORD texcoord0_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000005, 0x900f0000, /* dcl_texcoord0, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD tangent_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x80000006, 0x900f0000, /* dcl_tangent, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
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 */
const DWORD color_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000a, 0x900f0000, /* dcl_color0, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD fog_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000b, 0x900f0000, /* dcl_fog, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD depth_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8000000c, 0x900f0000, /* dcl_depth, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
const DWORD specular_code[] = {
0xffff0300, /* ps_3_0 */
0x0200001f, 0x8001000a, 0x900f0000, /* dcl_color1, v0 */
0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */
0x0000ffff /* end */
};
/* sample: fails */
struct varying_test_struct tests[] = {
{blendweight_code, NULL, 0x00000000, 0x00191919, "blendweight" , FALSE, TRUE },
{blendindices_code, NULL, 0x00000000, 0x00000000, "blendindices" , FALSE, FALSE },
{normal_code, NULL, 0x00000000, 0x004c4c4c, "normal" , FALSE, TRUE },
/* Why does dx not forward the texcoord? */
{texcoord0_code, NULL, 0x00000000, 0x00808c8c, "texcoord0" , FALSE, FALSE },
{tangent_code, NULL, 0x00000000, 0x00999999, "tangent" , FALSE, TRUE },
{binormal_code, NULL, 0x00000000, 0x00b2b2b2, "binormal" , FALSE, TRUE },
{color_code, NULL, 0x00e6e6e6, 0x00e6e6e6, "color" , FALSE, FALSE },
{fog_code, NULL, 0x00000000, 0x00666666, "fog" , FALSE, TRUE },
{depth_code, NULL, 0x00000000, 0x00cccccc, "depth" , FALSE, TRUE },
{specular_code, NULL, 0x004488ff, 0x004488ff, "specular" , FALSE, FALSE }
};
/* 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()
};
struct hugeVertex data[4] = {
{
-1.0, -1.0, 0.1, 1.0,
0.1, 0.1, 0.1, 0.1,
0.2, 0.2, 0.2, 0.2,
0.3, 0.3, 0.3, 0.3,
0.4, 0.4, 0.4, 0.4,
0.50, 0.55, 0.55, 0.55,
0.6, 0.6, 0.6, 0.7,
0.7, 0.7, 0.7, 0.6,
0.8, 0.8, 0.8, 0.8,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff /* Nothing special */
},
{
1.0, -1.0, 0.1, 1.0,
0.1, 0.1, 0.1, 0.1,
0.2, 0.2, 0.2, 0.2,
0.3, 0.3, 0.3, 0.3,
0.4, 0.4, 0.4, 0.4,
0.50, 0.55, 0.55, 0.55,
0.6, 0.6, 0.6, 0.7,
0.7, 0.7, 0.7, 0.6,
0.8, 0.8, 0.8, 0.8,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff /* Nothing special */
},
{
-1.0, 1.0, 0.1, 1.0,
0.1, 0.1, 0.1, 0.1,
0.2, 0.2, 0.2, 0.2,
0.3, 0.3, 0.3, 0.3,
0.4, 0.4, 0.4, 0.4,
0.50, 0.55, 0.55, 0.55,
0.6, 0.6, 0.6, 0.7,
0.7, 0.7, 0.7, 0.6,
0.8, 0.8, 0.8, 0.8,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff /* Nothing special */
},
{
1.0, 1.0, 0.1, 1.0,
0.1, 0.1, 0.1, 0.1,
0.2, 0.2, 0.2, 0.2,
0.3, 0.3, 0.3, 0.3,
0.4, 0.4, 0.4, 0.4,
0.50, 0.55, 0.55, 0.55,
0.6, 0.6, 0.6, 0.7,
0.7, 0.7, 0.7, 0.6,
0.8, 0.8, 0.8, 0.8,
0xe6e6e6e6, /* 0.9 * 256 */
0x224488ff /* Nothing special */
},
};
struct hugeVertex data2[4];
IDirect3DVertexDeclaration9 *decl;
HRESULT hr;
unsigned int i;
DWORD color, r, g, b, r_e, g_e, b_e;
memcpy(data2, data, sizeof(data2));
data2[0].pos_x = 0; data2[0].pos_y = 0;
data2[1].pos_x = 640; data2[1].pos_y = 0;
data2[2].pos_x = 0; data2[2].pos_y = 480;
data2[3].pos_x = 640; data2[3].pos_y = 480;
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[0]); i++)
{
hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &tests[i].shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed for shader %s, hr = %08x\n",
tests[i].name, hr);
}
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
{
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, tests[i].shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data2, sizeof(data2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
color = getPixelColor(device, 360, 240);
r = color & 0x00ff0000 >> 16;
g = color & 0x0000ff00 >> 8;
b = color & 0x000000ff;
r_e = tests[i].color_rhw & 0x00ff0000 >> 16;
g_e = tests[i].color_rhw & 0x0000ff00 >> 8;
b_e = tests[i].color_rhw & 0x000000ff;
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
if(tests[i].todo_rhw) {
/* This isn't a weekend's job to fix, ignore the problem for now. Needs a replacement
* pipeline
*/
todo_wine ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
"Test %s returned color 0x%08x, expected 0x%08x(todo)\n",
tests[i].name, color, tests[i].color_rhw);
} else {
ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
"Test %s returned color 0x%08x, expected 0x%08x\n",
tests[i].name, color, tests[i].color_rhw);
}
}
for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
{
IDirect3DPixelShader9_Release(tests[i].shader);
}
IDirect3DVertexDeclaration9_Release(decl);
}
static void test_compare_instructions(IDirect3DDevice9 *device)
{
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 */
};
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 */
};
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 */
};
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 */
};
IDirect3DVertexShader9 *shader_sge_vec;
IDirect3DVertexShader9 *shader_slt_vec;
IDirect3DVertexShader9 *shader_sge_scalar;
IDirect3DVertexShader9 *shader_slt_scalar;
HRESULT hr, color;
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
};
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
};
float quad3[] = {
-1.0, 0.0, 0.1,
0.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 1.0, 0.1
};
float quad4[] = {
0.0, 0.0, 0.1,
1.0, 0.0, 0.1,
0.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
const float const0[4] = {0.8, 0.2, 0.2, 0.2};
const float const1[4] = {0.2, 0.8, 0.2, 0.2};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 3);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\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);
}
static void test_vshader_input(IDirect3DDevice9 *device)
{
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 */
};
IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
IDirect3DPixelShader9 *ps;
HRESULT hr;
DWORD color;
float quad1[] = {
-1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
-1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
};
float quad2[] = {
0.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.1, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
};
float quad3[] = {
-1.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, -1.0, 0.0, 0.0,
0.0, 0.0, 0.1, -1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0,
-1.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, 0.0, -1.0, 1.0, 0.0,
0.0, 1.0, 0.1, -1.0, 0.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0,
};
float quad4[] = {
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
0.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
1.0, 1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
};
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()
};
IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
unsigned int i;
float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0};
float no_normalize[4] = {1.0, 1.0, 1.0, 1.0};
struct vertex quad1_color[] = {
{-1.0, -1.0, 0.1, 0x00ff8040},
{ 0.0, -1.0, 0.1, 0x00ff8040},
{-1.0, 0.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040}
};
struct vertex quad2_color[] = {
{ 0.0, -1.0, 0.1, 0x00ff8040},
{ 1.0, -1.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040},
{ 1.0, 0.0, 0.1, 0x00ff8040}
};
struct vertex quad3_color[] = {
{-1.0, 0.0, 0.1, 0x00ff8040},
{ 0.0, 0.0, 0.1, 0x00ff8040},
{-1.0, 1.0, 0.1, 0x00ff8040},
{ 0.0, 1.0, 0.1, 0x00ff8040}
};
float quad4_color[] = {
0.0, 0.0, 0.1, 1.0, 1.0, 0.0, 0.0,
1.0, 0.0, 0.1, 1.0, 1.0, 0.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0, 0.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 1.0,
};
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_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, 0xffff0000, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11);
if(i == 3 || i == 2) {
ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
} else if(i == 1) {
/* Succeeds or fails, depending on SW or HW vertex processing */
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr);
}
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11);
if(i == 3 || i == 2) {
ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
} else if(i == 1) {
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = 1\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
ok(color == 0x00FFFF00 || color ==0x00FF0000,
"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\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 */
ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
float quad1_modified[] = {
-1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, 0.0, 0.0, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0,
-1.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0, 0.0, -1.0, -1.0, -1.0, 0.0,
};
float quad2_modified[] = {
0.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, -1.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
1.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
};
hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11);
if(i == 3 || i == 2) {
ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
} else if(i == 1) {
/* Succeeds or fails, depending on SW or HW vertex processing */
ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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,
"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\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, 0xff0000ff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7);
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DDevice9_SetVertexDeclaration(device, NULL);
IDirect3DDevice9_SetPixelShader(device, NULL);
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);
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);
IDirect3DPixelShader9_Release(ps);
}
static void srgbtexture_test(IDirect3DDevice9 *device)
{
/* 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.
*/
IDirect3D9 *d3d = NULL;
HRESULT hr;
LPDIRECT3DTEXTURE9 texture = NULL;
LPDIRECT3DSURFACE9 surface = NULL;
D3DLOCKED_RECT lr;
DWORD color;
float quad[] = {
-1.0, 1.0, 0.0, 0.0, 0.0,
1.0, 1.0, 0.0, 1.0, 0.0,
-1.0, -1.0, 0.0, 0.0, 1.0,
1.0, -1.0, 0.0, 1.0, 1.0,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
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");
goto out;
}
hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
&texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!texture) {
skip("Failed to create A8R8G8B8 texture with SRGBREAD\n");
goto out;
}
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
fill_surface(surface, 0xff7f7f7f);
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == 0x00363636 || color == 0x00373737, "srgb quad has color %08x, expected 0x00363636\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
out:
if(texture) IDirect3DTexture9_Release(texture);
IDirect3D9_Release(d3d);
}
static void shademode_test(IDirect3DDevice9 *device)
{
/* Render a quad and try all of the different fixed function shading models. */
HRESULT hr;
DWORD color0, color1;
DWORD color0_gouraud = 0, color1_gouraud = 0;
DWORD shademode = D3DSHADE_FLAT;
DWORD primtype = D3DPT_TRIANGLESTRIP;
LPVOID data = NULL;
LPDIRECT3DVERTEXBUFFER9 vb_strip = NULL;
LPDIRECT3DVERTEXBUFFER9 vb_list = NULL;
UINT i, j;
struct vertex 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 }
};
struct vertex 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, 0xff00ff00 },
{ 1.0f, -1.0f, 0.0f, 0xff0000ff },
{ 1.0f, 1.0f, 0.0f, 0xffffffff }
};
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip),
0, 0, D3DPOOL_MANAGED, &vb_strip, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if (FAILED(hr)) goto bail;
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list),
0, 0, D3DPOOL_MANAGED, &vb_list, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if (FAILED(hr)) goto bail;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF 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 = 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);
/* 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. */
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
/* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */
for (j=0; j<2; j++) {
/* Inner loop just changes the D3DRS_SHADEMODE */
for (i=0; i<3; i++) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
/* Sample two spots from the output */
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
switch(shademode) {
case D3DSHADE_FLAT:
/* Should take the color of the first vertex of each triangle */
if (0)
{
/* This test depends on EXT_provoking_vertex being
* available. This extension is currently (20090810)
* not common enough to let the test fail if it isn't
* present. */
ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0);
ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1);
}
shademode = D3DSHADE_GOURAUD;
break;
case D3DSHADE_GOURAUD:
/* Should be an interpolated blend */
ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
"GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
"GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
color0_gouraud = color0;
color1_gouraud = color1;
shademode = D3DSHADE_PHONG;
break;
case D3DSHADE_PHONG:
/* Should be the same as GOURAUD, since no hardware implements this */
ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
"PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
"PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
color0_gouraud, color0);
ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
color1_gouraud, color1);
break;
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
/* Now, do it all over again with a TRIANGLELIST */
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
primtype = D3DPT_TRIANGLELIST;
shademode = D3DSHADE_FLAT;
}
bail:
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
if (vb_strip)
IDirect3DVertexBuffer9_Release(vb_strip);
if (vb_list)
IDirect3DVertexBuffer9_Release(vb_list);
}
static void alpha_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
DWORD color;
struct vertex quad1[] =
{
{-1.0f, -1.0f, 0.1f, 0x4000ff00},
{-1.0f, 0.0f, 0.1f, 0x4000ff00},
{ 1.0f, -1.0f, 0.1f, 0x4000ff00},
{ 1.0f, 0.0f, 0.1f, 0x4000ff00},
};
struct vertex quad2[] =
{
{-1.0f, 0.0f, 0.1f, 0xc00000ff},
{-1.0f, 1.0f, 0.1f, 0xc00000ff},
{ 1.0f, 0.0f, 0.1f, 0xc00000ff},
{ 1.0f, 1.0f, 0.1f, 0xc00000ff},
};
static const float composite_quad[][5] = {
{ 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
};
/* Clear the render target with alpha = 0.5 */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 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);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
if(!offscreen) {
goto out;
}
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);
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* Switch to the offscreen buffer, and redo the testing. The offscreen render target
* doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
* targets without alpha channel, they give essentially ZERO and ONE blend factors. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
/* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
* Disable alpha blending for the final composition
*/
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
"DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
"DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
out:
/* restore things */
if(backbuffer) {
IDirect3DSurface9_Release(backbuffer);
}
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
struct vertex_shortcolor {
float x, y, z;
unsigned short r, g, b, a;
};
struct vertex_floatcolor {
float x, y, z;
float r, g, b, a;
};
static void fixed_function_decl_test(IDirect3DDevice9 *device)
{
HRESULT hr;
BOOL s_ok, ub_ok, f_ok;
DWORD color, size, i;
void *data;
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_positiont[] = {
{0, 0, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT, 0},
{0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont;
IDirect3DVertexBuffer9 *vb, *vb2;
struct vertex 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},
};
struct vertex 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},
};
struct vertex_shortcolor quad3[] = /* short */
{
{ 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},
};
struct vertex_floatcolor quad4[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 0.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 1.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 1.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
};
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,
};
float quads[] = {
-1.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
0.0, -1.0, 0.1,
0.0, 0.0, 0.1,
0.0, -1.0, 0.1,
0.0, 0.0, 0.1,
1.0, -1.0, 0.1,
1.0, 0.0, 0.1,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1,
1.0, 0.0, 0.1,
1.0, 1.0, 0.1,
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1
};
struct tvertex quad_transformed[] = {
{ 90, 110, 0.1, 2.0, 0x00ffff00},
{ 570, 110, 0.1, 2.0, 0x00ffff00},
{ 90, 300, 0.1, 2.0, 0x00ffff00},
{ 570, 300, 0.1, 2.0, 0x00ffff00}
};
D3DCAPS9 caps;
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, 0xffffffff, 0.0, 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_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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
if(SUCCEEDED(hr)) {
if(dcl_color) {
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\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(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
ub_ok = SUCCEEDED(hr);
}
if(dcl_short) {
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
s_ok = SUCCEEDED(hr);
}
if(dcl_float) {
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
f_ok = SUCCEEDED(hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr)) {
if(dcl_color) {
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad1, sizeof(quad1));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
}
if(dcl_ubyte) {
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad2, sizeof(quad2));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
ub_ok = SUCCEEDED(hr);
}
if(dcl_short) {
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad3, sizeof(quad3));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
s_ok = SUCCEEDED(hr);
}
if(dcl_float) {
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad4, sizeof(quad4));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
f_ok = SUCCEEDED(hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr);
}
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\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 = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
ub_ok = FALSE;
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
ub_ok = SUCCEEDED(hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
"IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
ub_ok = (SUCCEEDED(hr) && ub_ok);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\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);
}
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
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);
if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont);
}
struct vertex_float16color {
float x, y, z;
DWORD c1, c2;
};
static void test_vshader_float16(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
void *data;
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()
};
IDirect3DVertexDeclaration9 *vdecl = NULL;
IDirect3DVertexBuffer9 *buffer = NULL;
IDirect3DVertexShader9 *shader;
DWORD shader_code[] = {
0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000001f, 0x8000000a,
0x900f0001, 0x00000001, 0xc00f0000, 0x90e40000, 0x00000001, 0xd00f0000,
0x90e40001, 0x0000ffff
};
struct vertex_float16color 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 },
};
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_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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 0, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 4, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 8, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\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_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
IDirect3DVertexDeclaration9_Release(vdecl);
IDirect3DVertexShader9_Release(shader);
IDirect3DVertexBuffer9_Release(buffer);
}
static void conditional_np2_repeat_test(IDirect3DDevice9 *device)
{
D3DCAPS9 caps;
IDirect3DTexture9 *texture;
HRESULT hr;
D3DLOCKED_RECT rect;
unsigned int x, y;
DWORD *dst, color;
const float quad[] = {
-1.0, -1.0, 0.1, -0.2, -0.2,
1.0, -1.0, 0.1, 1.2, -0.2,
-1.0, 1.0, 0.1, -0.2, 1.2,
1.0, 1.0, 0.1, 1.2, 1.2
};
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");
return;
}
else
{
skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n");
return;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 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_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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\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);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
IDirect3DTexture9_Release(texture);
}
static void vFace_register_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
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 */
};
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 */
};
IDirect3DPixelShader9 *shader;
IDirect3DVertexShader9 *vshader;
IDirect3DTexture9 *texture;
IDirect3DSurface9 *surface, *backbuffer;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
1.0, -1.0, 0.1,
1.0, 0.0, 0.1,
-1.0, 0.0, 0.1,
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 0.0, 0.1,
1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1,
};
const float blit[] = {
0.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
0.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
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_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, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
/* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
/* Blit the texture onto the back buffer to make it visible */
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);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
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_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\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);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(texture);
}
static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
int i;
D3DCAPS9 caps;
BOOL L6V5U5_supported = FALSE;
IDirect3DTexture9 *tex1, *tex2;
D3DLOCKED_RECT locked_rect;
static const float quad[][7] = {
{-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
{-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
{ 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
{ 128.0f/640.0f, 128.0f/480.0f, 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 */
float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
float scale, offset;
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DTexture9 *texture = NULL;
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");
return;
} else {
/* 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
*/
IDirect3D9 *d3d9;
IDirect3DDevice9_GetDirect3D(device, &d3d9);
hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_L6V5U5);
L6V5U5_supported = SUCCEEDED(hr);
hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_V8U8);
IDirect3D9_Release(d3d9);
if(FAILED(hr)) {
skip("D3DFMT_V8U8 not supported for legacy bump mapping\n");
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, 0xffff00ff, 0.0, 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);
/* on MacOS(10.5.4, radeon X1600), the white dots are have color 0x00fbfbfb rather than 0x00ffffff. This is
* kinda strange since no calculations are done on the sampled colors, only on the texture coordinates.
* But since testing the color match is not the purpose of the test don't be too picky
*/
color = getPixelColor(device, 320-32, 240);
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color_match(color, 0x00ffffff, 4), "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320+32, 240+32);
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320-32, 240+32);
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320+32, 240-32);
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
color = getPixelColor(device, 320-32, 240-32);
ok(color_match(color, 0x00000000, 4), "bumpmap failed: Got color 0x%08x, expected 0x00000000.\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(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE)) {
skip("D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping\n");
goto cleanup;
}
if(L6V5U5_supported == FALSE) {
skip("L6V5U5_supported not supported, skipping D3DTOP_BUMPENVMAPLUMINANCE test\n");
goto cleanup;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0, 0x8);
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), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(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);
/* 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), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(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, 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), "BeginScene failed (0x%08x)\n", hr);
if(SUCCEEDED(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, 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);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
cleanup:
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
static void stencil_cull_test(IDirect3DDevice9 *device) {
HRESULT hr;
IDirect3DSurface9 *depthstencil = NULL;
D3DSURFACE_DESC desc;
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,
};
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,
};
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,
};
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 vertex painter[] = {
{-1.0, -1.0, 0.0, 0x00000000},
{ 1.0, -1.0, 0.0, 0x00000000},
{-1.0, 1.0, 0.0, 0x00000000},
{ 1.0, 1.0, 0.0, 0x00000000},
};
WORD indices_cw[] = {0, 1, 3};
WORD indices_ccw[] = {0, 2, 3};
unsigned int i;
DWORD color;
IDirect3DDevice9_GetDepthStencilSurface(device, &depthstencil);
if(depthstencil == NULL) {
skip("No depth stencil buffer\n");
return;
}
hr = IDirect3DSurface9_GetDesc(depthstencil, &desc);
ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr);
IDirect3DSurface9_Release(depthstencil);
if(desc.Format != D3DFMT_D24S8 && desc.Format != D3DFMT_D24X4S4) {
skip("No 4 or 8 bit stencil surface\n");
return;
}
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_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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
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_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#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), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\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(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
}
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
}
static void vpos_register_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
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 */
};
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 */
};
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 */
};
IDirect3DVertexShader9 *vshader;
IDirect3DPixelShader9 *shader, *shader_frac;
IDirect3DSurface9 *surface = NULL, *backbuffer;
const float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
D3DLOCKED_RECT lr;
float constant[4] = {1.0, 0.0, 320, 240};
DWORD *pos;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
constant[2] = 16; constant[3] = 16;
hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene 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, "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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\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);
}
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 pointsize_test(IDirect3DDevice9 *device)
{
HRESULT hr;
D3DCAPS9 caps;
D3DMATRIX matrix;
D3DMATRIX identity;
float ptsize, ptsize_orig, ptsizemax_orig, ptsizemin_orig;
DWORD color;
IDirect3DSurface9 *rt, *backbuffer;
IDirect3DTexture9 *tex1, *tex2;
RECT rect = {0, 0, 128, 128};
D3DLOCKED_RECT lr;
const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000,
0x00000000, 0x00000000};
const DWORD tex2_data[4] = {0x00000000, 0x0000ff00,
0x00000000, 0x0000ff00};
const float vertices[] = {
64, 64, 0.1,
128, 64, 0.1,
192, 64, 0.1,
256, 64, 0.1,
320, 64, 0.1,
384, 64, 0.1,
448, 64, 0.1,
512, 64, 0.1,
};
/* 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 */
U(matrix).m[0][0] = 2.0/640.0; U(matrix).m[1][0] = 0.0; U(matrix).m[2][0] = 0.0; U(matrix).m[3][0] =-1.0;
U(matrix).m[0][1] = 0.0; U(matrix).m[1][1] =-2.0/480.0; U(matrix).m[2][1] = 0.0; U(matrix).m[3][1] = 1.0;
U(matrix).m[0][2] = 0.0; U(matrix).m[1][2] = 0.0; U(matrix).m[2][2] = 1.0; U(matrix).m[3][2] = 0.0;
U(matrix).m[0][3] = 0.0; U(matrix).m[1][3] = 0.0; U(matrix).m[2][3] = 0.0; U(matrix).m[3][3] = 1.0;
U(identity).m[0][0] = 1.0; U(identity).m[1][0] = 0.0; U(identity).m[2][0] = 0.0; U(identity).m[3][0] = 0.0;
U(identity).m[0][1] = 0.0; U(identity).m[1][1] = 1.0; U(identity).m[2][1] = 0.0; U(identity).m[3][1] = 0.0;
U(identity).m[0][2] = 0.0; U(identity).m[1][2] = 0.0; U(identity).m[2][2] = 1.0; U(identity).m[3][2] = 0.0;
U(identity).m[0][3] = 0.0; U(identity).m[1][3] = 0.0; U(identity).m[2][3] = 0.0; U(identity).m[3][3] = 1.0;
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);
return;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\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_GetRenderState(device, D3DRS_POINTSIZE, (DWORD *) &ptsize_orig);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
if (SUCCEEDED(hr))
{
ptsize = 15.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
ptsize = 31.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
ptsize = 30.75;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
if (caps.MaxPointSize >= 63.0)
{
ptsize = 63.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
ptsize = 62.75;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
}
ptsize = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *) (&ptsizemax_orig));
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *) (&ptsizemin_orig));
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed, hr=%08x\n", hr);
/* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */
ptsize = 15.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
ptsize = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *((DWORD *) (&ptsizemax_orig)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
/* pointsize < pointsize_min < pointsize_max?
* pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */
ptsize = 1.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
ptsize = 15.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsize)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *((DWORD *) (&ptsizemin_orig)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\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, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\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_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 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_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
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, &rect, backbuffer, &rect, D3DTEXF_NONE);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(rt);
color = getPixelColor(device, 64-4, 64-4);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 0),
"Expected color 0x00ff0000, got 0x%08x.\n", color);
color = getPixelColor(device, 64+4, 64-4);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 0),
"Expected color 0x00ffff00, got 0x%08x.\n", color);
color = getPixelColor(device, 64-4, 64+4);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00), 0),
"Expected color 0x00000000, got 0x%08x.\n", color);
color = getPixelColor(device, 64+4, 64+4);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
"Expected color 0x0000ff00, got 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
IDirect3DTexture9_Release(tex1);
IDirect3DTexture9_Release(tex2);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize_orig)));
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr);
}
static void multiple_rendertargets_test(IDirect3DDevice9 *device)
{
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 */
};
HRESULT hr;
IDirect3DVertexShader9 *vs;
IDirect3DPixelShader9 *ps1, *ps2;
IDirect3DTexture9 *tex1, *tex2;
IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback;
D3DCAPS9 caps;
DWORD color;
UINT i, j;
float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1,
};
float texquad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
0.0, -1.0, 0.1, 1.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
0.0, 1.0, 0.1, 1.0, 1.0,
0.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
0.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%08x\n", hr);
if(caps.NumSimultaneousRTs < 2) {
skip("Only 1 simultaneous render target supported, skipping MRT test\n");
return;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\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);
}
struct formats {
const char *fmtName;
D3DFORMAT textureFormat;
DWORD resultColorBlending;
DWORD resultColorNoBlending;
};
static const struct formats test_formats[] = {
{ "D3DFMT_G16R16", D3DFMT_G16R16, 0x001818ff, 0x002010ff},
{ "D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff },
{ "D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff },
{ "D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000 },
{ "D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff },
{ "D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff },
{ "D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000 },
{ NULL, 0 }
};
static void pixelshader_blending_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DTexture9 *offscreenTexture = NULL;
IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
IDirect3D9 *d3d = NULL;
DWORD color;
DWORD r0, g0, b0, r1, g1, b1;
int fmt_index;
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},
};
/* Quad with R=0x10, G=0x20 */
static const struct vertex quad1[] = {
{-1.0f, -1.0f, 0.1f, 0x80102000},
{-1.0f, 1.0f, 0.1f, 0x80102000},
{ 1.0f, -1.0f, 0.1f, 0x80102000},
{ 1.0f, 1.0f, 0.1f, 0x80102000},
};
/* Quad with R=0x20, G=0x10 */
static const struct vertex 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},
};
IDirect3DDevice9_GetDirect3D(device, &d3d);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
if(!backbuffer) {
goto out;
}
for(fmt_index=0; test_formats[fmt_index].textureFormat != 0; 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, 0xffffffff, 0.0, 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.
*/
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
/* Draw a quad using color 0x0010200 */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* Draw a quad using color 0x0020100 */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* We don't want to blend the result on the backbuffer */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
/* Prepare rendering the 'blended' texture quad to the backbuffer */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
/* This time with the texture */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
IDirect3DDevice9_EndScene(device);
}
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);
r0 = (color & 0x00ff0000) >> 16;
g0 = (color & 0x0000ff00) >> 8;
b0 = (color & 0x000000ff) >> 0;
r1 = (test_formats[fmt_index].resultColorBlending & 0x00ff0000) >> 16;
g1 = (test_formats[fmt_index].resultColorBlending & 0x0000ff00) >> 8;
b1 = (test_formats[fmt_index].resultColorBlending & 0x000000ff) >> 0;
ok(r0 >= max(r1, 1) - 1 && r0 <= r1 + 1 &&
g0 >= max(g1, 1) - 1 && g0 <= g1 + 1 &&
b0 >= max(b1, 1) - 1 && b0 <= b1 + 1,
"Offscreen failed for %s: Got color %#08x, expected %#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: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName);
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
IDirect3DDevice9_SetTexture(device, 0, NULL);
if(offscreenTexture) {
IDirect3DTexture9_Release(offscreenTexture);
}
if(offscreen) {
IDirect3DSurface9_Release(offscreen);
}
}
out:
/* restore things */
if(backbuffer) {
IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
IDirect3DSurface9_Release(backbuffer);
}
}
static void tssargtemp_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
static const struct vertex quad[] = {
{-1.0, -1.0, 0.1, 0x00ff0000},
{ 1.0, -1.0, 0.1, 0x00ff0000},
{-1.0, 1.0, 0.1, 0x00ff0000},
{ 1.0, 1.0, 0.1, 0x00ff0000}
};
D3DCAPS9 caps;
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");
return;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 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_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr = %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %08x\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);
/* Set stage 1 back to default */
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_CURRENT);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
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);
}
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;
};
static const struct testdata 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, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */
{4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */
/*
This draws one instance on some machines, no instance on others
{0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2},
*/
/*
This case is handled in a stand alone test, SetStreamSourceFreq(0,(D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to return D3DERR_INVALIDCALL!
{4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0, D3DERR_INVALIDCALL},
*/
};
/* Drawing Indexed Geometry with instances*/
static void stream_test(IDirect3DDevice9 *device)
{
IDirect3DVertexBuffer9 *vb = NULL;
IDirect3DVertexBuffer9 *vb2 = NULL;
IDirect3DVertexBuffer9 *vb3 = NULL;
IDirect3DIndexBuffer9 *ib = NULL;
IDirect3DVertexDeclaration9 *pDecl = NULL;
IDirect3DVertexShader9 *shader = NULL;
HRESULT hr;
BYTE *data;
DWORD color;
DWORD ind;
unsigned i;
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
};
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 */
};
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 */
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},
};
short indices[] = {0, 1, 2, 1, 2, 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()
};
/* 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");
return;
}
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 a 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 vetex 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, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x (case %i)\n", hr, i);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x (case %i)\n", hr, i);
/* set all StreamSource && StreamSourceFreq back to default */
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
}
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);
}
hr = IDirect3DDevice9_SetIndices(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
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);
}
static void np2_stretch_rect_test(IDirect3DDevice9 *device) {
IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL;
IDirect3DTexture9 *dsttex = NULL;
HRESULT hr;
DWORD color;
D3DRECT r1 = {0, 0, 50, 50 };
D3DRECT r2 = {50, 0, 100, 50 };
D3DRECT r3 = {50, 50, 100, 100};
D3DRECT r4 = {0, 50, 50, 100};
const float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
};
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, 0xff00ffff, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
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 == 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);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
cleanup:
if(src) IDirect3DSurface9_Release(src);
if(backbuffer) IDirect3DSurface9_Release(backbuffer);
if(dsttex) IDirect3DTexture9_Release(dsttex);
}
static void texop_test(IDirect3DDevice9 *device)
{
IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
IDirect3DTexture9 *texture = NULL;
D3DLOCKED_RECT locked_rect;
D3DCOLOR color;
D3DCAPS9 caps;
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)},
};
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);
}
if (texture) IDirect3DTexture9_Release(texture);
if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
static void yuv_color_test(IDirect3DDevice9 *device) {
HRESULT hr;
IDirect3DSurface9 *surface = NULL, *target = NULL;
unsigned int fmt, i;
D3DFORMAT format;
const char *fmt_string;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
HRESULT color;
DWORD ref_color_left, ref_color_right;
struct {
DWORD in; /* The input color */
DWORD uyvy_left; /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1*/
DWORD uyvy_right; /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1*/
DWORD yuy2_left; /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1 */
DWORD yuy2_right; /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1 */
} test_data[] = {
/* Originally I wanted to avoid being evil, and set Y1 = Y2 to avoid triggering troubles in shader converters,
* but the main difference between YUY2 and UYVY is the swapped ordering of the chroma and luminance
* values. However, handling the two Y's properly could have a big impact on image quality, so be picky about
* that
*/
{ 0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700 },
{ 0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000 },
{ 0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c },
{ 0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1 },
{ 0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700 },
{ 0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c },
{ 0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1 },
{ 0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000 },
{ 0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff },
{ 0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c },
{ 0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1 },
{ 0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff },
{ 0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c },
{ 0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff },
{ 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 },
{ 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 },
{ 0xFF80FF80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff },
{ 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 },
};
hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
for(fmt = 0; fmt < 2; fmt++) {
if(fmt == 0) {
format = D3DFMT_UYVY;
fmt_string = "D3DFMT_UYVY";
} else {
format = D3DFMT_YUY2;
fmt_string = "D3DFMT_YUY2";
}
/* 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;
}
/* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1 */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 2, 1, format, D3DPOOL_DEFAULT, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %08x\n", hr);
for(i = 0; i < (sizeof(test_data)/sizeof(test_data[0])); i++) {
if(fmt == 0) {
ref_color_left = test_data[i].uyvy_left;
ref_color_right = test_data[i].uyvy_right;
} else {
ref_color_left = test_data[i].yuy2_left;
ref_color_right = test_data[i].yuy2_right;
}
memset(&lr, 0, sizeof(lr));
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %08x\n", hr);
*((DWORD *) lr.pBits) = test_data[i].in;
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %08x\n", hr);
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_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with 0x%08x\n", hr);
/* Native D3D can't resist filtering the YUY surface, even though we asked it not to do so above. To
* prevent running into precision problems, read a far left and far right pixel. In the future we may
* want to add tests for the filtered pixels as well.
*
* Unfortunately different implementations(Windows-NV and Mac-ATI tested) interpret some colors vastly
* differently, so we need a max diff of 16
*/
color = getPixelColor(device, 40, 240);
/* Newer versions of the Nvidia Windows driver mix up the U and V channels, breaking all the tests
* where U != V. Skip the entire test if this bug in this case
*/
if (broken(test_data[i].in == 0xff000000 && color == 0x00008800 && format == D3DFMT_UYVY))
{
skip("Nvidia channel confusion bug detected, skipping YUV tests\n");
IDirect3DSurface9_Release(surface);
goto out;
}
ok(color_match(color, ref_color_left, 18),
"Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n",
test_data[i].in, color, ref_color_left, fmt_string);
color = getPixelColor(device, 600, 240);
ok(color_match(color, ref_color_right, 18),
"Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n",
test_data[i].in, color, ref_color_right, fmt_string);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
}
IDirect3DSurface9_Release(surface);
}
out:
IDirect3DSurface9_Release(target);
IDirect3D9_Release(d3d);
}
static void texop_range_test(IDirect3DDevice9 *device)
{
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)}
};
HRESULT hr;
IDirect3DTexture9 *texture;
D3DLOCKED_RECT locked_rect;
D3DCAPS9 caps;
DWORD color;
/* 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");
return;
}
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT)) {
skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test\n");
return;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\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_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);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
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_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
IDirect3DTexture9_Release(texture);
}
static void alphareplicate_test(IDirect3DDevice9 *device) {
struct vertex quad[] = {
{ -1.0, -1.0, 0.1, 0x80ff00ff },
{ 1.0, -1.0, 0.1, 0x80ff00ff },
{ -1.0, 1.0, 0.1, 0x80ff00ff },
{ 1.0, 1.0, 0.1, 0x80ff00ff },
};
HRESULT hr;
DWORD color;
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
}
static void dp3_alpha_test(IDirect3DDevice9 *device) {
HRESULT hr;
D3DCAPS9 caps;
DWORD color;
struct vertex quad[] = {
{ -1.0, -1.0, 0.1, 0x408080c0 },
{ 1.0, -1.0, 0.1, 0x408080c0 },
{ -1.0, 1.0, 0.1, 0x408080c0 },
{ 1.0, 1.0, 0.1, 0x408080c0 },
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3)) {
skip("D3DTOP_DOTPRODUCT3 not supported\n");
return;
}
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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
}
static void zwriteenable_test(IDirect3DDevice9 *device) {
HRESULT hr;
DWORD color;
struct vertex quad1[] = {
{ -1.0, -1.0, 0.1, 0x00ff0000},
{ -1.0, 1.0, 0.1, 0x00ff0000},
{ 1.0, -1.0, 0.1, 0x00ff0000},
{ 1.0, 1.0, 0.1, 0x00ff0000},
};
struct vertex quad2[] = {
{ -1.0, -1.0, 0.9, 0x0000ff00},
{ -1.0, 1.0, 0.9, 0x0000ff00},
{ 1.0, -1.0, 0.9, 0x0000ff00},
{ 1.0, 1.0, 0.9, 0x0000ff00},
};
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_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\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);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
}
static void alphatest_test(IDirect3DDevice9 *device) {
#define ALPHATEST_PASSED 0x0000ff00
#define ALPHATEST_FAILED 0x00ff0000
struct {
D3DCMPFUNC func;
DWORD color_less;
DWORD color_equal;
DWORD 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 },
};
unsigned int i, j;
HRESULT hr;
DWORD color;
struct vertex quad[] = {
{ -1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 },
{ 1.0, -1.0, 0.1, ALPHATEST_PASSED | 0x80000000 },
{ -1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 },
{ 1.0, 1.0, 0.1, ALPHATEST_PASSED | 0x80000000 },
};
D3DCAPS9 caps;
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;
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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with 0x%08x\n", hr);
if(SUCCEEDED(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(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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);
}
}
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr);
}
static void sincos_test(IDirect3DDevice9 *device) {
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 */
};
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 */
};
IDirect3DVertexShader9 *sin_shader, *cos_shader;
HRESULT hr;
struct {
float x, y, z;
} data[1280];
unsigned int i;
float sincosc1[4] = {D3DSINCOSCONST1};
float sincosc2[4] = {D3DSINCOSCONST2};
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);
if(SUCCEEDED(hr)) {
hr = IDirect3DDevice9_SetVertexShader(device, sin_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, cos_shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\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 */
IDirect3DDevice9_SetVertexShader(device, NULL);
IDirect3DVertexShader9_Release(sin_shader);
IDirect3DVertexShader9_Release(cos_shader);
}
static void loop_index_test(IDirect3DDevice9 *device) {
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 */
};
IDirect3DVertexShader9 *shader;
HRESULT hr;
DWORD color;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
const float zero[4] = {0, 0, 0, 0};
const float one[4] = {1, 1, 1, 1};
int i0[4] = {2, 10, -3, 0};
float values[4];
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, 0x00ff0000, 0.0, 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(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
}
static void sgn_test(IDirect3DDevice9 *device) {
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 */
};
IDirect3DVertexShader9 *shader;
HRESULT hr;
DWORD color;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1
};
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, 0x00ff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
IDirect3DVertexShader9_Release(shader);
}
static void viewport_test(IDirect3DDevice9 *device) {
HRESULT hr;
DWORD color;
D3DVIEWPORT9 vp, old_vp;
BOOL draw_failed = TRUE;
const float quad[] =
{
-0.5, -0.5, 0.1,
0.5, -0.5, 0.1,
-0.5, 0.5, 0.1,
0.5, 0.5, 0.1
};
memset(&old_vp, 0, sizeof(old_vp));
hr = IDirect3DDevice9_GetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 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_SetFVF(device, D3DFVF_XYZ);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "DrawPrimitiveUP failed (%08x)\n", hr);
draw_failed = FAILED(hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\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);
hr = IDirect3DDevice9_SetViewport(device, &old_vp);
ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
}
/* 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(IDirect3DDevice9 *device)
{
const struct tvertex quad1[] =
{
{ 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
{640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
{ 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
{640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
};
const struct tvertex quad2[] =
{
{ 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
{640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
{ 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
{640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
};
const struct tvertex quad3[] =
{
{112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
{208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
{112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
{208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
};
const struct tvertex quad4[] =
{
{ 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
{112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
{ 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
{112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
};
const struct vertex quad5[] =
{
{ -0.5f, 0.5f, 10.0f, 0xff14f914},
{ 0.5f, 0.5f, 10.0f, 0xff14f914},
{ -0.5f, -0.5f, 10.0f, 0xff14f914},
{ 0.5f, -0.5f, 10.0f, 0xff14f914},
};
const struct vertex quad6[] =
{
{ -1.0f, 0.5f, 10.0f, 0xfff91414},
{ 1.0f, 0.5f, 10.0f, 0xfff91414},
{ -1.0f, 0.25f, 10.0f, 0xfff91414},
{ 1.0f, 0.25f, 10.0f, 0xfff91414},
};
D3DVIEWPORT9 vp;
D3DCOLOR color;
D3DCAPS9 caps;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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);
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = IDirect3DDevice9_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
}
static void depth_bounds_test(IDirect3DDevice9 *device)
{
const struct tvertex quad1[] =
{
{ 0, 0, 0.0f, 1, 0xfff9e814},
{ 640, 0, 0.0f, 1, 0xfff9e814},
{ 0, 480, 1.0f, 1, 0xfff9e814},
{ 640, 480, 1.0f, 1, 0xfff9e814},
};
const struct tvertex quad2[] =
{
{ 0, 0, 0.6f, 1, 0xff002b7f},
{ 640, 0, 0.6f, 1, 0xff002b7f},
{ 0, 480, 0.6f, 1, 0xff002b7f},
{ 640, 480, 0.6f, 1, 0xff002b7f},
};
const struct tvertex quad3[] =
{
{ 0, 100, 0.6f, 1, 0xfff91414},
{ 640, 100, 0.6f, 1, 0xfff91414},
{ 0, 160, 0.6f, 1, 0xfff91414},
{ 640, 160, 0.6f, 1, 0xfff91414},
};
union {
DWORD d;
float f;
} tmpvalue;
IDirect3D9 *d3d = NULL;
IDirect3DSurface9 *offscreen_surface = NULL;
D3DCOLOR color;
HRESULT hr;
IDirect3DDevice9_GetDirect3D(device, &d3d);
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\n");
IDirect3D9_Release(d3d);
return;
}
IDirect3D9_Release(d3d);
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);
}
static void depth_buffer_test(IDirect3DDevice9 *device)
{
static const struct vertex quad1[] =
{
{ -1.0, 1.0, 0.33f, 0xff00ff00},
{ 1.0, 1.0, 0.33f, 0xff00ff00},
{ -1.0, -1.0, 0.33f, 0xff00ff00},
{ 1.0, -1.0, 0.33f, 0xff00ff00},
};
static const struct vertex quad2[] =
{
{ -1.0, 1.0, 0.50f, 0xffff00ff},
{ 1.0, 1.0, 0.50f, 0xffff00ff},
{ -1.0, -1.0, 0.50f, 0xffff00ff},
{ 1.0, -1.0, 0.50f, 0xffff00ff},
};
static const struct vertex quad3[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
{ 1.0, 1.0, 0.66f, 0xffff0000},
{ -1.0, -1.0, 0.66f, 0xffff0000},
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
static const DWORD expected_colors[4][4] =
{
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3;
unsigned int i, j;
D3DVIEWPORT9 vp;
D3DCOLOR color;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = 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);
}
/* 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(IDirect3DDevice9 *device)
{
static const struct vertex quad[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
{ 1.0, 1.0, 0.66f, 0xffff0000},
{ -1.0, -1.0, 0.66f, 0xffff0000},
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
IDirect3DSurface9 *backbuffer, *rt1, *rt2;
unsigned int i, j;
D3DVIEWPORT9 vp;
D3DCOLOR color;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = 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);
}
static void depth_blit_test(IDirect3DDevice9 *device)
{
static const struct vertex quad1[] =
{
{ -1.0, 1.0, 0.50f, 0xff00ff00},
{ 1.0, 1.0, 0.50f, 0xff00ff00},
{ -1.0, -1.0, 0.50f, 0xff00ff00},
{ 1.0, -1.0, 0.50f, 0xff00ff00},
};
static const struct vertex quad2[] =
{
{ -1.0, 1.0, 0.66f, 0xff0000ff},
{ 1.0, 1.0, 0.66f, 0xff0000ff},
{ -1.0, -1.0, 0.66f, 0xff0000ff},
{ 1.0, -1.0, 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;
RECT src_rect, dst_rect;
unsigned int i, j;
D3DVIEWPORT9 vp;
D3DCOLOR color;
HRESULT hr;
vp.X = 0;
vp.Y = 0;
vp.Width = 640;
vp.Height = 480;
vp.MinZ = 0.0;
vp.MaxZ = 1.0;
hr = 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);
}
static void intz_test(IDirect3DDevice9 *device)
{
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},
},
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, 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)},
};
IDirect3DSurface9 *original_ds, *original_rt, *rt;
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *ps;
IDirect3DSurface9 *ds;
IDirect3D9 *d3d9;
D3DCAPS9 caps;
HRESULT hr;
UINT i;
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");
return;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
return;
}
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
{
skip("No INTZ support, skipping INTZ test.\n");
return;
}
IDirect3D9_Release(d3d9);
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_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);
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, 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);
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, 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);
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, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_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(original_rt);
IDirect3DSurface9_Release(rt);
}
static void shadow_test(IDirect3DDevice9 *device)
{
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 0C0, r1 */
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, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
{560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
{400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
{240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
{ 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{ 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
{240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
};
IDirect3DSurface9 *original_ds, *original_rt, *rt;
IDirect3DPixelShader9 *ps;
IDirect3D9 *d3d9;
D3DCAPS9 caps;
HRESULT hr;
UINT i;
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");
return;
}
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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;
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
if (FAILED(hr)) 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);
for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
{
D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
ok(color_match(color, expected_colors[j].color, 0),
"Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
formats[i].name, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
IDirect3D9_Release(d3d9);
}
static void clip_planes(IDirect3DDevice9 *device, const char *test_name)
{
const struct vertex 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},
};
const struct vertex 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(IDirect3DDevice9 *device)
{
const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */
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 */
};
IDirect3DVertexShader9 *shader;
IDirect3DTexture9 *offscreen = NULL;
IDirect3DSurface9 *offscreen_surface, *original_rt;
HRESULT hr;
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);
IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr);
IDirect3DVertexShader9_Release(shader);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(offscreen_surface);
IDirect3DTexture9_Release(offscreen);
}
static void fp_special_test(IDirect3DDevice9 *device)
{
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 */
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_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 r600;
D3DCOLOR nv40;
D3DCOLOR nv50;
}
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. */
{"log", vs_log, sizeof(vs_log), 0x00000000, 0x00ff0000, 0x00ff7f00},
{"pow", vs_pow, sizeof(vs_pow), 0x000000ff, 0x0000ff00, 0x000000ff},
{"nrm", vs_nrm, sizeof(vs_nrm), 0x00ff0000, 0x0000ff00, 0x00ff0000},
{"rcp1", vs_rcp1, sizeof(vs_rcp1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
{"rcp2", vs_rcp2, sizeof(vs_rcp2), 0x00000000, 0x00ff0000, 0x00ff7f00},
{"rsq1", vs_rsq1, sizeof(vs_rsq1), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
{"rsq2", vs_rsq2, sizeof(vs_rsq2), 0x000000ff, 0x00ff00ff, 0x00ff7f00},
{"lit", vs_lit, sizeof(vs_lit), 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
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;
UINT body_size = 0;
DWORD *vs_code;
D3DCAPS9 caps;
HRESULT hr;
UINT i;
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");
return;
}
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].r600, 1)
|| color_match(color, vs_body[i].nv40, 1)
|| color_match(color, vs_body[i].nv50, 1),
"Expected color 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
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);
}
static void srgbwrite_format_test(IDirect3DDevice9 *device)
{
IDirect3D9 *d3d;
IDirect3DSurface9 *rt, *backbuffer;
IDirect3DTexture9 *texture;
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}
};
hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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, 0x00ff0000, 0.0f, 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), "BeginScene failed, hr %#x.\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, 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);
}
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
IDirect3D9_Release(d3d);
IDirect3DSurface9_Release(backbuffer);
}
static void ds_size_test(IDirect3DDevice9 *device)
{
IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback;
HRESULT hr;
DWORD num_passes;
struct
{
float x, y, z;
}
quad[] =
{
{-1.0, -1.0, 0.0 },
{-1.0, 1.0, 0.0 },
{ 1.0, -1.0, 0.0 },
{ 1.0, 1.0, 0.0 }
};
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_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_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, 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);
}
static void unbound_sampler_test(IDirect3DDevice9 *device)
{
HRESULT hr;
IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume;
IDirect3DSurface9 *rt, *old_rt;
DWORD color;
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}
};
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, 0x56ffffff, 0, 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), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, 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), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, 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), "IDirect3DDevice9_BeginScene failed, hr %#x.\n", hr);
if (SUCCEEDED(hr))
{
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
}
color = getPixelColorFromSurface(rt, 32, 32);
ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(old_rt);
IDirect3DPixelShader9_Release(ps);
IDirect3DPixelShader9_Release(ps_cube);
IDirect3DPixelShader9_Release(ps_volume);
}
static void update_surface_test(IDirect3DDevice9 *device)
{
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;
IDirect3D9 *d3d;
UINT count, i;
HRESULT hr;
hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1);
IDirect3D9_Release(d3d);
if (FAILED(hr))
{
skip("DXT1 not supported, skipping test.\n");
return;
}
IDirect3D9_Release(d3d);
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);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(dst_tex);
IDirect3DTexture9_Release(src_tex);
}
static void multisample_get_rtdata_test(IDirect3DDevice9 *device)
{
IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback;
IDirect3D9 *d3d9;
HRESULT hr;
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
IDirect3D9_Release(d3d9);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n");
return;
}
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);
}
static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
{
IDirect3DDevice9 *device = 0;
IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds;
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)},
};
hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n");
return;
}
hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n");
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(d3d9, 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);
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(d3d9, 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);
if (i % 4 < 2)
todo_wine 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);
else
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);
}
static void resz_test(IDirect3D9 *d3d9)
{
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;
DWORD value;
hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n");
return;
}
hr = IDirect3D9_CheckDeviceMultiSampleType(d3d9, D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL);
if (FAILED(hr))
{
skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n");
return;
}
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
{
skip("No INTZ support, skipping RESZ test.\n");
return;
}
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z'));
if (FAILED(hr))
{
skip("No RESZ support, skipping RESZ test.\n");
return;
}
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(d3d9, 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);
return;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
cleanup_device(device);
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);
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_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);
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);
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(d3d9, 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_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_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);
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);
}
static void zenable_test(IDirect3DDevice9 *device)
{
static const struct
{
struct vec4 position;
D3DCOLOR diffuse;
}
tquad[] =
{
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00},
{{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
{{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
};
D3DCOLOR color;
D3DCAPS9 caps;
HRESULT hr;
UINT x, y;
UINT i, j;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, 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 | 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, 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),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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,
};
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),
"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);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
IDirect3DVertexShader9_Release(vs);
}
}
START_TEST(visual)
{
IDirect3D9 *d3d9;
IDirect3DDevice9 *device_ptr;
D3DCAPS9 caps;
HRESULT hr;
DWORD color;
d3d9_handle = LoadLibraryA("d3d9.dll");
if (!d3d9_handle)
{
skip("Could not load d3d9.dll\n");
return;
}
device_ptr = init_d3d9();
if (!device_ptr)
{
skip("Creating the device failed\n");
return;
}
IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
/* Check for the reliability of the returned data */
hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(device_ptr, 1, 1);
if(color !=0x00ff0000)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(device_ptr, 639, 479);
if(color != 0x0000ddee)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
/* Now execute the real tests */
depth_clamp_test(device_ptr);
stretchrect_test(device_ptr);
lighting_test(device_ptr);
clear_test(device_ptr);
color_fill_test(device_ptr);
fog_test(device_ptr);
if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
{
test_cube_wrap(device_ptr);
} else {
skip("No cube texture support\n");
}
z_range_test(device_ptr);
if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)
{
maxmip_test(device_ptr);
}
else
{
skip("No mipmap support\n");
}
offscreen_test(device_ptr);
ds_size_test(device_ptr);
alpha_test(device_ptr);
shademode_test(device_ptr);
srgbtexture_test(device_ptr);
release_buffer_test(device_ptr);
float_texture_test(device_ptr);
g16r16_texture_test(device_ptr);
pixelshader_blending_test(device_ptr);
texture_transform_flags_test(device_ptr);
autogen_mipmap_test(device_ptr);
fixed_function_decl_test(device_ptr);
conditional_np2_repeat_test(device_ptr);
fixed_function_bumpmap_test(device_ptr);
if(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) {
stencil_cull_test(device_ptr);
} else {
skip("No two sided stencil support\n");
}
pointsize_test(device_ptr);
tssargtemp_test(device_ptr);
np2_stretch_rect_test(device_ptr);
yuv_color_test(device_ptr);
zwriteenable_test(device_ptr);
alphatest_test(device_ptr);
viewport_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
test_constant_clamp_vs(device_ptr);
test_compare_instructions(device_ptr);
}
else skip("No vs_1_1 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
{
test_mova(device_ptr);
loop_index_test(device_ptr);
sincos_test(device_ptr);
sgn_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
test_vshader_input(device_ptr);
test_vshader_float16(device_ptr);
stream_test(device_ptr);
} else {
skip("No vs_3_0 support\n");
}
}
else skip("No vs_2_0 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
{
fog_with_shader_test(device_ptr);
}
else skip("No vs_2_0 and ps_2_0 support\n");
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
texbem_test(device_ptr);
texdepth_test(device_ptr);
texkill_test(device_ptr);
x8l8v8u8_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
constant_clamp_ps_test(device_ptr);
cnd_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
dp2add_ps_test(device_ptr);
unbound_sampler_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
nested_loop_test(device_ptr);
pretransformed_varying_test(device_ptr);
vFace_register_test(device_ptr);
vpos_register_test(device_ptr);
multiple_rendertargets_test(device_ptr);
} else {
skip("No ps_3_0 or vs_3_0 support\n");
}
} else {
skip("No ps_2_0 support\n");
}
}
}
else skip("No ps_1_1 support\n");
texop_test(device_ptr);
texop_range_test(device_ptr);
alphareplicate_test(device_ptr);
dp3_alpha_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
depth_blit_test(device_ptr);
intz_test(device_ptr);
shadow_test(device_ptr);
fp_special_test(device_ptr);
depth_bounds_test(device_ptr);
srgbwrite_format_test(device_ptr);
clip_planes_test(device_ptr);
update_surface_test(device_ptr);
multisample_get_rtdata_test(device_ptr);
zenable_test(device_ptr);
hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9);
ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
cleanup_device(device_ptr);
device_ptr = NULL;
multisampled_depth_buffer_test(d3d9);
resz_test(d3d9);
IDirect3D9_Release(d3d9);
cleanup:
cleanup_device(device_ptr);
}