805 lines
36 KiB
C
805 lines
36 KiB
C
/*
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
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#define COBJMACROS
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#include <d3d8.h>
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#include <dxerr8.h>
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#include "wine/test.h"
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static HMODULE d3d8_handle = 0;
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static HWND create_window(void)
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{
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WNDCLASS wc = {0};
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HWND ret;
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wc.lpfnWndProc = &DefWindowProc;
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wc.lpszClassName = "d3d8_test_wc";
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RegisterClass(&wc);
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ret = CreateWindow("d3d8_test_wc", "d3d8_test",
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WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
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return ret;
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}
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static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
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{
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DWORD ret;
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IDirect3DSurface8 *surf;
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IDirect3DTexture8 *tex;
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HRESULT hr;
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D3DLOCKED_RECT lockedRect;
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RECT rectToLock = {x, y, x+1, y+1};
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hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
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if(FAILED(hr) || !tex ) /* This is not a test */
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{
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trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr);
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return 0xdeadbeef;
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}
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hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
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if(FAILED(hr) || !tex ) /* This is not a test */
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{
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trace("Can't get surface from texture, hr=%#08x\n", hr);
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ret = 0xdeadbeee;
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goto out;
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}
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hr = IDirect3DDevice8_GetFrontBuffer(device, surf);
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if(FAILED(hr))
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{
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trace("Can't read the front buffer data, hr=%#08x\n", hr);
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ret = 0xdeadbeed;
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goto out;
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}
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hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
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if(FAILED(hr))
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{
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trace("Can't lock the offscreen surface, hr=%#08x\n", hr);
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ret = 0xdeadbeec;
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goto out;
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}
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/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
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* really important for these tests
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*/
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ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
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hr = IDirect3DSurface8_UnlockRect(surf);
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if(FAILED(hr))
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{
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trace("Can't unlock the offscreen surface, hr=%#08x\n", hr);
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}
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out:
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if(surf) IDirect3DSurface8_Release(surf);
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if(tex) IDirect3DTexture8_Release(tex);
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return ret;
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}
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static IDirect3DDevice8 *init_d3d8(void)
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{
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IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
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IDirect3D8 *d3d8_ptr = 0;
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IDirect3DDevice8 *device_ptr = 0;
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D3DPRESENT_PARAMETERS present_parameters;
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HRESULT hr;
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d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
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ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
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if (!d3d8_create) return NULL;
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d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
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ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n");
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if (!d3d8_ptr) return NULL;
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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present_parameters.Windowed = FALSE;
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present_parameters.hDeviceWindow = create_window();
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present_parameters.BackBufferWidth = 640;
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present_parameters.BackBufferHeight = 480;
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present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
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present_parameters.EnableAutoDepthStencil = TRUE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
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hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D_CreateDevice returned: %#08x\n", hr);
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return device_ptr;
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}
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struct vertex
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{
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float x, y, z;
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DWORD diffuse;
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};
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struct nvertex
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{
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float x, y, z;
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float nx, ny, nz;
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DWORD diffuse;
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};
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static void lighting_test(IDirect3DDevice8 *device)
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{
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HRESULT hr;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
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DWORD color;
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float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f };
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struct vertex unlitquad[] =
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{
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{-1.0f, -1.0f, 0.1f, 0xffff0000},
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{-1.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, -1.0f, 0.1f, 0xffff0000},
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};
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struct vertex litquad[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xff00ff00},
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{-1.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
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};
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struct nvertex unlitnquad[] =
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{
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{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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};
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struct nvertex litnquad[] =
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{
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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/* Setup some states that may cause issues */
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, fvf);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
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if(hr == D3D_OK)
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{
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/* No lights are defined... That means, lit vertices should be entirely black */
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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IDirect3DDevice8_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
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}
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
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ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
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color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
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ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
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color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
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ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
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color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
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ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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}
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static void clear_test(IDirect3DDevice8 *device)
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{
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/* Tests the correctness of clearing parameters */
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HRESULT hr;
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D3DRECT rect[2];
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D3DRECT rect_negneg;
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DWORD color;
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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/* Positive x, negative y */
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rect[0].x1 = 0;
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rect[0].y1 = 480;
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rect[0].x2 = 320;
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rect[0].y2 = 240;
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/* Positive x, positive y */
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rect[1].x1 = 0;
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rect[1].y1 = 0;
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rect[1].x2 = 320;
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rect[1].y2 = 240;
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/* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
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* is ignored, the positive is still cleared afterwards
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*/
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hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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/* negative x, negative y */
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rect_negneg.x1 = 640;
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rect_negneg.x1 = 240;
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rect_negneg.x2 = 320;
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rect_negneg.y2 = 0;
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hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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color = getPixelColor(device, 160, 360); /* lower left quad */
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ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
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color = getPixelColor(device, 160, 120); /* upper left quad */
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ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
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color = getPixelColor(device, 480, 360); /* lower right quad */
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ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
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color = getPixelColor(device, 480, 120); /* upper right quad */
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ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
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}
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struct sVertex {
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float x, y, z;
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DWORD diffuse;
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DWORD specular;
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};
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struct sVertexT {
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float x, y, z, rhw;
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DWORD diffuse;
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DWORD specular;
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};
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static void fog_test(IDirect3DDevice8 *device)
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{
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HRESULT hr;
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DWORD color;
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float start = 0.0, end = 1.0;
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/* Gets full z based fog with linear fog, no fog with specular color */
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struct sVertex unstransformed_1[] = {
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{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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};
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/* Ok, I am too lazy to deal with transform matrices */
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struct sVertex unstransformed_2[] = {
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{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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};
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/* Untransformed ones. Give them a different diffuse color to make the test look
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* nicer. It also makes making sure that they are drawn correctly easier.
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*/
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struct sVertexT transformed_1[] = {
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{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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};
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struct sVertexT transformed_2[] = {
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
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/* Setup initial states: No lighting, fog on, fog color */
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
|
|
ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
|
|
|
|
/* First test: Both table fog and vertex fog off */
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
|
|
ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
|
|
ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
|
|
|
|
/* Start = 0, end = 1. Should be default, but set them */
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
|
|
ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
|
|
ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
|
|
|
|
if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
|
|
{
|
|
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
|
|
ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
|
|
/* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
|
|
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
|
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
|
|
sizeof(unstransformed_1[0]));
|
|
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
|
|
|
|
/* That makes it use the Z value */
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
|
|
ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
|
|
/* Untransformed, vertex fog != none (or table fog != none):
|
|
* Use the Z value as input into the equation
|
|
*/
|
|
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
|
2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
|
|
sizeof(unstransformed_1[0]));
|
|
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
|
|
|
|
/* transformed verts */
|
|
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
|
|
ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
|
|
/* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
|
|
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
|
2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
|
|
sizeof(transformed_1[0]));
|
|
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
|
|
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
|
|
/* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
|
|
* equation
|
|
*/
|
|
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
|
2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
|
|
sizeof(transformed_2[0]));
|
|
|
|
hr = IDirect3DDevice8_EndScene(device);
|
|
ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
|
|
}
|
|
else
|
|
{
|
|
ok(FALSE, "BeginScene failed\n");
|
|
}
|
|
|
|
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
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 == 0x0000FF00, "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);
|
|
color = getPixelColor(device, 480, 360);
|
|
ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
|
|
|
|
/* Turn off the fog master switch to avoid confusing other tests */
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
|
|
ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
|
|
}
|
|
|
|
static void present_test(IDirect3DDevice8 *device)
|
|
{
|
|
struct vertex quad[] =
|
|
{
|
|
{-1.0f, -1.0f, 0.9f, 0xffff0000},
|
|
{-1.0f, 1.0f, 0.9f, 0xffff0000},
|
|
{ 1.0f, -1.0f, 0.1f, 0xffff0000},
|
|
{ 1.0f, 1.0f, 0.1f, 0xffff0000},
|
|
};
|
|
HRESULT hr;
|
|
DWORD color;
|
|
|
|
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
|
|
* then call Present. Then clear the color buffer to make sure it has some defined content
|
|
* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
|
|
* by the depth value.
|
|
*/
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr));
|
|
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
|
|
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
|
|
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr));
|
|
|
|
hr = IDirect3DDevice8_BeginScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
|
|
if(hr == D3D_OK)
|
|
{
|
|
/* No lights are defined... That means, lit vertices should be entirely black */
|
|
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
|
|
|
|
hr = IDirect3DDevice8_EndScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
|
|
}
|
|
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
|
|
|
|
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
|
|
color = getPixelColor(device, 512, 240);
|
|
ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
|
|
color = getPixelColor(device, 64, 240);
|
|
ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
|
|
}
|
|
|
|
static void test_rcp_rsq(IDirect3DDevice8 *device)
|
|
{
|
|
HRESULT hr;
|
|
DWORD shader;
|
|
DWORD color;
|
|
unsigned char c1, c2, c3;
|
|
float constant[4] = {1.0, 1.0, 1.0, 2.0};
|
|
|
|
static const float quad[][3] = {
|
|
{-1.0f, -1.0f, 0.0f},
|
|
{-1.0f, 1.0f, 0.0f},
|
|
{ 1.0f, -1.0f, 0.0f},
|
|
{ 1.0f, 1.0f, 0.0f},
|
|
};
|
|
|
|
const DWORD rcp_test[] = {
|
|
0xfffe0101, /* vs.1.1 */
|
|
|
|
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
|
|
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
|
|
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
|
|
0x00303030, /* enough to make windows happy */
|
|
|
|
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
|
|
0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
|
|
0x0000ffff /* END */
|
|
};
|
|
|
|
const DWORD rsq_test[] = {
|
|
0xfffe0101, /* vs.1.1 */
|
|
|
|
0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
|
|
0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
|
|
0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
|
|
0x00303030, /* enough to make windows happy */
|
|
|
|
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
|
|
0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
|
|
0x0000ffff /* END */
|
|
};
|
|
|
|
DWORD decl[] =
|
|
{
|
|
D3DVSD_STREAM(0),
|
|
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
|
|
D3DVSD_END()
|
|
};
|
|
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
|
|
|
|
IDirect3DDevice8_SetVertexShader(device, shader);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
|
|
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
|
|
|
|
hr = IDirect3DDevice8_BeginScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
|
|
if(SUCCEEDED(hr))
|
|
{
|
|
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
|
|
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
|
|
hr = IDirect3DDevice8_EndScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
|
|
}
|
|
|
|
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
|
|
color = getPixelColor(device, 320, 240);
|
|
c1 = (color & 0x00ff0000 )>> 16;
|
|
c2 = (color & 0x0000ff00 )>> 8;
|
|
c3 = (color & 0x000000ff )>> 0;
|
|
ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
|
|
c1, c2, c3);
|
|
ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1);
|
|
|
|
IDirect3DDevice8_SetVertexShader(device, 0);
|
|
IDirect3DDevice8_DeleteVertexShader(device, shader);
|
|
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
|
|
|
|
IDirect3DDevice8_SetVertexShader(device, shader);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
|
|
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
|
|
|
|
hr = IDirect3DDevice8_BeginScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
|
|
if(SUCCEEDED(hr))
|
|
{
|
|
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
|
|
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
|
|
hr = IDirect3DDevice8_EndScene(device);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
|
|
}
|
|
|
|
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
|
|
color = getPixelColor(device, 320, 240);
|
|
c1 = (color & 0x00ff0000 )>> 16;
|
|
c2 = (color & 0x0000ff00 )>> 8;
|
|
c3 = (color & 0x000000ff )>> 0;
|
|
ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
|
|
c1, c2, c3);
|
|
ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1);
|
|
|
|
IDirect3DDevice8_SetVertexShader(device, 0);
|
|
IDirect3DDevice8_DeleteVertexShader(device, shader);
|
|
}
|
|
|
|
static void offscreen_test(IDirect3DDevice8 *device)
|
|
{
|
|
HRESULT hr;
|
|
IDirect3DTexture8 *offscreenTexture = NULL;
|
|
IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
|
|
DWORD color;
|
|
|
|
static const float quad[][5] = {
|
|
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
|
|
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
|
|
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
|
|
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
|
|
};
|
|
|
|
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
|
|
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
|
|
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
|
|
if(!offscreenTexture) {
|
|
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
|
|
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
|
|
ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
|
|
if(!offscreenTexture) {
|
|
skip("Cannot create an offscreen render target\n");
|
|
goto out;
|
|
}
|
|
}
|
|
|
|
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
|
|
ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
|
|
if(!backbuffer) {
|
|
goto out;
|
|
}
|
|
|
|
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
|
|
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
|
|
if(!offscreen) {
|
|
goto out;
|
|
}
|
|
|
|
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
|
|
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
|
|
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
|
|
ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
|
|
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
|
|
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
|
|
ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
|
|
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
|
|
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
|
|
|
|
if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
|
|
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
|
|
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
|
|
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
|
|
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
|
|
|
|
/* Draw without textures - Should resut in a white quad */
|
|
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
|
|
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
|
|
|
|
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
|
|
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
|
|
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
|
|
ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString8(hr));
|
|
|
|
/* This time with the texture */
|
|
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
|
|
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
|
|
|
|
IDirect3DDevice8_EndScene(device);
|
|
}
|
|
|
|
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
|
|
|
/* 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);
|
|
}
|
|
|
|
out:
|
|
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
|
|
|
|
/* restore things */
|
|
if(backbuffer) {
|
|
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
|
|
IDirect3DSurface8_Release(backbuffer);
|
|
}
|
|
if(offscreenTexture) {
|
|
IDirect3DTexture8_Release(offscreenTexture);
|
|
}
|
|
if(offscreen) {
|
|
IDirect3DSurface8_Release(offscreen);
|
|
}
|
|
if(depthstencil) {
|
|
IDirect3DSurface8_Release(depthstencil);
|
|
}
|
|
}
|
|
|
|
START_TEST(visual)
|
|
{
|
|
IDirect3DDevice8 *device_ptr;
|
|
HRESULT hr;
|
|
DWORD color;
|
|
D3DCAPS8 caps;
|
|
|
|
d3d8_handle = LoadLibraryA("d3d8.dll");
|
|
if (!d3d8_handle)
|
|
{
|
|
skip("Could not load d3d8.dll\n");
|
|
return;
|
|
}
|
|
|
|
device_ptr = init_d3d8();
|
|
if (!device_ptr)
|
|
{
|
|
skip("Could not initialize direct3d\n");
|
|
return;
|
|
}
|
|
|
|
IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
|
|
|
|
/* Check for the reliability of the returned data */
|
|
hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
|
|
if(FAILED(hr))
|
|
{
|
|
trace("Clear failed, can't assure correctness of the test results, skipping\n");
|
|
goto cleanup;
|
|
}
|
|
IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
|
|
|
|
color = getPixelColor(device_ptr, 1, 1);
|
|
if(color !=0x00ff0000)
|
|
{
|
|
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
|
|
goto cleanup;
|
|
}
|
|
|
|
hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
|
|
if(FAILED(hr))
|
|
{
|
|
trace("Clear failed, can't assure correctness of the test results, skipping\n");
|
|
goto cleanup;
|
|
}
|
|
IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
|
|
|
|
color = getPixelColor(device_ptr, 639, 479);
|
|
if(color != 0x0000ddee)
|
|
{
|
|
trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
|
|
goto cleanup;
|
|
}
|
|
|
|
/* Now run the real test */
|
|
lighting_test(device_ptr);
|
|
clear_test(device_ptr);
|
|
fog_test(device_ptr);
|
|
present_test(device_ptr);
|
|
offscreen_test(device_ptr);
|
|
|
|
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
|
|
{
|
|
test_rcp_rsq(device_ptr);
|
|
}
|
|
else
|
|
{
|
|
skip("No vs.1.1 support\n");
|
|
}
|
|
|
|
cleanup:
|
|
if(device_ptr) IDirect3DDevice8_Release(device_ptr);
|
|
}
|