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

1188 lines
55 KiB
C

/*
* Copyright 2005, 2007 Henri Verbeet
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* 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 colos 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 <dxerr9.h>
#include "wine/test.h"
static HMODULE d3d9_handle = 0;
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_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
return ret;
}
static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
{
DWORD ret;
IDirect3DSurface9 *surf;
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 ) /* This is not a test */
{
trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr));
return 0xdeadbeef;
}
hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
if(FAILED(hr))
{
trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr));
ret = 0xdeadbeed;
goto out;
}
hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
ret = 0xdeadbeec;
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=%s\n", DXGetErrorString9(hr));
}
out:
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;
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);
ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
if (!d3d9_ptr) return NULL;
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = FALSE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr));
return device_ptr;
}
struct vertex
{
float x, y, z;
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;
float mat[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 };
struct vertex unlitquad[] =
{
{-1.0, -1.0, 0.1, 0xffff0000},
{-1.0, 0.0, 0.1, 0xffff0000},
{ 0.0, 0.0, 0.1, 0xffff0000},
{ 0.0, -1.0, 0.1, 0xffff0000},
};
struct vertex litquad[] =
{
{-1.0, 0.0, 0.1, 0xff00ff00},
{-1.0, 1.0, 0.1, 0xff00ff00},
{ 0.0, 1.0, 0.1, 0xff00ff00},
{ 0.0, 0.0, 0.1, 0xff00ff00},
};
struct nvertex unlitnquad[] =
{
{ 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
{ 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
{ 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
{ 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
};
struct nvertex litnquad[] =
{
{ 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
{ 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
{ 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
{ 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 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 %s\n", DXGetErrorString9(hr));
/* Setup some states that may cause issues */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, fvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetFVF(device, nfvf);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
}
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
}
static void clear_test(IDirect3DDevice9 *device)
{
/* Tests the correctness of clearing parameters */
HRESULT hr;
D3DRECT rect[2];
D3DRECT rect_negneg;
DWORD color;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(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. Shows that a positive value is returned, but the negative rectangle
* is ignored, the positive is still cleared afterwards
*/
hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
/* negative x, negative y */
rect_negneg.x1 = 640;
rect_negneg.x1 = 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, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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 */
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);
}
typedef struct {
float in[4];
DWORD out;
} test_data_t;
/*
* c7 rounded ARGB
* -2.4 -2 0x00ffff00
* -1.6 -2 0x00ffff00
* -0.4 0 0x0000ffff
* 0.4 0 0x0000ffff
* 1.6 2 0x00ff00ff
* 2.4 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 test_data_t test_data[] = {
{{-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;
HRESULT hr;
int i;
hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
ok(SUCCEEDED(hr), "SetVertexShader 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);
for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
{
DWORD color;
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[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);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
color = getPixelColor(device, 320, 240);
ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
ok(SUCCEEDED(hr), "Clear 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);
}
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;
DWORD color;
float start = 0.0, end = 1.0;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex unstransformed_1[] = {
{-1, -1, 0.1, 0xFFFF0000, 0xFF000000 },
{-1, 0, 0.1, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 0.1, 0xFFFF0000, 0xFF000000 },
{ 0, -1, 0.1, 0xFFFF0000, 0xFF000000 },
};
/* Ok, I am too lazy to deal with transform matrices */
struct sVertex unstransformed_2[] = {
{-1, 0, 1.0, 0xFFFF0000, 0xFF000000 },
{-1, 1, 1.0, 0xFFFF0000, 0xFF000000 },
{ 0, 1, 1.0, 0xFFFF0000, 0xFF000000 },
{ 0, 0, 1.0, 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, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
};
struct sVertexT transformed_2[] = {
{320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
{320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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, unstransformed_1,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
/* That makes it use the Z value */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(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, unstransformed_2,
sizeof(unstransformed_1[0]));
ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
/* transformed verts */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(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 %s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(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]));
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
}
else
{
ok(FALSE, "BeginScene failed\n");
}
IDirect3DDevice9_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 = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(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. */
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;
D3DLOCKED_RECT locked_rect;
HRESULT hr;
INT x, 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 = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD);
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);
hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
/* Create cube faces */
for (face = 0; face < 6; ++face)
{
IDirect3DSurface9 *face_surface = NULL;
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 %s\n", DXGetErrorString9(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);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
/* Due to the nature of this test, we sample essentially at the edge
* between two faces. Because of this it's undefined from which face
* the driver will sample. Furtunately that's not important for this
* test, since all we care about is that it doesn't sample from the
* other side of the surface or from the border. */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ff0000 || color == 0x000000ff,
"Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
color, address_modes[x].name);
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);
}
/* 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
* What's not tested: non linear fog with shader
* table fog with foggy vertex shader
*/
static void fog_with_shader_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
/* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
union {float f; DWORD i;} start={.f=0.9}, end={.f=0.1};
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 pixel shader */
static const DWORD pixel_shader_code[] = {
0xffff0101, /* ps_1_1 */
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
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[3] = {NULL, NULL, NULL};
IDirect3DPixelShader9 *pixel_shader[2] = {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, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 3, 0,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{0, 1, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader */
{1, 0, 0, 0,
{0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
{1, 0, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 0, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* vertex shader and pixel shader */
{1, 1, 0, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 1, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 2, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
{1, 1, 3, 3,
{0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
/* foggy vertex shader */
{2, 0, 0, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 1, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 2, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 0, 3, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
/* foggy vertex shader and pixel shader */
{2, 1, 0, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 1, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 2, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
{2, 1, 3, 0,
{0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
};
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_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
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 < 22; 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);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */
color = getPixelColor(device, 128, 240);
ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j])
&& abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13
&& abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13,
"fog ps%i vs%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]);
}
}
/* 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]);
IDirect3DPixelShader9_Release(pixel_shader[1]);
IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
/* test the behavior of the texbem instruction
* with normal 2D and projective 2D textures
*/
static void texbem_test(IDirect3DDevice9 *device)
{
HRESULT hr;
DWORD color;
unsigned int i, x, y;
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 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 assymetric 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[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, D3DLOCK_DISCARD);
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);
}
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);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
color = getPixelColor(device, 320-32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320+32, 240);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240-32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 320, 240+32);
ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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_SetTexture(device, i, NULL);
ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
IDirect3DCubeTexture9_Release(texture[i]);
}
}
START_TEST(visual)
{
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) 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))
{
trace("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
IDirect3DDevice9_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 = IDirect3DDevice9_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;
}
IDirect3DDevice9_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 execute the real tests */
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
test_cube_wrap(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
{
test_mova(device_ptr);
}
else skip("No vs_2_0 support\n");
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
{
fog_with_shader_test(device_ptr);
}
else skip("No vs_1_1 and ps_1_1 support\n");
if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
{
texbem_test(device_ptr);
}
else skip("No ps_1_1 support\n");
cleanup:
if(device_ptr) IDirect3DDevice9_Release(device_ptr);
}