d3d: Use an alpha capable backbuffer format in the visual tests.

oldstable
H. Verbeet 2008-05-24 10:33:20 +02:00 committed by Alexandre Julliard
parent 43fb6f771f
commit 14b13d0687
2 changed files with 16 additions and 34 deletions

View File

@ -115,7 +115,7 @@ static IDirect3DDevice8 *init_d3d8(void)
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
@ -761,7 +761,7 @@ static void alpha_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
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);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
@ -796,13 +796,7 @@ static void alpha_test(IDirect3DDevice8 *device)
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
/* Draw two quads, one with src alpha blending, one with dest alpha blending. The
* SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on
* the input alpha
*
* The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha.
* They give essentially ZERO and ONE blend factors
*/
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
@ -817,12 +811,9 @@ static void alpha_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer
* has a alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the
* quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA
* blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input
* vertices
*/
/* Switch to the offscreen buffer, and redo the testing. The offscreen render target
* doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
* targets without alpha channel, they give essentially ZERO and ONE blend factors. */
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
@ -877,7 +868,7 @@ static void alpha_test(IDirect3DDevice8 *device)
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
"DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 480, 360);
@ -891,7 +882,7 @@ static void alpha_test(IDirect3DDevice8 *device)
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
"DSTALPHA on texture returned color %08x, expected foo\n", color);
out:

View File

@ -159,7 +159,7 @@ static IDirect3DDevice9 *init_d3d9(void)
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
@ -6671,7 +6671,7 @@ static void alpha_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
@ -6704,13 +6704,7 @@ static void alpha_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
/* Draw two quads, one with src alpha blending, one with dest alpha blending. The
* SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on
* the input alpha
*
* The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha.
* They give essentially ZERO and ONE blend factors
*/
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
@ -6725,12 +6719,9 @@ static void alpha_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
/* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer
* has a alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the
* quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA
* blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input
* vertices
*/
/* Switch to the offscreen buffer, and redo the testing. The offscreen render target
* doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
* targets without alpha channel, they give essentially ZERO and ONE blend factors. */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
@ -6785,7 +6776,7 @@ static void alpha_test(IDirect3DDevice9 *device)
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
"DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 480, 360);
@ -6799,7 +6790,7 @@ static void alpha_test(IDirect3DDevice9 *device)
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
"DSTALPHA on texture returned color %08x, expected 0x00800080\n", color);
out: