d3d9/tests: Add a test for "NULL" FourCC format.

Signed-off-by: Matteo Bruni <mbruni@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Matteo Bruni 2017-09-06 01:39:16 +02:00 committed by Alexandre Julliard
parent 3bfd7973a4
commit 9916837786
1 changed files with 194 additions and 2 deletions

View File

@ -16101,7 +16101,7 @@ static void resz_test(void)
0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */
0x0000ffff, /* end */
};
struct
static const struct
{
float x, y, z;
float s, t, p, q;
@ -16113,7 +16113,7 @@ static void resz_test(void)
{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
struct
static const struct
{
UINT x, y;
D3DCOLOR color;
@ -22850,7 +22850,198 @@ static void test_mvp_software_vertex_shaders(void)
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_null_format(void)
{
static const D3DVIEWPORT9 vp_lower = {0, 60, 640, 420, 0.0f, 1.0f};
static const D3DVIEWPORT9 vp_560 = {0, 180, 560, 300, 0.0f, 1.0f};
static const D3DVIEWPORT9 vp_full = {0, 0, 640, 480, 0.0f, 1.0f};
static const DWORD null_fourcc = MAKEFOURCC('N','U','L','L');
static const struct
{
struct vec3 pos;
DWORD diffuse;
}
quad_partial[] =
{
{{-1.0f, 0.5f, 0.1f}, 0x000000ff},
{{ 0.5f, 0.5f, 0.1f}, 0x000000ff},
{{-1.0f, -1.0f, 0.1f}, 0x000000ff},
{{ 0.5f, -1.0f, 0.1f}, 0x000000ff},
},
quad[] =
{
{{-1.0f, 1.0f, 0.5f}, 0x00ff0000},
{{ 1.0f, 1.0f, 0.5f}, 0x00ff0000},
{{-1.0f, -1.0f, 0.5f}, 0x00ff0000},
{{ 1.0f, -1.0f, 0.5f}, 0x00ff0000},
},
quad_far[] =
{
{{-1.0f, 1.0f, 1.0f}, 0x0000ff00},
{{ 1.0f, 1.0f, 1.0f}, 0x0000ff00},
{{-1.0f, -1.0f, 1.0f}, 0x0000ff00},
{{ 1.0f, -1.0f, 1.0f}, 0x0000ff00},
};
static const struct
{
unsigned int x, y;
D3DCOLOR color;
BOOL todo;
}
expected_colors[] =
{
{200, 30, 0x0000ff00, FALSE},
{440, 30, 0x0000ff00, FALSE},
{520, 30, 0x0000ff00, FALSE},
{600, 30, 0x0000ff00, FALSE},
{200, 90, 0x00000000, FALSE},
{440, 90, 0x0000ff00, FALSE},
{520, 90, 0x0000ff00, FALSE},
{600, 90, 0x0000ff00, FALSE},
{200, 150, 0x000000ff, FALSE},
{440, 150, 0x000000ff, FALSE},
{520, 150, 0x0000ff00, FALSE},
{600, 150, 0x0000ff00, FALSE},
{200, 320, 0x000000ff, FALSE},
{440, 320, 0x000000ff, FALSE},
{520, 320, 0x00000000, TRUE},
{600, 320, 0x0000ff00, FALSE},
};
IDirect3DSurface9 *original_rt, *small_rt, *null_rt, *small_null_rt;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
unsigned int i;
D3DCOLOR color;
HWND window;
HRESULT hr;
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, null_fourcc)))
{
skip("No NULL format support, skipping NULL test.\n");
IDirect3D9_Release(d3d);
return;
}
window = create_window();
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device.\n");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 400, 300, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, FALSE, &small_rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, null_fourcc,
D3DMULTISAMPLE_NONE, 0, FALSE, &null_rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 400, 300, null_fourcc,
D3DMULTISAMPLE_NONE, 0, FALSE, &small_null_rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "Failed to enable depth test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "Failed to set depth function, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable depth write, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
/* Clear extends to viewport size > RT size even if format is not
* "NULL". */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetViewport(device, &vp_full);
ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.2f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, null_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
/* Draw only extends to viewport size > RT size if format is "NULL". */
hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetViewport(device, &vp_lower);
ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_null_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetViewport(device, &vp_560);
ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_partial, sizeof(*quad_partial));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_far, sizeof(*quad_far));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
todo_wine_if(expected_colors[i].todo) ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
IDirect3DSurface9_Release(small_null_rt);
IDirect3DSurface9_Release(null_rt);
IDirect3DSurface9_Release(small_rt);
IDirect3DSurface9_Release(original_rt);
cleanup_device(device);
IDirect3D9_Release(d3d);
}
START_TEST(visual)
@ -22984,4 +23175,5 @@ START_TEST(visual)
test_drawindexedprimitiveup();
test_vertex_texture();
test_mvp_software_vertex_shaders();
test_null_format();
}