forked from Mirrors/wine-wine
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
parent
3bfd7973a4
commit
9916837786
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@ -16101,7 +16101,7 @@ static void resz_test(void)
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0x02000001, 0x800f0800, 0x80e40001, /* mov oC0, r1 */
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0x0000ffff, /* end */
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};
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struct
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static const struct
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{
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float x, y, z;
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float s, t, p, q;
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@ -16113,7 +16113,7 @@ static void resz_test(void)
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
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};
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struct
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static const struct
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{
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UINT x, y;
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D3DCOLOR color;
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@ -22850,7 +22850,198 @@ static void test_mvp_software_vertex_shaders(void)
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void test_null_format(void)
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{
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static const D3DVIEWPORT9 vp_lower = {0, 60, 640, 420, 0.0f, 1.0f};
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static const D3DVIEWPORT9 vp_560 = {0, 180, 560, 300, 0.0f, 1.0f};
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static const D3DVIEWPORT9 vp_full = {0, 0, 640, 480, 0.0f, 1.0f};
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static const DWORD null_fourcc = MAKEFOURCC('N','U','L','L');
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static const struct
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{
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struct vec3 pos;
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DWORD diffuse;
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}
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quad_partial[] =
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{
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{{-1.0f, 0.5f, 0.1f}, 0x000000ff},
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{{ 0.5f, 0.5f, 0.1f}, 0x000000ff},
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{{-1.0f, -1.0f, 0.1f}, 0x000000ff},
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{{ 0.5f, -1.0f, 0.1f}, 0x000000ff},
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},
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quad[] =
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{
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{{-1.0f, 1.0f, 0.5f}, 0x00ff0000},
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{{ 1.0f, 1.0f, 0.5f}, 0x00ff0000},
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{{-1.0f, -1.0f, 0.5f}, 0x00ff0000},
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{{ 1.0f, -1.0f, 0.5f}, 0x00ff0000},
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},
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quad_far[] =
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{
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{{-1.0f, 1.0f, 1.0f}, 0x0000ff00},
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{{ 1.0f, 1.0f, 1.0f}, 0x0000ff00},
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{{-1.0f, -1.0f, 1.0f}, 0x0000ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0x0000ff00},
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};
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static const struct
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{
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unsigned int x, y;
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D3DCOLOR color;
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BOOL todo;
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}
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expected_colors[] =
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{
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{200, 30, 0x0000ff00, FALSE},
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{440, 30, 0x0000ff00, FALSE},
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{520, 30, 0x0000ff00, FALSE},
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{600, 30, 0x0000ff00, FALSE},
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{200, 90, 0x00000000, FALSE},
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{440, 90, 0x0000ff00, FALSE},
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{520, 90, 0x0000ff00, FALSE},
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{600, 90, 0x0000ff00, FALSE},
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{200, 150, 0x000000ff, FALSE},
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{440, 150, 0x000000ff, FALSE},
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{520, 150, 0x0000ff00, FALSE},
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{600, 150, 0x0000ff00, FALSE},
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{200, 320, 0x000000ff, FALSE},
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{440, 320, 0x000000ff, FALSE},
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{520, 320, 0x00000000, TRUE},
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{600, 320, 0x0000ff00, FALSE},
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};
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IDirect3DSurface9 *original_rt, *small_rt, *null_rt, *small_null_rt;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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unsigned int i;
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D3DCOLOR color;
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HWND window;
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HRESULT hr;
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, null_fourcc)))
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{
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skip("No NULL format support, skipping NULL test.\n");
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IDirect3D9_Release(d3d);
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return;
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}
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window = create_window();
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device.\n");
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
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ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 400, 300, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &small_rt, NULL);
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ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, null_fourcc,
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D3DMULTISAMPLE_NONE, 0, FALSE, &null_rt, NULL);
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ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 400, 300, null_fourcc,
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D3DMULTISAMPLE_NONE, 0, FALSE, &small_null_rt, NULL);
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ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(SUCCEEDED(hr), "Failed to enable depth test, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
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ok(SUCCEEDED(hr), "Failed to set depth function, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable depth write, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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/* Clear extends to viewport size > RT size even if format is not
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* "NULL". */
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetViewport(device, &vp_full);
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ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.2f, 0);
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ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, null_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
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/* Draw only extends to viewport size > RT size if format is "NULL". */
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetViewport(device, &vp_lower);
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ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, small_null_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetViewport(device, &vp_560);
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ok(hr == D3D_OK, "Failed to set viewport, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_partial, sizeof(*quad_partial));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_far, sizeof(*quad_far));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
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todo_wine_if(expected_colors[i].todo) ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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IDirect3DSurface9_Release(small_null_rt);
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IDirect3DSurface9_Release(null_rt);
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IDirect3DSurface9_Release(small_rt);
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IDirect3DSurface9_Release(original_rt);
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cleanup_device(device);
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IDirect3D9_Release(d3d);
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}
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START_TEST(visual)
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@ -22984,4 +23175,5 @@ START_TEST(visual)
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test_drawindexedprimitiveup();
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test_vertex_texture();
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test_mvp_software_vertex_shaders();
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test_null_format();
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}
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