/* * Copyright (C) 2005 Henri Verbeet * Copyright (C) 2007, 2009, 2011-2013 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 */ /* See comment in dlls/d3d9/tests/visual.c for general guidelines */ #include #include #define COBJMACROS #include #include "wine/test.h" struct vec2 { float x, y; }; struct vec3 { float x, y, z; }; struct vec4 { float x, y, z, w; }; static HWND create_window(void) { RECT rect; SetRect(&rect, 0, 0, 640, 480); AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW | WS_VISIBLE, FALSE); return CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, rect.right - rect.left, rect.bottom - rect.top, 0, 0, 0, 0); } static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff) { if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; c1 >>= 8; c2 >>= 8; if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE; return TRUE; } static BOOL compare_float(float f, float g, unsigned int ulps) { int x = *(int *)&f; int y = *(int *)&g; if (x < 0) x = INT_MIN - x; if (y < 0) y = INT_MIN - y; if (abs(x - y) > ulps) return FALSE; return TRUE; } static BOOL compare_vec4(const struct vec4 *vec, float x, float y, float z, float w, unsigned int ulps) { return compare_float(vec->x, x, ulps) && compare_float(vec->y, y, ulps) && compare_float(vec->z, z, ulps) && compare_float(vec->w, w, ulps); } static BOOL adapter_is_warp(const D3DADAPTER_IDENTIFIER8 *identifier) { return !strcmp(identifier->Driver, "d3d10warp.dll"); } struct surface_readback { IDirect3DSurface8 *surface; D3DLOCKED_RECT locked_rect; }; static void get_rt_readback(IDirect3DSurface8 *surface, struct surface_readback *rb) { IDirect3DTexture8 *tex = NULL; IDirect3DDevice8 *device; D3DSURFACE_DESC desc; HRESULT hr; memset(rb, 0, sizeof(*rb)); hr = IDirect3DSurface8_GetDevice(surface, &device); ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex); if (FAILED(hr) || !tex) { trace("Can't create an offscreen plain surface to read the render target data, hr %#x.\n", hr); goto error; } hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &rb->surface); if (FAILED(hr)) { trace("Can't get surface from texture, hr %#x.\n", hr); goto error; } hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, rb->surface, NULL); if (FAILED(hr)) { trace("Can't read the render target, hr %#x.\n", hr); goto error; } hr = IDirect3DSurface8_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); if (FAILED(hr)) { trace("Can't lock the offscreen surface, hr %#x.\n", hr); goto error; } IDirect3DTexture8_Release(tex); IDirect3DDevice8_Release(device); return; error: if (rb->surface) IDirect3DSurface8_Release(rb->surface); rb->surface = NULL; if (tex) IDirect3DTexture8_Release(tex); IDirect3DDevice8_Release(device); } static DWORD get_readback_color(struct surface_readback *rb, unsigned int x, unsigned int y) { return rb->locked_rect.pBits ? ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x] : 0xdeadbeef; } static void release_surface_readback(struct surface_readback *rb) { HRESULT hr; if (!rb->surface) return; if (rb->locked_rect.pBits && FAILED(hr = IDirect3DSurface8_UnlockRect(rb->surface))) trace("Can't unlock the offscreen surface, hr %#x.\n", hr); IDirect3DSurface8_Release(rb->surface); } static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface8 *rt; struct surface_readback rb; HRESULT hr; hr = IDirect3DDevice8_GetRenderTarget(device, &rt); if (FAILED(hr)) { trace("Can't get the render target, hr %#x.\n", hr); return 0xdeadbeef; } get_rt_readback(rt, &rb); /* 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 = get_readback_color(&rb, x, y) & 0x00ffffff; release_surface_readback(&rb); IDirect3DSurface8_Release(rt); return ret; } static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) { DWORD color; HRESULT hr; D3DSURFACE_DESC desc; RECT rectToLock = {x, y, x+1, y+1}; D3DLOCKED_RECT lockedRect; hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface description, hr=%#x.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); ok(SUCCEEDED(hr), "Failed to lock surface, hr=%#x.\n", hr); switch(desc.Format) { case D3DFMT_A8R8G8B8: color = ((D3DCOLOR *)lockedRect.pBits)[0]; break; default: trace("Error: unknown surface format: %u.\n", desc.Format); color = 0xdeadbeef; break; } hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr=%#x.\n", hr); return color; } static void check_rect(struct surface_readback *rb, RECT r, const char *message) { LONG x_coords[2][2] = { {r.left - 1, r.left + 1}, {r.right + 1, r.right - 1}, }; LONG y_coords[2][2] = { {r.top - 1, r.top + 1}, {r.bottom + 1, r.bottom - 1} }; unsigned int i, j, x_side, y_side; DWORD color; LONG x, y; for (i = 0; i < 2; ++i) { for (j = 0; j < 2; ++j) { for (x_side = 0; x_side < 2; ++x_side) { for (y_side = 0; y_side < 2; ++y_side) { DWORD expected = (x_side == 1 && y_side == 1) ? 0xffffffff : 0xff000000; x = x_coords[i][x_side]; y = y_coords[j][y_side]; if (x < 0 || x >= 640 || y < 0 || y >= 480) continue; color = get_readback_color(rb, x, y); ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x.\n", message, x, y, color, expected); } } } } } static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND focus_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DDevice8 *device; present_parameters.Windowed = windowed; present_parameters.hDeviceWindow = device_window; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; if (SUCCEEDED(IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device))) return device; return NULL; } static void test_sanity(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 639, 479); ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void lighting_test(void) { DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; static const struct { struct vec3 position; DWORD diffuse; } unlitquad[] = { {{-1.0f, -1.0f, 0.1f}, 0xffff0000}, {{-1.0f, 0.0f, 0.1f}, 0xffff0000}, {{ 0.0f, 0.0f, 0.1f}, 0xffff0000}, {{ 0.0f, -1.0f, 0.1f}, 0xffff0000}, }, litquad[] = { {{-1.0f, 0.0f, 0.1f}, 0xff00ff00}, {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, {{ 0.0f, 1.0f, 0.1f}, 0xff00ff00}, {{ 0.0f, 0.0f, 0.1f}, 0xff00ff00}, }; static const struct { struct vec3 position; struct vec3 normal; DWORD diffuse; } unlitnquad[] = { {{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff}, {{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff}, {{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff}, {{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff}, }, litnquad[] = { {{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00}, {{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00}, {{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00}, {{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00}, }, nquad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }, rotatedquad[] = { {{-10.0f, -11.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 11.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -9.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, {{-10.0f, -11.0f, 9.0f}, {-1.0f, 0.0f, 0.0f}, 0xff0000ff}, }, translatedquad[] = { {{-11.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{-11.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -9.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, {{ -9.0f, -11.0f, -10.0f}, {0.0f, 0.0f, -1.0f}, 0xff0000ff}, }; static const WORD indices[] = {0, 1, 2, 2, 3, 0}; static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}, mat_singular = {{{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 1.0f, }}}, mat_transf = {{{ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 10.f, 10.0f, 10.0f, 1.0f, }}}, mat_nonaffine = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, -1.0f, 10.f, 10.0f, 10.0f, 0.0f, }}}; static const struct { const D3DMATRIX *world_matrix; const void *quad; unsigned int size; DWORD expected; const char *message; } tests[] = { {&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"}, {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"}, {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"}, {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* No lights are defined... That means, lit vertices should be entirely black. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color); color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */ ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */ ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_specular_lighting(void) { static const unsigned int vertices_side = 5; const unsigned int indices_count = (vertices_side - 1) * (vertices_side - 1) * 2 * 3; static const DWORD fvf = D3DFVF_XYZ | D3DFVF_NORMAL; static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; static const D3DLIGHT8 directional = { D3DLIGHT_DIRECTIONAL, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, }, point = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, }, spot = { D3DLIGHT_SPOT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 1.0f}, 100.0f, 1.0f, 0.0f, 0.0f, 1.0f, M_PI / 12.0f, M_PI / 3.0f }, /* The chosen range value makes the test fail when using a manhattan * distance metric vs the correct euclidean distance. */ point_range = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, 1.2f, 0.0f, 0.0f, 0.0f, 1.0f, }, point_side = { D3DLIGHT_POINT, {0.0f, 0.0f, 0.0f, 0.0f}, {1.0f, 1.0f, 1.0f, 0.0f}, {0.0f, 0.0f, 0.0f, 0.0f}, {-1.1f, 0.0f, 1.1f}, {0.0f, 0.0f, 0.0f}, 100.0f, 0.0f, 0.0f, 0.0f, 1.0f, }; static const struct expected_color { unsigned int x, y; D3DCOLOR color; } expected_directional[] = { {160, 120, 0x00ffffff}, {320, 120, 0x00ffffff}, {480, 120, 0x00ffffff}, {160, 240, 0x00ffffff}, {320, 240, 0x00ffffff}, {480, 240, 0x00ffffff}, {160, 360, 0x00ffffff}, {320, 360, 0x00ffffff}, {480, 360, 0x00ffffff}, }, expected_directional_local[] = { {160, 120, 0x003c3c3c}, {320, 120, 0x00717171}, {480, 120, 0x003c3c3c}, {160, 240, 0x00717171}, {320, 240, 0x00ffffff}, {480, 240, 0x00717171}, {160, 360, 0x003c3c3c}, {320, 360, 0x00717171}, {480, 360, 0x003c3c3c}, }, expected_point[] = { {160, 120, 0x00282828}, {320, 120, 0x005a5a5a}, {480, 120, 0x00282828}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00282828}, {320, 360, 0x005a5a5a}, {480, 360, 0x00282828}, }, expected_point_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00070707}, {480, 120, 0x00000000}, {160, 240, 0x00070707}, {320, 240, 0x00ffffff}, {480, 240, 0x00070707}, {160, 360, 0x00000000}, {320, 360, 0x00070707}, {480, 360, 0x00000000}, }, expected_spot[] = { {160, 120, 0x00000000}, {320, 120, 0x00141414}, {480, 120, 0x00000000}, {160, 240, 0x00141414}, {320, 240, 0x00ffffff}, {480, 240, 0x00141414}, {160, 360, 0x00000000}, {320, 360, 0x00141414}, {480, 360, 0x00000000}, }, expected_spot_local[] = { {160, 120, 0x00000000}, {320, 120, 0x00020202}, {480, 120, 0x00000000}, {160, 240, 0x00020202}, {320, 240, 0x00ffffff}, {480, 240, 0x00020202}, {160, 360, 0x00000000}, {320, 360, 0x00020202}, {480, 360, 0x00000000}, }, expected_point_range[] = { {160, 120, 0x00000000}, {320, 120, 0x005a5a5a}, {480, 120, 0x00000000}, {160, 240, 0x005a5a5a}, {320, 240, 0x00ffffff}, {480, 240, 0x005a5a5a}, {160, 360, 0x00000000}, {320, 360, 0x005a5a5a}, {480, 360, 0x00000000}, }, expected_point_side[] = { {160, 120, 0x00000000}, {320, 120, 0x00000000}, {480, 120, 0x00000000}, {160, 240, 0x00000000}, {320, 240, 0x00000000}, {480, 240, 0x00000000}, {160, 360, 0x00000000}, {320, 360, 0x00000000}, {480, 360, 0x00000000}, }; static const struct { const D3DLIGHT8 *light; BOOL local_viewer; float specular_power; const struct expected_color *expected; unsigned int expected_count; } tests[] = { {&directional, FALSE, 30.0f, expected_directional, ARRAY_SIZE(expected_directional)}, {&directional, TRUE, 30.0f, expected_directional_local, ARRAY_SIZE(expected_directional_local)}, {&point, FALSE, 30.0f, expected_point, ARRAY_SIZE(expected_point)}, {&point, TRUE, 30.0f, expected_point_local, ARRAY_SIZE(expected_point_local)}, {&spot, FALSE, 30.0f, expected_spot, ARRAY_SIZE(expected_spot)}, {&spot, TRUE, 30.0f, expected_spot_local, ARRAY_SIZE(expected_spot_local)}, {&point_range, FALSE, 30.0f, expected_point_range, ARRAY_SIZE(expected_point_range)}, {&point_side, TRUE, 0.0f, expected_point_side, ARRAY_SIZE(expected_point_side)}, }; IDirect3DDevice8 *device; D3DMATERIAL8 material; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i, j, x, y; struct { struct vec3 position; struct vec3 normal; } *quad; WORD *indices; quad = HeapAlloc(GetProcessHeap(), 0, vertices_side * vertices_side * sizeof(*quad)); indices = HeapAlloc(GetProcessHeap(), 0, indices_count * sizeof(*indices)); for (i = 0, y = 0; y < vertices_side; ++y) { for (x = 0; x < vertices_side; ++x) { quad[i].position.x = x * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.y = y * 2.0f / (vertices_side - 1) - 1.0f; quad[i].position.z = 1.0f; quad[i].normal.x = 0.0f; quad[i].normal.y = 0.0f; quad[i++].normal.z = -1.0f; } } for (i = 0, y = 0; y < (vertices_side - 1); ++y) { for (x = 0; x < (vertices_side - 1); ++x) { indices[i++] = y * vertices_side + x + 1; indices[i++] = y * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = y * vertices_side + x + 1; indices[i++] = (y + 1) * vertices_side + x; indices[i++] = (y + 1) * vertices_side + x + 1; } } window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light); ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); memset(&material, 0, sizeof(material)); material.Specular.r = 1.0f; material.Specular.g = 1.0f; material.Specular.b = 1.0f; material.Specular.a = 1.0f; material.Power = tests[i].specular_power; hr = IDirect3DDevice8_SetMaterial(device, &material); ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, vertices_side * vertices_side, indices_count / 3, indices, D3DFMT_INDEX16, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (j = 0; j < tests[i].expected_count; ++j) { color = getPixelColor(device, tests[i].expected[j].x, tests[i].expected[j].y); ok(color_match(color, tests[i].expected[j].color, 1), "Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.\n", tests[i].expected[j].color, tests[i].expected[j].x, tests[i].expected[j].y, color, i); } } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); HeapFree(GetProcessHeap(), 0, indices); HeapFree(GetProcessHeap(), 0, quad); } static void clear_test(void) { /* Tests the correctness of clearing parameters */ D3DRECT rect_negneg, rect[2]; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", 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 = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.y1 = 240; rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); 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); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); rect[0].x1 = 0; rect[0].y1 = 0; rect[0].x2 = 640; rect[0].y2 = 480; hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), "Clear with count = 0, rect != NULL has color %#08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Clear with count = 1, rect = NULL has color %#08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fog_test(void) { float start = 0.0f, end = 1.0f; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; /* Gets full z based fog with linear fog, no fog with specular color. */ static const struct { float x, y, z; D3DCOLOR diffuse; D3DCOLOR specular; } untransformed_1[] = { {-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000}, }, /* Ok, I am too lazy to deal with transform matrices. */ untransformed_2[] = { {-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000}, }, far_quad1[] = { {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000}, { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000}, }, far_quad2[] = { {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000}, {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000}, { 0.0f, 0.0f, 1.5f, 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. */ static const struct { float x, y, z, rhw; D3DCOLOR diffuse; D3DCOLOR specular; } transformed_1[] = { {320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }, transformed_2[] = { {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, {320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000}, }; static const D3DMATRIX ident_mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; static const D3DMATRIX world_mat1 = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -0.5f, 1.0f, }}}; static const D3DMATRIX world_mat2 = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, }}}; static const D3DMATRIX proj_mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, -1.0f, 1.0f, }}}; static const WORD Indices[] = {0, 1, 2, 2, 3, 0}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); 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, "Setting fog color returned %#08x\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\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 vertex 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); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\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, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* This makes it use the Z value. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\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, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Transformed vertices. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\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(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\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])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1), "Untransformed vertex with no table or vertex fog has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), "Untransformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0xFF, 0x00), 1), "Transformed vertex with linear vertex fog has color %08x\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xFF, 0x00), 1), "Transformed vertex with linear table fog has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform 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); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* Test fog behavior with an orthogonal (but not identity) projection matrix */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); ok(hr == D3D_OK, "Clear returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Fogged out quad has color %08x\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); } else { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* This 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, non-linear * fog with shader, non-linear fog with foggy shader, * linear table fog with foggy shader */ static void fog_with_shader_test(void) { /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; DWORD pixel_shader[2] = {0, 0}; IDirect3DDevice8 *device; unsigned int i, j; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; union { float f; DWORD i; } start, end; /* Basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = { 0xfffe0100, /* vs.1.0 */ 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[] = { 0xfffe0100, /* vs.1.0 */ 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, v0 */ 0x0000ffff }; static struct { struct vec3 position; DWORD diffuse; } 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 DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ D3DVSD_END() }; static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f}; /* 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; BOOL uninitialized_reg; unsigned int color[11]; } test_data[] = { /* Only pixel shader */ {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader */ {1, 0, D3DFOG_NONE, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Vertex shader and pixel shader */ /* The next 4 tests would read the fog coord output, but it isn't available. * The result is a fully fogged quad, no matter what the Z coord is. */ {1, 1, D3DFOG_NONE, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_NONE, TRUE, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}}, /* These use the Z coordinate with linear table fog */ {1, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, /* Non-linear table fog without fog coord */ {1, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {1, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, /* These tests fail on older Nvidia drivers */ /* Foggy vertex shader */ {2, 0, D3DFOG_NONE, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_EXP2, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 0, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* Foggy vertex shader and pixel shader. First 4 tests with vertex fog, * all using the fixed fog-coord linear fog */ {2, 1, D3DFOG_NONE, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_EXP2, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, {2, 1, D3DFOG_LINEAR, D3DFOG_NONE, FALSE, {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}}, /* These use table fog. Here the shader-provided fog coordinate is * ignored and the z coordinate used instead */ {2, 1, D3DFOG_NONE, D3DFOG_EXP, FALSE, {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400, 0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_EXP2, FALSE, {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800, 0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}}, {2, 1, D3DFOG_NONE, D3DFOG_LINEAR, FALSE, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; static const D3DMATRIX identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } /* NOTE: changing these values will not affect the tests with foggy vertex * shader, as the values are hardcoded in the shader constant. */ start.f = 0.1f; end.f = 0.9f; /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); /* Set shader constant value */ hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); hr = IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); hr = IDirect3DDevice8_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].position.z = 0.001f + j / 10.02f; quad[1].position.z = 0.001f + j / 10.02f; quad[2].position.z = 0.001f + j / 10.02f; quad[3].position.z = 0.001f + j / 10.02f; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); ok(color_match(color, test_data[i].color[j], 13) || broken(test_data[i].uninitialized_reg), "fog vs%i ps%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]); } } IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void cnd_test(void) { DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2; DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue; DWORD shader_11, shader_12, shader_13, shader_14; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; DWORD color; HWND window; HRESULT hr; /* ps 1.x shaders are rather picky with writemasks and source swizzles. * The dp3 is used to copy r0.r to all components of r1, then copy r1.a to * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is * in 1.x pixel shaders. */ static const DWORD shader_code_11[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_12[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3 r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_13[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000, /* dp3, r1, r0, c0 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0.a, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14[] = { 0xffff0104, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0, r0, c1, c2 */ 0x0000ffff /* end */ }; /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source, * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't * set by the compiler, it was added manually after compilation. Note that the COISSUE * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops * well enough. * * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky. * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r, * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above). */ static const DWORD shader_code_11_coissue[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_11_coissue_2[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_12_coissue_2[] = { 0xffff0102, /* ps_1_2 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */ 0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/ 0x0000ffff /* end */ }; static const DWORD shader_code_13_coissue_2[] = { 0xffff0103, /* ps_1_3 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */ 0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */ 0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */ 0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */ 0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */ 0x0000ffff /* end */ }; /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] * texcrd result to cnd, it will compare against 0.5. */ static const DWORD shader_code_14_coissue[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */ 0x0000ffff /* end */ }; static const DWORD shader_code_14_coissue_2[] = { 0xffff0104, /* ps_1_4 */ 0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */ 0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */ 0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */ 0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */ 0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */ 0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */ 0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad2[] = { 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad3[] = { 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float quad4[] = { -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f }; static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f}; static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color); /* 1.1 shader. All 3 components get set, based on the .w comparison */ color = getPixelColor(device, 158, 358); ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 362); ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 362); ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 478, 122); ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color); /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected * (The Win7 nvidia driver always selects c2) */ color = getPixelColor(device, 158, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 158, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 162, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.2 shader */ color = getPixelColor(device, 478, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 358); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 362); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color); /* 1.3 shader */ color = getPixelColor(device, 478, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 118); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 478, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 482, 122); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)), "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); /* Retest with the coissue flag on the alpha instruction instead. This * works "as expected". The Windows 8 testbot (WARP) seems to handle this * the same as coissue on .rgb. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2); ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); /* 1.4 shader */ color = getPixelColor(device, 158, 118); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 118); ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 158, 122); ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 162, 122); ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color); /* 1.1 shader */ color = getPixelColor(device, 238, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 358); ok(color_match(color, 0x00000000, 1), "pixel 242, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 238, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 238, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 242, 362); ok(color_match(color, 0x00000000, 1), "pixel 242, 362 has color %08x, expected 0x00000000\n", color); /* 1.2 shader */ color = getPixelColor(device, 558, 358); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 358 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 358); ok(color_match(color, 0x00000000, 1), "pixel 562, 358 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 362); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 362 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 362); ok(color_match(color, 0x00000000, 1), "pixel 562, 362 has color %08x, expected 0x00000000\n", color); /* 1.3 shader */ color = getPixelColor(device, 558, 118); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 118 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 118); ok(color_match(color, 0x00000000, 1), "pixel 562, 118 has color %08x, expected 0x00000000\n", color); color = getPixelColor(device, 558, 122); ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)), "pixel 558, 122 has color %08x, expected 0x00ffffff\n", color); color = getPixelColor(device, 562, 122); ok(color_match(color, 0x00000000, 1), "pixel 562, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_12_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_11_coissue); IDirect3DDevice8_DeletePixelShader(device, shader_14); IDirect3DDevice8_DeletePixelShader(device, shader_13); IDirect3DDevice8_DeletePixelShader(device, shader_12); IDirect3DDevice8_DeletePixelShader(device, shader_11); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void z_range_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, 0.0f, 1.1f}, 0xffff0000}, {{-1.0f, 1.0f, 1.1f}, 0xffff0000}, {{ 1.0f, 0.0f, -1.1f}, 0xffff0000}, {{ 1.0f, 1.0f, -1.1f}, 0xffff0000}, }, quad2[] = { {{-1.0f, 0.0f, 1.1f}, 0xff0000ff}, {{-1.0f, 1.0f, 1.1f}, 0xff0000ff}, {{ 1.0f, 0.0f, -1.1f}, 0xff0000ff}, {{ 1.0f, 1.0f, -1.1f}, 0xff0000ff}, }; static const struct { struct vec4 position; DWORD diffuse; } quad3[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xffffff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xffffff00}, }, quad4[] = { {{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 240.0f, 1.1f, 1.0f}, 0xff00ff00}, {{ 0.0f, 480.0f, 1.1f, 1.0f}, 0xff00ff00}, }; static const DWORD shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */ 0x0000ffff /* end */ }; static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f}; static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f}; static const DWORD vertex_declaration[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); /* 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, 0.75f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Test the untransformed vertex path */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* Test the transformed vertex path */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Do not test the exact corner pixels, but go pretty close to them */ /* Clipped because z > 1.0 */ color = getPixelColor(device, 28, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 28, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, > z buffer clear value(0.75). * * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is * equal to a stored depth buffer value of 0.5. */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 31, 241); ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 241); ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color); /* Not clipped, < z buffer clear value */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 104, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 241); ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color); /* Clipped because z < 0.0 */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); color = getPixelColor(device, 321, 241); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); else ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("Vertex shaders not supported\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1); ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); /* Z < 1.0 */ color = getPixelColor(device, 28, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); /* 1.0 < z < 0.75 */ color = getPixelColor(device, 31, 238); ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); color = getPixelColor(device, 100, 238); ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color); /* 0.75 < z < 0.0 */ color = getPixelColor(device, 104, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); color = getPixelColor(device, 318, 238); ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color); /* 0.0 < z */ color = getPixelColor(device, 321, 238); ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_scalar_instructions(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; HWND window; HRESULT hr; static const struct vec3 quad[] = { {-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 DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* dcl_position v0 */ D3DVSD_CONST(0, 1), 0x3e800000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.25, 0.5, 1.0, 2.0 */ D3DVSD_END() }; static 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 */ }; static 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 */ }; static const DWORD exp_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 */ 0x0000000e, 0x800f0000, 0xa0e40000, /* exp r0, c0 */ 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ 0x0000ffff, /* END */ }; static const DWORD expp_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 */ 0x0000004e, 0x800f0000, 0xa0e40000, /* expp r0, c0 */ 0x00000006, 0xd00f0000, 0x80000000, /* rcp oD0, r0.x */ 0x0000ffff, /* END */ }; static const DWORD log_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 */ 0x0000000f, 0xd00f0000, 0xa0e40000, /* log oD0, c0 */ 0x0000ffff, /* END */ }; static const DWORD logp_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 */ 0x0000004f, 0xd00f0000, 0xa0e40000, /* logp oD0, c0 */ 0x0000ffff, /* END */ }; static const struct { const char *name; const DWORD *byte_code; D3DCOLOR color; /* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA * 3D 7.14.1.5025, use the .x component instead of the .w one. */ D3DCOLOR broken_color; } test_data[] = { {"rcp_test", rcp_test, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"rsq_test", rsq_test, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"exp_test", exp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xd6, 0xd6, 0xd6)}, {"expp_test", expp_test, D3DCOLOR_ARGB(0x00, 0x40, 0x40, 0x40), D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)}, {"log_test", log_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, {"logp_test", logp_test, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0); ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0); ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)), "%s: Got unexpected color 0x%08x, expected 0x%08x.\n", test_data[i].name, color, test_data[i].color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void offscreen_test(void) { IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; 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}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 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 || hr == 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 || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); if (!offscreenTexture) { skip("Cannot create an offscreen render target.\n"); IDirect3DDevice8_Release(device); goto done; } } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); 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 %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); /* Draw without textures - Should result in a white quad. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); /* This time with the texture .*/ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* 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); color = getPixelColor(device, 10, 470); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface8_Release(backbuffer); IDirect3DTexture8_Release(offscreenTexture); IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_blend(void) { IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{-1.0f, 0.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, -1.0f, 0.1f}, 0x4000ff00}, {{ 1.0f, 0.0f, 0.1f}, 0x4000ff00}, }, quad2[] = { {{-1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{-1.0f, 1.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 0.0f, 0.1f}, 0xc00000ff}, {{ 1.0f, 1.0f, 0.1f}, 0xc00000ff}, }; static const float composite_quad[][5] = { { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f}, { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f}, { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 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(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); 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 %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); /* 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(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); /* Render the offscreen texture onto the frame buffer to be able to * compare it regularly. Disable alpha blending for the final * composition. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2), "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); IDirect3DSurface8_Release(backbuffer); IDirect3DTexture8_Release(offscreenTexture); IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void p8_texture_test(void) { IDirect3DTexture8 *texture, *texture2; IDirect3DDevice8 *device; PALETTEENTRY table[256]; unsigned char *data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; UINT i; static const float quad[] = { -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, -1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, }; static const float quad2[] = { -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, -1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) { skip("D3DFMT_P8 textures not supported.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture2, 0); ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; alpha of every entry is set to 1.0, which MS says is required when there's no D3DPTEXTURECAPS_ALPHAPALETTE capability */ for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; table[i].peFlags = 0xff; } table[1].peRed = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 32, 320); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); /* Test palettes with alpha */ IDirect3DDevice8_GetDeviceCaps(device, &caps); if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) { skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); } else { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; table[i].peFlags = 0xff; } table[1].peRed = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 32, 320); ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); } IDirect3DTexture8_Release(texture); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void texop_test(void) { IDirect3DTexture8 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { float x, y, z; D3DCOLOR diffuse; float s, t; } quad[] = { {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f}, {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f}, { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f}, { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f} }; static const struct { D3DTEXTUREOP op; const char *name; DWORD caps_flag; D3DCOLOR result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)}, {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)}, {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)}, {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)}, {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)}, {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)}, {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)}, {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)}, {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)}, {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)}, {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)}, {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)}, /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */ {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)}, {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)}, {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { if (!(caps.TextureOpCaps & test_data[i].caps_flag)) { skip("tex operation %s not supported\n", test_data[i].name); continue; } hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); } IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* This test tests depth clamping / clipping behaviour: * - With software vertex processing, depth values are clamped to the * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the * same as regular vertices here. * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored. * Normal vertices are always clipped. Pretransformed vertices are * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't. * - The viewport's MinZ/MaxZ is irrelevant for this. */ static void depth_clamp_test(void) { IDirect3DDevice8 *device; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { struct vec4 position; DWORD diffuse; } quad1[] = { {{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f}, {{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, {{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f}, }, quad2[] = { {{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814}, {{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, {{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814}, }, quad3[] = { {{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff}, {{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, {{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff}, }, quad4[] = { {{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff}, {{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, {{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff}, }; static const struct { struct vec3 position; DWORD diffuse; } quad5[] = { {{-0.5f, 0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, 0.5f, 10.0f}, 0xff14f914}, {{-0.5f, -0.5f, 10.0f}, 0xff14f914}, {{ 0.5f, -0.5f, 10.0f}, 0xff14f914}, }, quad6[] = { {{-1.0f, 0.5f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.5f, 10.0f}, 0xfff91414}, {{-1.0f, 0.25f, 10.0f}, 0xfff91414}, {{ 1.0f, 0.25f, 10.0f}, 0xfff91414}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 7.5; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color); } else { color = getPixelColor(device, 75, 75); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 150, 150); ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); color = getPixelColor(device, 320, 330); ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void depth_buffer_test(void) { IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; unsigned int i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.33f}, 0xff00ff00}, {{-1.0f, -1.0f, 0.33f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.33f}, 0xff00ff00}, }, quad2[] = { {{-1.0f, 1.0f, 0.50f}, 0xffff00ff}, {{ 1.0f, 1.0f, 0.50f}, 0xffff00ff}, {{-1.0f, -1.0f, 0.50f}, 0xffff00ff}, {{ 1.0f, -1.0f, 0.50f}, 0xffff00ff}, }, quad3[] = { {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; static const DWORD expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt3); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected_colors[i][j], 0), "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt3); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } /* Test that partial depth copies work the way they're supposed to. The clear * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and * the following draw should only copy back the part that was modified. */ static void depth_buffer2_test(void) { IDirect3DSurface8 *backbuffer, *rt1, *rt2; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; unsigned int i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, 1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.66f}, 0xffff0000}, {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } vp.X = 0; vp.Y = 0; vp.Width = 640; vp.Height = 480; vp.MinZ = 0.0; vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { unsigned int x = 80 * ((2 * j) + 1); unsigned int y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void intz_test(void) { IDirect3DSurface8 *original_rt, *rt; struct surface_readback rb; IDirect3DTexture8 *texture; IDirect3DDevice8 *device; IDirect3DSurface8 *ds; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; DWORD ps; UINT i; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000005, 0xb00f0000, 0xa0e40000, 0xb0e40000, /* mul t0, c0, t0 */ 0x00000004, 0x800f0000, 0xa0e40001, 0xb0e40001, 0xb0e40000, /* mad r0, c1, t1, t0 */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_1[] = { { -1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }, half_quad_2[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, 0x20204020}, {240, 100, 0x6060bf60}, {400, 100, 0x9f9f409f}, {560, 100, 0xdfdfbfdf}, { 80, 450, 0x20204020}, {240, 450, 0x6060bf60}, {400, 450, 0x9f9f409f}, {560, 450, 0xdfdfbfdf}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); /* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); 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); } release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); 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); } release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); 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); } release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void shadow_test(void) { IDirect3DSurface8 *original_rt, *rt; struct surface_readback rb; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; DWORD ps; UINT i; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 0.0, 1.0, 1.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000005, 0xb00f0000, 0xa0e40000, 0xb0e40000, /* mul t0, c0, t0 */ 0x00000004, 0x800f0000, 0xa0e40001, 0xb0e40001, 0xb0e40000, /* mad r0, c1, t1, t0 */ 0x0000ffff, /* end */ }; static const struct { D3DFORMAT format; const char *name; } formats[] = { {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"}, {D3DFMT_D32, "D3DFMT_D32"}, {D3DFMT_D15S1, "D3DFMT_D15S1"}, {D3DFMT_D24S8, "D3DFMT_D24S8"}, {D3DFMT_D24X8, "D3DFMT_D24X8"}, {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, {D3DFMT_D16, "D3DFMT_D16"}, }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { {400, 60, 0x00000000}, {560, 180, 0xffff00ff}, {560, 300, 0xffff00ff}, {400, 420, 0xffffffff}, {240, 420, 0xffffffff}, { 80, 300, 0x00000000}, { 80, 180, 0x00000000}, {240, 60, 0x00000000}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping shadow test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(formats); ++i) { D3DFORMAT format = formats[i].format; IDirect3DTexture8 *texture; IDirect3DSurface8 *ds; unsigned int j; if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) continue; hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Do the actual shadow mapping. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); get_rt_readback(original_rt, &rb); for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) { D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. * Accept alpha mismatches as broken but make sure to check the color channels. */ ok(color_match(color, expected_colors[j].color, 0) || broken(color_match(color & 0x00ffffff, expected_colors[j].color & 0x00ffffff, 0)), "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n", expected_colors[j].color, expected_colors[j].x, expected_colors[j].y, formats[i].name, color); } release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void multisample_copy_rects_test(void) { IDirect3DSurface8 *ds, *ds_plain, *rt, *readback; RECT src_rect = {64, 64, 128, 128}; POINT dst_point = {96, 96}; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled CopyRects test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds_plain); ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); color = *(DWORD *)((BYTE *)locked_rect.pBits + 127 * locked_rect.Pitch + 127 * 4); ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DSurface8_UnlockRect(readback); ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); IDirect3DSurface8_Release(readback); IDirect3DSurface8_Release(ds_plain); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void resz_test(void) { IDirect3DSurface8 *rt, *original_rt, *ds, *original_ds, *intz_ds; IDirect3DTexture8 *texture; IDirect3DDevice8 *device; IDirect3D8 *d3d; DWORD ps, value; unsigned int i; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */ 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */ 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */ 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */ 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ 0x0000ffff, /* end */ }; static const struct { float x, y, z; float s0, t0, p0; float s1, t1, p1, q1; } quad[] = { { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f}, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f}, { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f}, }; static const struct { UINT x, y; D3DCOLOR color; } expected_colors[] = { { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)}, {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)}, {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)}, {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z')))) { skip("No INTZ support, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z')))) { skip("No RESZ support, skipping RESZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface8_Release(intz_ds); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); /* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); /* The destination depth texture has to be bound to sampler 0 */ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); /* Test edge cases - try with no texture at all */ hr = IDirect3DDevice8_SetTexture(device, 0, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); /* With a non-multisampled depth buffer */ IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); 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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); IDirect3DSurface8_Release(ds); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void zenable_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; UINT x, y; UINT i, j; UINT test; IDirect3DSurface8 *ds, *rt; static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00}, {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00}, {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00}, {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); for (test = 0; test < 2; ++test) { /* The Windows 8 testbot (WARP) appears to clip with * ZENABLE = D3DZB_TRUE and no depth buffer set. */ static const D3DCOLOR expected_broken[] = { 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000, }; if (!test) { hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); } else { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, expected_broken[i * 4 + j], 1) && !test), "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { static const DWORD vs_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */ 0x0000ffff }; static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff /* end */ }; static const struct vec3 quad[] = { {-1.0f, -1.0f, -0.5f}, {-1.0f, 1.0f, -0.5f}, { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; static const D3DCOLOR expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000, 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000, }; /* The Windows 8 testbot (WARP) appears to not clip z for regular * vertices either. */ static const D3DCOLOR expected_broken[] = { 0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf, 0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf, 0x00206020, 0x00606060, 0x009f609f, 0x00df60df, 0x00202020, 0x00602060, 0x009f209f, 0x00df20df, }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_END() }; DWORD vs, ps; hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { for (j = 0; j < 4; ++j) { x = 80 * ((2 * j) + 1); y = 60 * ((2 * i) + 1); color = getPixelColor(device, x, y); ok(color_match(color, expected[i * 4 + j], 1) || broken(color_match(color, expected_broken[i * 4 + j], 1)), "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fog_special_test(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD ps, vs; HWND window; HRESULT hr; union { float f; DWORD d; } conv; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{ -1.0f, -1.0f, 0.0f}, 0xff00ff00}, {{ -1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 1.0f}, 0xff00ff00}, {{ 1.0f, 1.0f, 1.0f}, 0xff00ff00} }; static const struct { DWORD vertexmode, tablemode; BOOL vs, ps; D3DCOLOR color_left, color_right; } tests[] = { {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000}, {D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000}, {D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000}, }; static const DWORD pixel_shader_code[] = { 0xffff0101, /* ps.1.1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD vertex_decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */ D3DVSD_END() }; static const DWORD vertex_shader_code[] = { 0xfffe0101, /* vs.1.1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */ 0x0000ffff }; static const D3DMATRIX identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); } else { skip("Vertex Shaders not supported, skipping some fog tests.\n"); vs = 0; } if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); } else { skip("Pixel Shaders not supported, skipping some fog tests.\n"); ps = 0; } /* The table fog tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); conv.f = 0.5f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); if (!tests[i].vs) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); } else if (vs) { hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } else { continue; } if (!tests[i].ps) { hr = IDirect3DDevice8_SetPixelShader(device, 0); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else if (ps) { hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); } else { continue; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 310, 240); ok(color_match(color, tests[i].color_left, 1), "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i); color = getPixelColor(device, 330, 240); ok(color_match(color, tests[i].color_right, 1), "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); } if (vs) IDirect3DDevice8_DeleteVertexShader(device, vs); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void volume_dxtn_test(void) { IDirect3DVolumeTexture8 *texture; struct surface_readback rb; IDirect3DDevice8 *device; IDirect3DSurface8 *rt; D3DLOCKED_BOX box; unsigned int i, j; IDirect3D8 *d3d; ULONG refcount; DWORD colour; HWND window; HRESULT hr; static const BYTE dxt1_data[] = { 0x00, 0xf8, 0x00, 0xf8, 0xf0, 0xf0, 0xf0, 0xf0, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; static const BYTE dxt3_data[] = { 0xff, 0xee, 0xff, 0xee, 0xff, 0xee, 0xff, 0xee, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, 0xff, 0xdd, 0xff, 0xdd, 0xff, 0xdd, 0xff, 0xdd, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, 0xff, 0xcc, 0xff, 0xcc, 0xff, 0xcc, 0xff, 0xcc, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xbb, 0xff, 0xbb, 0xff, 0xbb, 0xff, 0xbb, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; static const BYTE dxt5_data[] = { /* A 8x4x2 texture consisting of 4 4x4 blocks. The colours of the * blocks are red, green, blue and white. */ 0xff, 0xff, 0x80, 0x0d, 0xd8, 0x80, 0x0d, 0xd8, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; static const DWORD dxt1_expected_colours[] = { 0xffff0000, 0x00000000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, }; static const DWORD dxt3_expected_colours[] = { 0xffff0000, 0xeeff0000, 0xff00ff00, 0xdd00ff00, 0xff0000ff, 0xcc0000ff, 0xffffffff, 0xbbffffff, }; static const DWORD dxt5_expected_colours[] = { 0xffff0000, 0x00ff0000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff }; static const struct { const char *name; D3DFORMAT format; const BYTE *data; DWORD data_size; const DWORD *expected_colours; } tests[] = { {"DXT1", D3DFMT_DXT1, dxt1_data, sizeof(dxt1_data), dxt1_expected_colours}, {"DXT3", D3DFMT_DXT3, dxt3_data, sizeof(dxt3_data), dxt3_expected_colours}, {"DXT5", D3DFMT_DXT5, dxt5_data, sizeof(dxt5_data), dxt5_expected_colours}, }; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetRenderTarget(device, &rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, tests[i].format))) { skip("%s volume textures are not supported, skipping test.\n", tests[i].name); continue; } hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, tests[i].format, D3DPOOL_MANAGED, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); memcpy(box.pBits, tests[i].data, tests[i].data_size); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set colour arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); get_rt_readback(rt, &rb); for (j = 0; j < ARRAY_SIZE(dxt1_expected_colours); ++j) { colour = get_readback_color(&rb, 40 + 80 * j, 240); ok(color_match(colour, tests[i].expected_colours[j], 1), "Expected colour 0x%08x, got 0x%08x, case %u.\n", tests[i].expected_colours[j], colour, j); } release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); } IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void volume_v16u16_test(void) { IDirect3DVolumeTexture8 *texture; IDirect3DDevice8 *device; D3DLOCKED_BOX box; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; SHORT *texel; HWND window; HRESULT hr; static const struct { struct vec3 position; struct vec3 texcrd; } quads[] = { {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.25f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.25f}}, {{ 0.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.25f}}, {{ 0.0f, -1.0f, 0.0f}, { 0.0f, 0.0f, 0.75f}}, {{ 0.0f, 1.0f, 0.0f}, { 0.0f, 1.0f, 0.75f}}, {{ 1.0f, -1.0f, 1.0f}, { 1.0f, 0.0f, 0.75f}}, {{ 1.0f, 1.0f, 1.0f}, { 1.0f, 1.0f, 0.75f}}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, */ 0x3f000000, 0x3f000000, /* 0.5, 0.5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16))) { skip("Volume V16U16 textures are not supported, skipping test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping test.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); for (i = 0; i < 2; i++) { D3DPOOL pool; if (i) pool = D3DPOOL_SYSTEMMEM; else pool = D3DPOOL_MANAGED; hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, pool, &texture); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); texel[0] = 32767; texel[1] = 32767; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch); texel[0] = -32768; texel[1] = 0; texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch); texel[0] = -16384; texel[1] = 16384; texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch); texel[0] = 0; texel[1] = 0; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); if (i) { IDirect3DVolumeTexture8 *texture2; hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, D3DPOOL_DEFAULT, &texture2); ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); texture = texture2; } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 120, 160); ok (color_match(color, 0x000080ff, 2), "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color); color = getPixelColor(device, 120, 400); ok (color_match(color, 0x00ffffff, 2), "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color); color = getPixelColor(device, 360, 160); ok (color_match(color, 0x007f7fff, 2), "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color); color = getPixelColor(device, 360, 400); ok (color_match(color, 0x0040c0ff, 2), "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVolumeTexture8_Release(texture); } hr = IDirect3DDevice8_DeletePixelShader(device, shader); ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) { D3DSURFACE_DESC desc; D3DLOCKED_RECT l; HRESULT hr; unsigned int x, y; DWORD *mem; hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags); ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); if (FAILED(hr)) return; for (y = 0; y < desc.Height; y++) { mem = (DWORD *)((BYTE *)l.pBits + y * l.Pitch); for (x = 0; x < l.Pitch / sizeof(DWORD); x++) { mem[x] = color; } } hr = IDirect3DSurface8_UnlockRect(surface); ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); } static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) { HRESULT hr; static const struct { struct vec3 position; struct vec2 texcoord; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 0.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 1.0f}}, }; hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); } static void add_dirty_rect_test(void) { IDirect3DTexture8 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed, *tex_dynamic; IDirect3DSurface8 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed0, *surface_managed1, *surface_dynamic; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; D3DCOLOR color; ULONG refcount; DWORD *texel; HWND window; HRESULT hr; static const RECT part_rect = {96, 96, 160, 160}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst1); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_red); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex_managed); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed0); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 1, &surface_managed1); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic); ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the destination is ignored. */ hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle * tracking is supported. */ hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); todo_wine ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); /* Locks with NO_DIRTY_UPDATE are ignored. */ fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); todo_wine ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Maps without either of these flags record a dirty rectangle. */ fill_surface(surface_src_green, 0x00ffffff, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Partial LockRect works just like a partial AddDirtyRect call. */ hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); texel = locked_rect.pBits; for (i = 0; i < 64; i++) texel[i] = 0x00ff00ff; for (i = 1; i < 64; i++) memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Expected color 0x00ff00ff, got 0x%08x.\n", color); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* UpdateSurface ignores the missing dirty marker. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Tests with managed textures. */ fill_surface(surface_managed0, 0x00ff0000, 0); fill_surface(surface_managed1, 0x00ff0000, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect uploads the new contents. * Side note, not tested in the test: Partial surface updates work, and two separate * dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers * untested. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* So does ResourceManagerDiscardBytes. */ fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0); ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Tests with dynamic textures */ fill_surface(surface_dynamic, 0x0000ffff, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dynamic); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ffff, 1), "Expected color 0x0000ffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Expected color 0x00ffff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* AddDirtyRect on a locked texture is allowed. */ hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); /* Redundant AddDirtyRect calls are ok. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_managed1); IDirect3DSurface8_Release(surface_managed0); IDirect3DSurface8_Release(surface_src_red); IDirect3DSurface8_Release(surface_src_green); IDirect3DSurface8_Release(surface_dynamic); IDirect3DTexture8_Release(tex_src_red); IDirect3DTexture8_Release(tex_src_green); IDirect3DTexture8_Release(tex_dst1); IDirect3DTexture8_Release(tex_dst2); IDirect3DTexture8_Release(tex_managed); IDirect3DTexture8_Release(tex_dynamic); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_3dc_formats(void) { static const char ati1n_data[] = { /* A 4x4 texture with the color component at 50%. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const char ati2n_data[] = { /* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component, * 0% second component. Second block is the opposite. */ 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, }; static const struct { struct vec3 position; struct vec2 texcoord; } quads[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 0.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, {{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}}, {{ 0.0f, 1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}}, {{ 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f}}, }; static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1'); static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2'); static const struct { struct vec2 position; D3DCOLOR amd_r500; D3DCOLOR amd_r600; D3DCOLOR nvidia_old; D3DCOLOR nvidia_new; } expected_colors[] = { {{ 80, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{240, 240}, 0x007fffff, 0x003f3f3f, 0x007f7f7f, 0x007f0000}, {{400, 240}, 0x00007fff, 0x00007fff, 0x00007fff, 0x00007fff}, {{560, 240}, 0x007f00ff, 0x007f00ff, 0x007f00ff, 0x007f00ff}, }; IDirect3D8 *d3d; IDirect3DDevice8 *device; IDirect3DTexture8 *ati1n_texture, *ati2n_texture; D3DCAPS8 caps; D3DLOCKED_RECT rect; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; unsigned int i; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc))) { skip("ATI1N textures are not supported, skipping test.\n"); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc))) { skip("ATI2N textures are not supported, skipping test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DTA_TEMP not supported, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, D3DPOOL_MANAGED, &ati1n_texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(ati1n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); hr = IDirect3DTexture8_UnlockRect(ati1n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, D3DPOOL_MANAGED, &ati2n_texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(ati2n_texture, 0, &rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); hr = IDirect3DTexture8_UnlockRect(ati2n_texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (i = 0; i < 4; ++i) { color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y); ok (color_match(color, expected_colors[i].amd_r500, 1) || color_match(color, expected_colors[i].amd_r600, 1) || color_match(color, expected_colors[i].nvidia_old, 1) || color_match(color, expected_colors[i].nvidia_new, 1), "Got unexpected color 0x%08x, case %u.\n", color, i); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture8_Release(ati2n_texture); IDirect3DTexture8_Release(ati1n_texture); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_fog_interpolation(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; D3DCOLOR specular; } quad[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000}, {{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000}, {{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000}, }; union { DWORD d; float f; } conv; unsigned int i; static const struct { D3DFOGMODE vfog, tfog; D3DSHADEMODE shade; D3DCOLOR middle_color; BOOL todo; } tests[] = { {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE}, {D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE}, {D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE}, {D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE}, }; static const D3DMATRIX ident_mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; D3DCAPS8 caps; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); conv.f = 5.0; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this, * the drivers seem to use a static z = 1.0 input for the fog equation. * The input value is independent of the actual z and w component of * the vertex position. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 0, 240); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 320, 240); todo_wine_if (tests[i].todo) ok(color_match(color, tests[i].middle_color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); color = getPixelColor(device, 639, 240); ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_negative_fixedfunction_fog(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; static const struct { struct vec3 position; D3DCOLOR diffuse; } quad[] = { {{-1.0f, -1.0f, -0.5f}, 0xffff0000}, {{-1.0f, 1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; static const struct { struct vec4 position; D3DCOLOR diffuse; } tquad[] = { {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, }; unsigned int i; static const D3DMATRIX zero = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; /* Needed to make AMD drivers happy. Yeah, it is not supposed to * have an effect on RHW draws. */ static const D3DMATRIX identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; static const struct { DWORD pos_type; const void *quad; size_t stride; const D3DMATRIX *matrix; union { float f; DWORD d; } start, end; D3DFOGMODE vfog, tfog; DWORD color, color_broken, color_broken2; } tests[] = { /* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. * * Geforce8+ GPUs on Windows abs() table fog, everything else does not. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00808000, 0x00808000}, /* r200 GPUs and presumably all d3d8 and older HW clamp the fog * parameters to 0.0 and 1.0 in the table fog case. */ {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000, 0x0000ff00}, /* test_fog_interpolation shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. * * Vertex fog abs() behavior is the same on all GPUs. */ {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000, 0x00808000}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00, 0x0000ff00}, {D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f}, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400, 0x009b6400}, }; D3DCAPS8 caps; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) || broken(color_match(color, tests[i].color_broken2, 2)), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_table_fog_zw(void) { HRESULT hr; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; D3DCOLOR color; D3DCAPS8 caps; static struct { struct vec4 position; D3DCOLOR diffuse; } quad[] = { {{ 0.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 0.0f, 0.0f, 0.0f}, 0xffff0000}, {{ 0.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, {{640.0f, 480.0f, 0.0f, 0.0f}, 0xffff0000}, }; static const D3DMATRIX identity = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f }}}; static const struct { float z, w; D3DZBUFFERTYPE z_test; D3DCOLOR color; } tests[] = { {0.7f, 0.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.0f, D3DZB_FALSE, 0x004cb200}, {0.7f, 0.3f, D3DZB_TRUE, 0x004cb200}, {0.7f, 0.3f, D3DZB_FALSE, 0x004cb200}, {0.7f, 3.0f, D3DZB_TRUE, 0x004cb200}, {0.7f, 3.0f, D3DZB_FALSE, 0x004cb200}, {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, }; unsigned int i; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); goto done; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); quad[0].position.z = tests[i].z; quad[1].position.z = tests[i].z; quad[2].position.z = tests[i].z; quad[3].position.z = tests[i].z; quad[0].position.w = tests[i].w; quad[1].position.w = tests[i].w; quad[2].position.w = tests[i].w; quad[3].position.w = tests[i].w; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } done: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_signed_formats(void) { IDirect3DDevice8 *device; HWND window; HRESULT hr; unsigned int i, j, x, y; IDirect3DTexture8 *texture, *texture_sysmem; D3DLOCKED_RECT locked_rect; DWORD shader, shader_alpha; IDirect3D8 *d3d; D3DCOLOR color; D3DCAPS8 caps; ULONG refcount; /* See comments in the d3d9 version of this test for an * explanation of these values. */ static const USHORT content_v8u8[4][4] = { {0x0000, 0x7f7f, 0x8880, 0x0000}, {0x0080, 0x8000, 0x7f00, 0x007f}, {0x193b, 0xe8c8, 0x0808, 0xf8f8}, {0x4444, 0xc0c0, 0xa066, 0x22e0}, }; static const DWORD content_v16u16[4][4] = { {0x00000000, 0x7fff7fff, 0x88008000, 0x00000000}, {0x00008000, 0x80000000, 0x7fff0000, 0x00007fff}, {0x19993bbb, 0xe800c800, 0x08880888, 0xf800f800}, {0x44444444, 0xc000c000, 0xa0006666, 0x2222e000}, }; static const DWORD content_q8w8v8u8[4][4] = { {0x00000000, 0xff7f7f7f, 0x7f008880, 0x817f0000}, {0x10000080, 0x20008000, 0x30007f00, 0x4000007f}, {0x5020193b, 0x6028e8c8, 0x70020808, 0x807ff8f8}, {0x90414444, 0xa000c0c0, 0x8261a066, 0x834922e0}, }; static const DWORD content_x8l8v8u8[4][4] = { {0x00000000, 0x00ff7f7f, 0x00008880, 0x00ff0000}, {0x00000080, 0x00008000, 0x00007f00, 0x0000007f}, {0x0041193b, 0x0051e8c8, 0x00040808, 0x00fff8f8}, {0x00824444, 0x0000c0c0, 0x00c2a066, 0x009222e0}, }; static const USHORT content_l6v5u5[4][4] = { {0x0000, 0xfdef, 0x0230, 0xfc00}, {0x0010, 0x0200, 0x01e0, 0x000f}, {0x4067, 0x53b9, 0x0421, 0xffff}, {0x8108, 0x0318, 0xc28c, 0x909c}, }; static const struct { D3DFORMAT format; const char *name; const void *content; SIZE_T pixel_size; BOOL blue, alpha; unsigned int slop, slop_broken, alpha_broken; } formats[] = { {D3DFMT_V8U8, "D3DFMT_V8U8", content_v8u8, sizeof(WORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_V16U16, "D3DFMT_V16U16", content_v16u16, sizeof(DWORD), FALSE, FALSE, 1, 0, FALSE}, {D3DFMT_Q8W8V8U8, "D3DFMT_Q8W8V8U8", content_q8w8v8u8, sizeof(DWORD), TRUE, TRUE, 1, 0, TRUE }, {D3DFMT_X8L8V8U8, "D3DFMT_X8L8V8U8", content_x8l8v8u8, sizeof(DWORD), TRUE, FALSE, 1, 0, FALSE}, {D3DFMT_L6V5U5, "D3DFMT_L6V5U5", content_l6v5u5, sizeof(WORD), TRUE, FALSE, 4, 7, FALSE}, }; static const struct { D3DPOOL pool; UINT width; } tests[] = { {D3DPOOL_SYSTEMMEM, 4}, {D3DPOOL_SYSTEMMEM, 1}, {D3DPOOL_MANAGED, 4}, {D3DPOOL_MANAGED, 1}, }; static const DWORD shader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0,5, 0,5 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000, /* mad r0, t0, c0, c0 */ 0x0000ffff /* end */ }; static const DWORD shader_code_alpha[] = { /* The idea of this shader is to replicate the alpha value in .rg, and set * blue to 1.0 iff the alpha value is < -1.0 and 0.0 otherwise. */ 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ 0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000004, 0x80070000, 0xb0ff0000, 0xa0e40000, 0xa0e40000, /* mad r0.rgb, t0.a, c0, c0 */ 0x00000003, 0x80080000, 0xb1ff0000, 0xa0e40000, /* sub r0.a, -t0.a, c0 */ 0x00000050, 0x80080000, 0x80ff0000, 0xa0ff0001, 0xa0ff0002, /* cnd r0.a, r0.a, c1.a, c2.a */ 0x00000005, 0x80070001, 0xa0e40001, 0x80e40000, /* mul r1.rgb, c1, r0 */ 0x00000004, 0x80070000, 0x80ff0000, 0xa0e40002, 0x80e40001, /* mad r0.rgb, r0.a, c2, r1 */ 0x0000ffff /* end */ }; static const struct { struct vec3 position; struct vec2 texcrd; } quad[] = { /* Flip the y coordinate to make the input and * output arrays easier to compare. */ {{ -1.0f, -1.0f, 0.0f}, { 0.0f, 1.0f}}, {{ -1.0f, 1.0f, 0.0f}, { 0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, { 1.0f, 0.0f}}, }; static const D3DCOLOR expected_alpha[4][4] = { {0x00808000, 0x007f7f00, 0x00ffff00, 0x00000000}, {0x00909000, 0x00a0a000, 0x00b0b000, 0x00c0c000}, {0x00d0d000, 0x00e0e000, 0x00f0f000, 0x00000000}, {0x00101000, 0x00202000, 0x00010100, 0x00020200}, }; static const BOOL alpha_broken[4][4] = { {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, FALSE}, {FALSE, FALSE, FALSE, TRUE }, {FALSE, FALSE, FALSE, FALSE}, }; static const D3DCOLOR expected_colors[4][4] = { {0x00808080, 0x00fefeff, 0x00010780, 0x008080ff}, {0x00018080, 0x00800180, 0x0080fe80, 0x00fe8080}, {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; D3DCOLOR expected_color; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("Pixel shaders not supported, skipping converted format test.\n"); goto done; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(formats); i++) { hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format); if (FAILED(hr)) { skip("Format %s not supported, skipping.\n", formats[i].name); continue; } for (j = 0; j < ARRAY_SIZE(tests); j++) { texture_sysmem = NULL; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, tests[j].pool, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); for (y = 0; y < 4; y++) { memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, (char *)formats[i].content + y * 4 * formats[i].pixel_size, tests[j].width * formats[i].pixel_size); } hr = IDirect3DTexture8_UnlockRect(texture, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); if (tests[j].pool == D3DPOOL_SYSTEMMEM) { texture_sysmem = texture; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, D3DPOOL_DEFAULT, &texture); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); IDirect3DTexture8_Release(texture_sysmem); } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { BOOL r200_broken = formats[i].alpha_broken && alpha_broken[y][x]; if (formats[i].alpha) expected_color = expected_alpha[y][x]; else expected_color = 0x00ffff00; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, 1) || broken(r200_broken), "Expected color 0x%08x, got 0x%08x, format %s, test %u, location %ux%u.\n", expected_color, color, formats[i].name, j, x, y); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); for (y = 0; y < 4; y++) { for (x = 0; x < tests[j].width; x++) { expected_color = expected_colors[y][x]; if (!formats[i].blue) expected_color |= 0x000000ff; color = getPixelColor(device, 80 + 160 * x, 60 + 120 * y); ok(color_match(color, expected_color, formats[i].slop) || broken(color_match(color, expected_color, formats[i].slop_broken)), "Expected color 0x%08x, got 0x%08x, format %s, test %u, location %ux%u.\n", expected_color, color, formats[i].name, j, x, y); } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture8_Release(texture); } } IDirect3DDevice8_DeletePixelShader(device, shader); IDirect3DDevice8_DeletePixelShader(device, shader_alpha); done: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_updatetexture(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; IDirect3DBaseTexture8 *src, *dst; unsigned int t, i, f, l, x, y, z; D3DLOCKED_RECT locked_rect; D3DLOCKED_BOX locked_box; ULONG refcount; D3DCAPS8 caps; D3DCOLOR color; BOOL ati2n_supported, do_visual_test; static const struct { struct vec3 pos; struct vec2 texcoord; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}}, }; static const struct { struct vec3 pos; struct vec3 texcoord; } quad_cube_tex[] = { {{-1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, 0.5f}}, {{-1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, 0.5f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, -0.5f, -0.5f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.5f, -0.5f}}, }; static const struct { UINT src_width, src_height; UINT dst_width, dst_height; UINT src_levels, dst_levels; D3DFORMAT src_format, dst_format; BOOL broken; } tests[] = { {8, 8, 8, 8, 0, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 0 */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 1 */ {8, 8, 8, 8, 2, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 2 */ {8, 8, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 3 */ {8, 8, 8, 8, 4, 0, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 4 */ {8, 8, 2, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 5 */ /* The WARP renderer doesn't handle these cases correctly. */ {8, 8, 8, 8, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 6 */ {8, 8, 4, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, TRUE}, /* 7 */ /* Not clear what happens here on Windows, it doesn't make much sense * though (on Nvidia it seems to upload the 4x4 surface into the 7x7 * one or something like that). */ /* {8, 8, 7, 7, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ {8, 8, 8, 8, 1, 4, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 8 */ {4, 4, 8, 8, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 9 */ /* This one causes weird behavior on Windows (it probably writes out * of the texture memory). */ /* {8, 8, 4, 4, 1, 1, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, */ {8, 4, 4, 2, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 10 */ {8, 4, 2, 4, 4, 2, D3DFMT_A8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 11 */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_X8R8G8B8, FALSE}, /* 12 */ {8, 8, 8, 8, 4, 4, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, FALSE}, /* 13 */ /* The data is converted correctly on AMD, on Nvidia nothing happens * (it draws a black quad). */ {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_R5G6B5, TRUE}, /* 14 */ /* This one doesn't seem to give the expected results on AMD. */ /* {8, 8, 8, 8, 4, 4, D3DFMT_A8R8G8B8, D3DFMT_Q8W8V8U8, FALSE}, */ {8, 8, 8, 8, 4, 4, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 15 */ {8, 8, 8, 8, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 16 */ {8, 8, 2, 2, 4, 2, MAKEFOURCC('A','T','I','2'), MAKEFOURCC('A','T','I','2'), FALSE}, /* 17 */ }; static const struct { D3DRESOURCETYPE type; DWORD fvf; const void *quad; unsigned int vertex_size; DWORD cap; const char *name; } texture_types[] = { {D3DRTYPE_TEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, quad, sizeof(*quad), D3DPTEXTURECAPS_MIPMAP, "2D mipmapped"}, {D3DRTYPE_CUBETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0), quad_cube_tex, sizeof(*quad_cube_tex), D3DPTEXTURECAPS_CUBEMAP, "Cube"}, {D3DRTYPE_VOLUMETEXTURE, D3DFVF_XYZ | D3DFVF_TEX1, quad, sizeof(*quad), D3DPTEXTURECAPS_VOLUMEMAP, "Volume"} }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); for (t = 0; t < ARRAY_SIZE(texture_types); ++t) { if (!(caps.TextureCaps & texture_types[t].cap)) { skip("%s textures not supported, skipping some tests.\n", texture_types[t].name); continue; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, texture_types[t].type, MAKEFOURCC('A','T','I','2')))) { skip("%s ATI2N textures are not supported, skipping some tests.\n", texture_types[t].name); ati2n_supported = FALSE; } else { ati2n_supported = TRUE; } hr = IDirect3DDevice8_SetVertexShader(device, texture_types[t].fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (tests[i].src_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported) continue; switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DDevice8_CreateTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DTexture8 **)&src); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&dst); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DCubeTexture8 **)&src); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&dst); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DVolumeTexture8 **)&src); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&dst); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); break; default: trace("Unexpected resource type.\n"); } /* Skip the visual part of the test for ATI2N (laziness) and cases that * give a different (and unlikely to be useful) result. */ do_visual_test = (tests[i].src_format == D3DFMT_A8R8G8B8 || tests[i].src_format == D3DFMT_X8R8G8B8) && tests[i].src_levels != 0 && tests[i].src_width >= tests[i].dst_width && tests[i].src_height >= tests[i].dst_height && !(tests[i].src_width > tests[i].src_height && tests[i].dst_width < tests[i].dst_height); if (do_visual_test) { DWORD *ptr = NULL; unsigned int width, height, depth, row_pitch = 0, slice_pitch = 0; for (f = 0; f < (texture_types[t].type == D3DRTYPE_CUBETEXTURE ? 6 : 1); ++f) { width = tests[i].src_width; height = texture_types[t].type != D3DRTYPE_CUBETEXTURE ? tests[i].src_height : tests[i].src_width; depth = texture_types[t].type == D3DRTYPE_VOLUMETEXTURE ? width : 1; for (l = 0; l < tests[i].src_levels; ++l) { switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DTexture8_LockRect((IDirect3DTexture8 *)src, l, &locked_rect, NULL, 0); ptr = locked_rect.pBits; row_pitch = locked_rect.Pitch / sizeof(*ptr); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DCubeTexture8_LockRect((IDirect3DCubeTexture8 *)src, f, l, &locked_rect, NULL, 0); ptr = locked_rect.pBits; row_pitch = locked_rect.Pitch / sizeof(*ptr); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DVolumeTexture8_LockBox((IDirect3DVolumeTexture8 *)src, l, &locked_box, NULL, 0); ptr = locked_box.pBits; row_pitch = locked_box.RowPitch / sizeof(*ptr); slice_pitch = locked_box.SlicePitch / sizeof(*ptr); break; default: trace("Unexpected resource type.\n"); } ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); for (z = 0; z < depth; ++z) { for (y = 0; y < height; ++y) { for (x = 0; x < width; ++x) { ptr[z * slice_pitch + y * row_pitch + x] = 0xff000000 | (DWORD)(x / (width - 1.0f) * 255.0f) << 16 | (DWORD)(y / (height - 1.0f) * 255.0f) << 8; } } } switch (texture_types[t].type) { case D3DRTYPE_TEXTURE: hr = IDirect3DTexture8_UnlockRect((IDirect3DTexture8 *)src, l); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DCubeTexture8_UnlockRect((IDirect3DCubeTexture8 *)src, f, l); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DVolumeTexture8_UnlockBox((IDirect3DVolumeTexture8 *)src, l); break; default: trace("Unexpected resource type.\n"); } ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); width >>= 1; if (!width) width = 1; height >>= 1; if (!height) height = 1; depth >>= 1; if (!depth) depth = 1; } } } hr = IDirect3DDevice8_UpdateTexture(device, src, dst); if (FAILED(hr)) { todo_wine ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); IDirect3DBaseTexture8_Release(src); IDirect3DBaseTexture8_Release(dst); continue; } ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); if (do_visual_test) { hr = IDirect3DDevice8_SetTexture(device, 0, dst); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, texture_types[t].quad, texture_types[t].vertex_size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok (color_match(color, 0x007f7f00, 3) || broken(tests[i].broken) || broken(color == 0x00adbeef), /* WARP device often just breaks down. */ "Got unexpected color 0x%08x, case %u, %u.\n", color, t, i); } IDirect3DBaseTexture8_Release(src); IDirect3DBaseTexture8_Release(dst); } } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static BOOL point_match(IDirect3DDevice8 *device, UINT x, UINT y, UINT r) { D3DCOLOR color; color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; ++r; color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff); if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE; if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE; return TRUE; } static void test_pointsize(void) { static const float a = 0.5f, b = 0.5f, c = 0.5f; float ptsize, ptsizemax_orig, ptsizemin_orig; IDirect3DSurface8 *rt, *backbuffer, *depthstencil; IDirect3DTexture8 *tex1, *tex2; IDirect3DDevice8 *device; DWORD vs, ps; D3DLOCKED_RECT lr; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; unsigned int i, j; static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; static const float vertices[] = { 64.0f, 64.0f, 0.1f, 128.0f, 64.0f, 0.1f, 192.0f, 64.0f, 0.1f, 256.0f, 64.0f, 0.1f, 320.0f, 64.0f, 0.1f, 384.0f, 64.0f, 0.1f, 448.0f, 64.0f, 0.1f, 512.0f, 64.0f, 0.1f, }; static const struct { float x, y, z; float point_size; } vertex_pointsize = {64.0f, 64.0f, 0.1f, 48.0f}, vertex_pointsize_scaled = {64.0f, 64.0f, 0.1f, 24.0f}, vertex_pointsize_zero = {64.0f, 64.0f, 0.1f, 0.0f}; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_END() }, decl_psize[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */ D3DVSD_REG(1, D3DVSDT_FLOAT1), /* point size, v1 */ D3DVSD_END() }; static const DWORD vshader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ 0x0000ffff }; static const DWORD vshader_psize_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000005, 0x800f0000, 0x90000000, 0xa0e40000, /* mul r0, v0.x, c0 */ 0x00000004, 0x800f0000, 0x90550000, 0xa0e40001, 0x80e40000, /* mad r0, v0.y, c1, r0 */ 0x00000004, 0x800f0000, 0x90aa0000, 0xa0e40002, 0x80e40000, /* mad r0, v0.z, c2, r0 */ 0x00000004, 0xc00f0000, 0x90ff0000, 0xa0e40003, 0x80e40000, /* mad oPos, v0.w, c3, r0 */ 0x00000001, 0xc00f0002, 0x90000001, /* mov oPts, v1.x */ 0x0000ffff }; static const DWORD pshader_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000042, 0xb00f0000, /* tex t0 */ 0x00000042, 0xb00f0001, /* tex t1 */ 0x00000002, 0x800f0000, 0xb0e40000, 0xb0e40001, /* add r0, t0, t1 */ 0x0000ffff }; static const struct test_shader { DWORD version; const DWORD *code; } novs = {0, NULL}, vs1 = {D3DVS_VERSION(1, 1), vshader_code}, vs1_psize = {D3DVS_VERSION(1, 1), vshader_psize_code}, nops = {0, NULL}, ps1 = {D3DPS_VERSION(1, 1), pshader_code}; static const struct { const DWORD *decl; const struct test_shader *vs; const struct test_shader *ps; DWORD accepted_fvf; unsigned int nonscaled_size, scaled_size; } test_setups[] = { {NULL, &novs, &nops, D3DFVF_XYZ, 32, 62}, {decl, &vs1, &ps1, D3DFVF_XYZ, 32, 32}, {NULL, &novs, &ps1, D3DFVF_XYZ, 32, 62}, {decl, &vs1, &nops, D3DFVF_XYZ, 32, 32}, {NULL, &novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 48}, {decl_psize, &vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24}, }; static const struct { BOOL zero_size; BOOL scale; BOOL override_min; DWORD fvf; const void *vertex_data; unsigned int vertex_size; } tests[] = { {FALSE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, TRUE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, FALSE, TRUE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {TRUE, FALSE, FALSE, D3DFVF_XYZ, vertices, sizeof(float) * 3}, {FALSE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, {FALSE, TRUE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_scaled, sizeof(vertex_pointsize_scaled)}, {FALSE, FALSE, TRUE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize, sizeof(vertex_pointsize)}, {TRUE, FALSE, FALSE, D3DFVF_XYZ | D3DFVF_PSIZE, &vertex_pointsize_zero, sizeof(vertex_pointsize_zero)}, }; /* Transforms the coordinate system [-1.0;1.0]x[1.0;-1.0] to * [0.0;0.0]x[640.0;480.0]. Z is untouched. */ D3DMATRIX matrix = {{{ 2.0f / 640.0f, 0.0f, 0.0f, 0.0f, 0.0f, -2.0f / 480.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f, 1.0f, }}}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); if (caps.MaxPointSize < 32.0f) { skip("MaxPointSize %f < 32.0, skipping.\n", caps.MaxPointSize); IDirect3DDevice8_Release(device); goto done; } /* The r500 Windows driver needs a draw with regular texture coordinates at least once during the * device's lifetime, otherwise texture coordinate generation only works for texture 0. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 31.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 30.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); if (caps.MaxPointSize >= 63.0f) { ptsize = 63.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); ptsize = 62.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); } ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig); ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); /* pointsize < pointsize_min < pointsize_max? * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n"); if (caps.MaxPointSize >= 63.0f) { ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n"); ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n"); } ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n"); /* ptsize = 15, ptsize_max = 1 --> point has size 1 */ ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n"); /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */ ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n"); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* The following code tests point sprites with two textures, to see if each texture coordinate unit * generates texture coordinates for the point(result: Yes, it does) * * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex1, 0, &lr, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); hr = IDirect3DTexture8_UnlockRect(tex1, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex2, 0, &lr, NULL, 0); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); hr = IDirect3DTexture8_UnlockRect(tex2, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)tex2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#x.\n", hr); ptsize = 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set point size, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 64 - 4, 64 - 4); ok(color == 0x00ff0000, "pSprite: Pixel (64 - 4),(64 - 4) has color 0x%08x, expected 0x00ff0000\n", color); color = getPixelColor(device, 64 - 4, 64 + 4); ok(color == 0x00000000, "pSprite: Pixel (64 - 4),(64 + 4) has color 0x%08x, expected 0x00000000\n", color); color = getPixelColor(device, 64 + 4, 64 + 4); ok(color == 0x0000ff00, "pSprite: Pixel (64 + 4),(64 + 4) has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 64 + 4, 64 - 4); ok(color == 0x00ffff00, "pSprite: Pixel (64 + 4),(64 - 4) has color 0x%08x, expected 0x00ffff00\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); U(matrix).m[0][0] = 1.0f / 64.0f; U(matrix).m[1][1] = -1.0f / 64.0f; hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); ok(SUCCEEDED(hr), "Failed to create a render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, &S(U(matrix))._11, 4); ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr); if (caps.MaxPointSize < 63.0f) { skip("MaxPointSize %f < 63.0, skipping some tests.\n", caps.MaxPointSize); goto cleanup; } hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(test_setups); ++i) { if (caps.VertexShaderVersion < test_setups[i].vs->version || caps.PixelShaderVersion < test_setups[i].ps->version) { skip("Vertex / pixel shader version not supported, skipping test.\n"); continue; } if (test_setups[i].vs->code) { hr = IDirect3DDevice8_CreateVertexShader(device, test_setups[i].decl, test_setups[i].vs->code, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); } else { vs = 0; } if (test_setups[i].ps->code) { hr = IDirect3DDevice8_CreatePixelShader(device, test_setups[i].ps->code, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = 0; } hr = IDirect3DDevice8_SetVertexShader(device, vs ? vs : test_setups[i].accepted_fvf); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); for (j = 0; j < ARRAY_SIZE(tests); ++j) { unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale ? test_setups[i].scaled_size : test_setups[i].nonscaled_size; if (test_setups[i].accepted_fvf != tests[j].fvf) continue; ptsize = tests[j].zero_size ? 0.0f : 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr); ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, tests[j].vertex_data, tests[j].vertex_size); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); if (tests[j].zero_size) { /* Technically 0 pointsize is undefined in OpenGL but in practice it seems like * it does the "useful" thing on all the drivers I tried. */ /* On WARP it does draw some pixels, most of the time. */ color = getPixelColor(device, 64, 64); ok(color_match(color, 0x0000ffff, 0) || broken(color_match(color, 0x00ff0000, 0)) || broken(color_match(color, 0x00ffff00, 0)) || broken(color_match(color, 0x00000000, 0)) || broken(color_match(color, 0x0000ff00, 0)), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); } else { struct surface_readback rb; get_rt_readback(rt, &rb); color = get_readback_color(&rb, 64 - size / 2 + 1, 64 - size / 2 + 1); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 - 1, 64 - size / 2 + 1); ok(color_match(color, 0x00ffff00, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 + 1, 64 + size / 2 - 1); ok(color_match(color, 0x00000000, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 - 1, 64 + size / 2 - 1); ok(color_match(color, 0x0000ff00, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 - 1, 64 - size / 2 - 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 + 1, 64 - size / 2 - 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 - size / 2 - 1, 64 + size / 2 + 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); color = get_readback_color(&rb, 64 + size / 2 + 1, 64 + size / 2 + 1); ok(color_match(color, 0xff00ffff, 0), "Got unexpected color 0x%08x (case %u, %u, size %u).\n", color, i, j, size); release_surface_readback(&rb); } } IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_SetPixelShader(device, 0); if (vs) IDirect3DDevice8_DeleteVertexShader(device, vs); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); } hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); cleanup: IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(depthstencil); IDirect3DSurface8_Release(rt); IDirect3DTexture8_Release(tex1); IDirect3DTexture8_Release(tex2); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_multisample_mismatch(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; ULONG refcount; IDirect3DSurface8 *rt_multi, *ds; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n"); IDirect3D8_Release(d3d); return; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt_multi); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt_multi, ds); ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt_multi); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_texcoordindex(void) { static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, }}}; static const struct { struct vec3 pos; struct vec2 texcoord1; struct vec2 texcoord2; struct vec2 texcoord3; } quad[] = { {{-1.0f, -1.0f, 0.0f}, {0.0f, 1.0f}, {0.0f, 0.0f}, {1.0f, 1.0f}}, {{-1.0f, 1.0f, 0.0f}, {0.0f, 0.0f}, {0.0f, 1.0f}, {1.0f, 0.0f}}, {{ 1.0f, -1.0f, 0.0f}, {1.0f, 1.0f}, {1.0f, 0.0f}, {0.0f, 1.0f}}, {{ 1.0f, 1.0f, 0.0f}, {1.0f, 0.0f}, {1.0f, 1.0f}, {0.0f, 0.0f}}, }; IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; IDirect3DTexture8 *texture1, *texture2; D3DLOCKED_RECT locked_rect; ULONG refcount; D3DCOLOR color; DWORD *ptr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff00ff00; ptr[2] = 0xff0000ff; ptr[3] = 0xff00ffff; hr = IDirect3DTexture8_UnlockRect(texture1, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DTexture8_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff0000ff; ptr[2] = 0xffff0000; ptr[3] = 0xffff00ff; hr = IDirect3DTexture8_UnlockRect(texture2, 0); ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture1); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture2); ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX3); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE1, &mat); ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff00ff, 2), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DTexture8_Release(texture1); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_vshader_input(void) { DWORD swapped_twotexcrd_shader, swapped_onetexcrd_shader = 0; DWORD swapped_twotex_wrongidx_shader = 0, swapped_twotexcrd_rightorder_shader; DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader; DWORD color_nocolor_shader = 0; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; DWORD color; HWND window; HRESULT hr; static const DWORD swapped_shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov o0, v0 */ 0x00000001, 0x800f0001, 0x90e40001, /* mov r1, v1 */ 0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002, /* sub o1, r1, v2 */ 0x0000ffff /* end */ }; static const DWORD texcoord_color_shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40007, /* mov oD0, v7 */ 0x0000ffff /* end */ }; static const DWORD color_color_shader_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40005, /* mul oD0, c0, v5 */ 0x0000ffff /* end */ }; static const float quad1[] = { -1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, -1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, }; static const float quad4[] = { 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, 1.0f, 1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, -1.0f, 0.5f, 0.0f, }; static const struct { struct vec3 position; DWORD diffuse; } quad1_color[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ff8040}, {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, }, quad2_color[] = { {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 1.0f, -1.0f, 0.1f}, 0x00ff8040}, {{ 1.0f, 0.0f, 0.1f}, 0x00ff8040}, }, quad3_color[] = { {{-1.0f, 0.0f, 0.1f}, 0x00ff8040}, {{-1.0f, 1.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 0.0f, 0.1f}, 0x00ff8040}, {{ 0.0f, 1.0f, 0.1f}, 0x00ff8040}, }; static const float quad4_color[] = { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f, 1.0f, }; static const DWORD decl_twotexcrd[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ D3DVSD_END() }; static const DWORD decl_twotexcrd_rightorder[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord0 */ D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord1 */ D3DVSD_END() }; static const DWORD decl_onetexcrd[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(1, D3DVSDT_FLOAT4), /* texcoord0 */ D3DVSD_END() }; static const DWORD decl_twotexcrd_wrongidx[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(2, D3DVSDT_FLOAT4), /* texcoord1 */ D3DVSD_REG(3, D3DVSDT_FLOAT4), /* texcoord2 */ D3DVSD_END() }; static const DWORD decl_texcoord_color[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(7, D3DVSDT_D3DCOLOR), /* texcoord0 */ D3DVSD_END() }; static const DWORD decl_color_color[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position */ D3DVSD_REG(5, D3DVSDT_D3DCOLOR), /* diffuse */ D3DVSD_END() }; static const DWORD decl_color_ubyte[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), D3DVSD_REG(5, D3DVSDT_UBYTE4), D3DVSD_END() }; static const DWORD decl_color_float[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), D3DVSD_REG(5, D3DVSDT_FLOAT4), D3DVSD_END() }; static const DWORD decl_nocolor[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), D3DVSD_END() }; static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f}; static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 1.0f}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0); todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0); todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0); todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color); color = getPixelColor(device, 480, 160); ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, texcoord_color_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1); ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1); ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); IDirect3DDevice8_SetVertexShader(device, 0); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1), "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color); color = getPixelColor(device, 160, 120); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1), "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color); color = getPixelColor(device, 480, 160); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1), "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader); IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader); IDirect3DDevice8_DeleteVertexShader(device, swapped_twotex_wrongidx_shader); IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_rightorder_shader); IDirect3DDevice8_DeleteVertexShader(device, texcoord_color_shader); IDirect3DDevice8_DeleteVertexShader(device, color_ubyte_shader); IDirect3DDevice8_DeleteVertexShader(device, color_color_shader); IDirect3DDevice8_DeleteVertexShader(device, color_float_shader); IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_fixed_function_fvf(void) { IDirect3DDevice8 *device; DWORD color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad1[] = { {{-1.0f, -1.0f, 0.1f}, 0x00ffff00}, {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, -1.0f, 0.1f}, 0x00ffff00}, {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, }; static const struct vec3 quad2[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 0.0f, 0.1f}, { 0.0f, -1.0f, 0.1f}, { 0.0f, 0.0f, 0.1f}, }; static const struct { struct vec4 position; DWORD diffuse; } quad_transformed[] = { {{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, {{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, {{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, {{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* Test with no diffuse color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %08x\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad2, sizeof(quad2[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no diffuse attribute test.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* Test what happens with specular lighting enabled and no specular color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad1, sizeof(quad1[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "Got unexpected color 0x%08x in the no specular attribute test.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_transformed, sizeof(quad_transformed[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 88, 108); ok(color == 0x000000ff, "pixel 88/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 108); ok(color == 0x000000ff, "pixel 92/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 112); ok(color == 0x000000ff, "pixel 88/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 112); ok(color == 0x00ffff00, "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 568, 108); ok(color == 0x000000ff, "pixel 568/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 108); ok(color == 0x000000ff, "pixel 572/108 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 112); ok(color == 0x00ffff00, "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 112); ok(color == 0x000000ff, "pixel 572/112 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 88, 298); ok(color == 0x000000ff, "pixel 88/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 298); ok(color == 0x00ffff00, "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 88, 302); ok(color == 0x000000ff, "pixel 88/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 92, 302); ok(color == 0x000000ff, "pixel 92/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 298); ok(color == 0x00ffff00, "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); color = getPixelColor(device, 572, 298); ok(color == 0x000000ff, "pixel 572/298 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 568, 302); ok(color == 0x000000ff, "pixel 568/302 has color %08x, expected 0x000000ff\n", color); color = getPixelColor(device, 572, 302); ok(color == 0x000000ff, "pixel 572/302 has color %08x, expected 0x000000ff\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_flip(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; IDirect3DSurface8 *back_buffers[3], *test_surface; unsigned int i; D3DCOLOR color; D3DPRESENT_PARAMETERS present_parameters = {0}; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.hDeviceWindow = window; present_parameters.Windowed = TRUE; present_parameters.BackBufferCount = 3; present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; if (FAILED(hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); } hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface); IDirect3DSurface8_Release(test_surface); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[0], NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[2], NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); /* Render target is unmodified. */ hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface); IDirect3DSurface8_Release(test_surface); /* Backbuffer surface pointers are unmodified */ for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &test_surface); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n", i, back_buffers[i], test_surface); IDirect3DSurface8_Release(test_surface); } /* Contents were changed. */ color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); color = get_surface_color(back_buffers[1], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); color = get_surface_color(back_buffers[1], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) IDirect3DSurface8_Release(back_buffers[i]); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample flip test.\n"); goto done; } present_parameters.BackBufferCount = 2; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; present_parameters.Flags = 0; hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); for (i = 0; i < present_parameters.BackBufferCount; ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); } hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &test_surface); ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, back_buffers[0], NULL, 0, test_surface, NULL); ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); color = get_surface_color(test_surface, 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); IDirect3DSurface8_Release(test_surface); for (i = 0; i < present_parameters.BackBufferCount; ++i) IDirect3DSurface8_Release(back_buffers[i]); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_uninitialized_varyings(void) { static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; static const struct vec3 quad[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 1.0f, 0.1f}, { 1.0f, -1.0f, 0.1f}, { 1.0f, 1.0f, 0.1f}, }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(0, D3DVSDT_FLOAT3), D3DVSD_CONST(0, 1), 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, /* def c0, 0.5, 0.5, 0.5, 0.5 */ D3DVSD_END() }; static const DWORD vs1_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff }; static const DWORD vs1_partial_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd0010000, 0xa0e40000, /* mov oD0.x, c0 */ 0x00000001, 0xd0010001, 0xa0e40000, /* mov oD1.x, c0 */ 0x00000001, 0xe0010000, 0xa0e40000, /* mov oT0.x, c0 */ 0x0000ffff }; static const DWORD ps1_diffuse_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const DWORD ps1_specular_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40001, /* mov r0, v1 */ 0x0000ffff }; static const DWORD ps1_texcoord_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000040, 0xb00f0000, /* texcoord t0 */ 0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */ 0x0000ffff }; static const struct { DWORD vs_version; const DWORD *vs; DWORD ps_version; const DWORD *ps; D3DCOLOR expected; BOOL allow_zero_alpha; BOOL partial; BOOL broken_warp; } /* On AMD specular color is generally initialized to 0x00000000 and texcoords to 0xff000000 * while on Nvidia it's the opposite. Just allow both. * * Partially initialized varyings reliably handle the component that has been initialized. * The uninitialized components generally follow the rule above, with some exceptions on * radeon cards. r500 and r600 GPUs have been found to set uninitialized components to 0.0, * 0.5 and 1.0 without a sensible pattern. */ tests[] = { {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0xffffffff}, { 0, NULL, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xffffffff}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff000000, TRUE, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff000000, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, 0, NULL, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_diffuse_code, 0xff7fffff, FALSE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_specular_code, 0xff7f0000, TRUE, TRUE}, {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; DWORD vs, ps; unsigned int i; ULONG refcount; D3DCAPS8 caps; IDirect3DSurface8 *backbuffer; D3DADAPTER_IDENTIFIER8 identifier; struct surface_readback rb; D3DCOLOR color; BOOL warp; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); warp = adapter_is_warp(&identifier); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) { skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); continue; } if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } else { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); } if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = 0; } hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); ok(color_match(color, tests[i].expected, 1) || (tests[i].allow_zero_alpha && color_match(color, tests[i].expected & 0x00ffffff, 1)) || (broken(warp && tests[i].broken_warp)) || broken(tests[i].partial && color_match(color & 0x00ff0000, tests[i].expected & 0x00ff0000, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); release_surface_readback(&rb); if (vs) IDirect3DDevice8_DeleteVertexShader(device, vs); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_shademode(void) { IDirect3DVertexBuffer8 *vb_strip; IDirect3DVertexBuffer8 *vb_list; IDirect3DDevice8 *device; DWORD color0, color1; BYTE *data = NULL; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; DWORD vs, ps; HWND window; HRESULT hr; UINT i; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), D3DVSD_END() }; static const DWORD vs1_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */ 0x0000ffff }; static const DWORD ps1_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ 0x0000ffff }; static const struct { struct vec3 position; DWORD diffuse; } quad_strip[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, }, quad_list[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, }; static const struct test_shader { DWORD version; const DWORD *code; } novs = {0, NULL}, vs_1 = {D3DVS_VERSION(1, 1), vs1_code}, nops = {0, NULL}, ps_1 = {D3DPS_VERSION(1, 1), ps1_code}; static const struct { const struct test_shader *vs, *ps; DWORD primtype; DWORD shademode; DWORD color0, color1; } tests[] = { {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, {&novs, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, {&novs, &nops, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, {&vs_1, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, {&vs_1, &ps_1, D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, {&novs, &ps_1, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, {&vs_1, &nops, D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip); ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad_strip, sizeof(quad_strip)); hr = IDirect3DVertexBuffer8_Unlock(vb_strip); ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list); ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0); ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); memcpy(data, quad_list, sizeof(quad_list)); hr = IDirect3DVertexBuffer8_Unlock(vb_list); ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); /* Try it first with a TRIANGLESTRIP. Do it with different geometry because * the color fixups we have to do for FLAT shading will be dependent on that. */ for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (tests[i].vs->version) { if (caps.VertexShaderVersion >= tests[i].vs->version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0); ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); } else { skip("Shader version unsupported, skipping some tests.\n"); continue; } } else { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr); } if (tests[i].ps->version) { if (caps.PixelShaderVersion >= tests[i].ps->version) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps); ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); } else { skip("Shader version unsupported, skipping some tests.\n"); if (vs) { IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_DeleteVertexShader(device, vs); } continue; } } else { ps = 0; } hr = IDirect3DDevice8_SetStreamSource(device, 0, tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0])); ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ /* For D3DSHADE_FLAT it should take the color of the first vertex of * each triangle. This requires EXT_provoking_vertex or similar * functionality being available. */ /* PHONG should be the same as GOURAUD, since no hardware implements * this. */ ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n", i, color0, tests[i].color0); ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n", i, color1, tests[i].color1); IDirect3DDevice8_SetVertexShader(device, 0); IDirect3DDevice8_SetPixelShader(device, 0); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); if (vs) IDirect3DDevice8_DeleteVertexShader(device, vs); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); IDirect3DVertexBuffer8_Release(vb_strip); IDirect3DVertexBuffer8_Release(vb_list); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_multisample_init(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d; IDirect3DSurface8 *back, *multi; ULONG refcount; HWND window; HRESULT hr; D3DCOLOR color; unsigned int x, y; struct surface_readback rb; BOOL all_zero = TRUE; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) { skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample init test.\n"); goto done; } if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &back); ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &multi); ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, multi, NULL, 0, back, NULL); ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); get_rt_readback(back, &rb); for (y = 0; y < 480; ++y) { for (x = 0; x < 640; ++x) { color = get_readback_color(&rb, x, y); if (!color_match(color, 0x00000000, 0)) { all_zero = FALSE; break; } } if (!all_zero) break; } release_surface_readback(&rb); ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y); IDirect3DSurface8_Release(multi); IDirect3DSurface8_Release(back); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_texture_blending(void) { #define STATE_END() {0xffffffff, 0xffffffff} #define IS_STATE_END(s) (s.name == 0xffffffff && s.value == 0xffffffff) IDirect3DTexture8 *texture_bumpmap, *texture_red; IDirect3DSurface8 *backbuffer; struct surface_readback rb; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; unsigned int i, j, k; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x80, 0xff, 0xff, 0x02)}, }; static const float bumpenvmat[4] = {1.0f, 1.0f, 0.0f, 0.0f}; struct texture_stage_state { D3DTEXTURESTAGESTATETYPE name; DWORD value; }; struct texture_stage { enum { TEXTURE_INVALID, TEXTURE_NONE, TEXTURE_BUMPMAP, TEXTURE_RED, } texture; struct texture_stage_state state[20]; }; static const struct texture_stage default_stage_state = { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_DISABLE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_DISABLE}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAARG2, D3DTA_CURRENT}, {D3DTSS_BUMPENVMAT00, 0}, {D3DTSS_BUMPENVMAT01, 0}, {D3DTSS_BUMPENVMAT10, 0}, {D3DTSS_BUMPENVMAT11, 0}, {D3DTSS_BUMPENVLSCALE, 0}, {D3DTSS_BUMPENVLOFFSET, 0}, {D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE}, {D3DTSS_COLORARG0, D3DTA_CURRENT}, {D3DTSS_ALPHAARG0, D3DTA_CURRENT}, {D3DTSS_RESULTARG, D3DTA_CURRENT}, STATE_END(), }, }; const struct test { DWORD tex_op_caps; D3DCOLOR expected_color; struct texture_stage stage[8]; } tests[] = { { D3DTEXOPCAPS_DISABLE, 0x80ffff02, { { TEXTURE_NONE, { STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1, 0x00000000, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x00ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_ADD, 0x80ff0000, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_ADD}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAARG2, D3DTA_CURRENT}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP | D3DTEXOPCAPS_MODULATE | D3DTEXOPCAPS_MODULATE2X, 0x80ffff00, { { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_MODULATE2X}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, {D3DTSS_ALPHAARG2, D3DTA_DIFFUSE}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_MODULATE}, {D3DTSS_COLORARG1, D3DTA_CURRENT}, {D3DTSS_COLORARG2, D3DTA_CURRENT}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_CURRENT}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, { D3DTEXOPCAPS_DISABLE | D3DTEXOPCAPS_SELECTARG1 | D3DTEXOPCAPS_BUMPENVMAP, 0x80ffff02, { { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_DIFFUSE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_DIFFUSE}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_BUMPMAP, { {D3DTSS_COLOROP, D3DTOP_BUMPENVMAP}, {D3DTSS_BUMPENVMAT00, *(DWORD *)&bumpenvmat[0]}, {D3DTSS_BUMPENVMAT01, *(DWORD *)&bumpenvmat[1]}, {D3DTSS_BUMPENVMAT10, *(DWORD *)&bumpenvmat[2]}, {D3DTSS_BUMPENVMAT11, *(DWORD *)&bumpenvmat[3]}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, {D3DTSS_RESULTARG, D3DTA_TEMP}, STATE_END(), }, }, { TEXTURE_RED, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEXTURE}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEXTURE}, STATE_END(), }, }, { TEXTURE_NONE, { {D3DTSS_COLOROP, D3DTOP_SELECTARG1}, {D3DTSS_COLORARG1, D3DTA_TEMP}, {D3DTSS_ALPHAOP, D3DTOP_SELECTARG1}, {D3DTSS_ALPHAARG1, D3DTA_TEMP}, STATE_END(), }, }, {TEXTURE_INVALID} }, }, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); goto done; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#x.\n", hr); if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DPMISCCAPS_TSSARGTEMP not supported.\n"); IDirect3DDevice8_Release(device); goto done; } if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8))) { skip("D3DFMT_V8U8 not supported for legacy bump mapping.\n"); IDirect3DDevice8_Release(device); goto done; } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap); ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red); ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); *((WORD *)locked_rect.pBits) = 0xff00; hr = IDirect3DTexture8_UnlockRect(texture_bumpmap, 0); ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_red, 0, &locked_rect, NULL, 0); ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff0000; hr = IDirect3DTexture8_UnlockRect(texture_red, 0); ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *current_test = &tests[i]; if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps) { skip("Texture operations %#x not supported.\n", current_test->tex_op_caps); continue; } for (j = 0; j < caps.MaxTextureBlendStages; ++j) { IDirect3DTexture8 *current_texture = NULL; for (k = 0; !IS_STATE_END(default_stage_state.state[k]); ++k) { hr = IDirect3DDevice8_SetTextureStageState(device, j, default_stage_state.state[k].name, default_stage_state.state[k].value); ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); } if (current_test->stage[j].texture != TEXTURE_INVALID) { const struct texture_stage_state *current_state = current_test->stage[j].state; switch (current_test->stage[j].texture) { case TEXTURE_RED: current_texture = texture_red; break; case TEXTURE_BUMPMAP: current_texture = texture_bumpmap; break; default: current_texture = NULL; break; } for (k = 0; !IS_STATE_END(current_state[k]); ++k) { hr = IDirect3DDevice8_SetTextureStageState(device, j, current_state[k].name, current_state[k].value); ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); } } hr = IDirect3DDevice8_SetTexture(device, j, (IDirect3DBaseTexture8 *)current_texture); ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr); } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#x.\n", i, hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); ok(color_match(color, current_test->expected_color, 1), "Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color); release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr); } IDirect3DTexture8_Release(texture_bumpmap); IDirect3DTexture8_Release(texture_red); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_color_clamping(void) { static const D3DMATRIX mat = {{{ 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, }}}; static const struct vec3 quad[] = { {-1.0f, -1.0f, 0.1f}, {-1.0f, 1.0f, 0.1f}, { 1.0f, -1.0f, 0.1f}, { 1.0f, 1.0f, 0.1f}, }; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_CONST(0, 1), 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0 */ D3DVSD_END() }; static const DWORD vs1_code[] = { 0xfffe0101, /* vs_1_1 */ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x00000002, 0xd00f0000, 0xa0e40000, 0xa0e40000, /* add oD0, c0, c0 */ 0x00000002, 0xd00f0001, 0xa0e40000, 0xa0e40000, /* add oD1, c0, c0 */ 0x0000ffff }; static const DWORD ps1_code[] = { 0xffff0101, /* ps_1_1 */ 0x00000051, 0xa00f0000, 0x3e800000, 0x3e800000, 0x3e800000, 0x3e800000, /* def c0, 0.25, 0.25, 0.25, 0.25 */ 0x00000002, 0x800f0000, 0x90e40000, 0x90e40001, /* add r0, v0, v1 */ 0x00000005, 0x800f0000, 0x80e40000, 0xa0e40000, /* mul r0, r0, c0 */ 0x0000ffff }; static const struct { DWORD vs_version; const DWORD *vs; DWORD ps_version; const DWORD *ps; D3DCOLOR expected, broken; } tests[] = { {0, NULL, 0, NULL, 0x00404040}, {0, NULL, D3DPS_VERSION(1, 1), ps1_code, 0x00404040, 0x00808080}, {D3DVS_VERSION(1, 1), vs1_code, 0, NULL, 0x00404040}, {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, }; IDirect3DDevice8 *device; IDirect3D8 *d3d; unsigned int i; ULONG refcount; D3DCOLOR color; D3DCAPS8 caps; DWORD vs, ps; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) { skip("Vertex / pixel shader version not supported, skipping test %u.\n", i); continue; } if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); } else { vs = D3DFVF_XYZ; } if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); } else { ps = 0; } hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), "Got unexpected color 0x%08x, case %u.\n", color, i); if (vs != D3DFVF_XYZ) IDirect3DDevice8_DeleteVertexShader(device, vs); if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_edge_antialiasing_blending(void) { IDirect3DDevice8 *device; IDirect3D8 *d3d8; ULONG refcount; D3DCOLOR color; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } green_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)}, }; static const struct { struct vec3 position; DWORD diffuse; } red_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)}, }; window = create_window(); d3d8 = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d8, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD); ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE); ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } /* This test shows that 0xffff is valid index in D3D8. */ static void test_max_index16(void) { static const struct vertex { struct vec3 position; DWORD diffuse; } green_quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, }; static const unsigned short indices[] = {0, 1, 2, 0xffff}; static const unsigned int vertex_count = 0xffff + 1; D3DADAPTER_IDENTIFIER8 identifier; IDirect3DVertexBuffer8 *vb; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; struct vertex *vb_data; IDirect3D8 *d3d8; ULONG refcount; D3DCOLOR color; D3DCAPS8 caps; HWND window; BYTE *data; HRESULT hr; BOOL warp; window = create_window(); d3d8 = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); warp = adapter_is_warp(&identifier); if (!(device = create_device(d3d8, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); if (caps.MaxVertexIndex < 0xffff) { skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); IDirect3DDevice8_Release(device); IDirect3D8_Release(d3d8); DestroyWindow(window); return; } hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib); ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0); ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); vb_data[0] = green_quad[0]; vb_data[1] = green_quad[1]; vb_data[2] = green_quad[2]; vb_data[0xffff] = green_quad[3]; hr = IDirect3DVertexBuffer8_Unlock(vb); ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex)); ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 20, 20); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 620, 460); ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); IDirect3DIndexBuffer8_Release(ib); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } static void test_backbuffer_resize(void) { D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DSurface8 *backbuffer; IDirect3DDevice8 *device; IDirect3D8 *d3d; D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, }; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); goto done; } /* Wine d3d8 implementation had a bug which was triggered by a * SetRenderTarget() call with an unreferenced surface. */ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); refcount = IDirect3DSurface8_Release(backbuffer); ok(!refcount, "Surface has %u references left.\n", refcount); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); present_parameters.BackBufferWidth = 800; present_parameters.BackBufferHeight = 600; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.hDeviceWindow = NULL; present_parameters.Windowed = TRUE; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); IDirect3DSurface8_Release(backbuffer); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_drawindexedprimitiveup(void) { static const struct vertex { struct vec3 position; DWORD diffuse; } quad[] = { {{-1.0f, -1.0f, 0.1f}, 0xff00ff00}, {{-1.0f, 1.0f, 0.1f}, 0xff0000ff}, {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xff0000ff}, {{-1.0f, -1.0f, 0.1f}, 0xff0000ff}, {{-1.0f, 1.0f, 0.1f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.1f}, 0xffff0000}, {{ 1.0f, 1.0f, 0.1f}, 0xff00ff00}, }; static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7}; IDirect3DDevice8 *device; IDirect3D8 *d3d; ULONG refcount; D3DCOLOR color; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00404080, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00408040, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 480, 360); ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_map_synchronisation(void) { LARGE_INTEGER frequency, diff, ts[3]; unsigned int i, j, tri_count, size; D3DADAPTER_IDENTIFIER8 identifier; IDirect3DVertexBuffer8 *buffer; IDirect3DDevice8 *device; BOOL unsynchronised, ret; IDirect3D8 *d3d; D3DCOLOR colour; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; static const struct { unsigned int flags; BOOL unsynchronised; } tests[] = { {0, FALSE}, {D3DLOCK_NOOVERWRITE, TRUE}, {D3DLOCK_DISCARD, FALSE}, {D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD, TRUE}, }; static const struct quad { struct { struct vec3 position; DWORD diffuse; } strip[4]; } quad1 = { { {{-1.0f, -1.0f, 0.0f}, 0xffff0000}, {{-1.0f, 1.0f, 0.0f}, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff}, {{ 1.0f, 1.0f, 0.0f}, 0xffffffff}, } }, quad2 = { { {{-1.0f, -1.0f, 0.0f}, 0xffffff00}, {{-1.0f, 1.0f, 0.0f}, 0xffffff00}, {{ 1.0f, -1.0f, 0.0f}, 0xffffff00}, {{ 1.0f, 1.0f, 0.0f}, 0xffffff00}, } }; struct quad *quads; window = create_window(); ok(!!window, "Failed to create a window.\n"); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); /* Maps are always synchronised on WARP. */ if (adapter_is_warp(&identifier)) { skip("Running on WARP, skipping test.\n"); goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); tri_count = 0x1000; if (tri_count > caps.MaxPrimitiveCount) { skip("Device supports only %u primitives, skipping test.\n", caps.MaxPrimitiveCount); goto done; } size = (tri_count + 2) * sizeof(*quad1.strip); ret = QueryPerformanceFrequency(&frequency); ok(ret, "Failed to get performance counter frequency.\n"); hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); /* Initial draw to initialise states, compile shaders, etc. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Read the result to ensure the GPU has finished drawing. */ colour = getPixelColor(device, 320, 240); /* Time drawing tri_count triangles. */ ret = QueryPerformanceCounter(&ts[0]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); /* Time drawing a single triangle. */ ret = QueryPerformanceCounter(&ts[1]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 1); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ret = QueryPerformanceCounter(&ts[2]); ok(ret, "Failed to read performance counter.\n"); IDirect3DVertexBuffer8_Release(buffer); /* Estimate the number of triangles we can draw in 100ms. */ diff.QuadPart = ts[1].QuadPart - ts[0].QuadPart + ts[1].QuadPart - ts[2].QuadPart; tri_count = (tri_count * frequency.QuadPart) / (diff.QuadPart * 10); tri_count = ((tri_count + 2 + 3) & ~3) - 2; if (tri_count > caps.MaxPrimitiveCount) { skip("Would need to draw %u triangles, but the device only supports %u primitives.\n", tri_count, caps.MaxPrimitiveCount); goto done; } size = (tri_count + 2) * sizeof(*quad1.strip); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); /* Start a draw operation. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); /* Map the last quad while the draw is in progress. */ hr = IDirect3DVertexBuffer8_Lock(buffer, size - sizeof(quad2), sizeof(quad2), (BYTE **)&quads, tests[i].flags); ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); *quads = quad2; hr = IDirect3DVertexBuffer8_Unlock(buffer); ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); unsynchronised = color_match(colour, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1); ok(tests[i].unsynchronised == unsynchronised, "Expected %s map for flags %#x.\n", tests[i].unsynchronised ? "unsynchronised" : "synchronised", tests[i].flags); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); IDirect3DVertexBuffer8_Release(buffer); } done: refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_viewport(void) { static const struct { D3DVIEWPORT8 vp; RECT expected_rect; const char *message; } tests[] = { {{ 0, 0, 640, 480}, { 0, 120, 479, 359}, "Viewport (0, 0) - (640, 480)"}, {{ 0, 0, 320, 240}, { 0, 60, 239, 179}, "Viewport (0, 0) - (320, 240)"}, {{ 0, 0, 1280, 960}, { 0, 240, 639, 479}, "Viewport (0, 0) - (1280, 960)"}, {{ 0, 0, 2000, 1600}, {-10, -10, -10, -10}, "Viewport (0, 0) - (2000, 1600)"}, {{100, 100, 640, 480}, {100, 220, 579, 459}, "Viewport (100, 100) - (640, 480)"}, {{ 0, 0, 8192, 8192}, {-10, -10, -10, -10}, "Viewport (0, 0) - (8192, 8192)"}, }; static const struct vec3 quad[] = { {-1.5f, -0.5f, 0.1f}, {-1.5f, 0.5f, 0.1f}, { 0.5f, -0.5f, 0.1f}, { 0.5f, 0.5f, 0.1f}, }; static const struct vec2 rt_sizes[] = { {640, 480}, {1280, 960}, {320, 240}, {800, 600}, }; struct surface_readback rb; IDirect3DDevice8 *device; IDirect3DSurface8 *rt; unsigned int i, j; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); goto done; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); /* This crashes on Windows. */ /* hr = IDirect3DDevice8_SetViewport(device, NULL); */ for (i = 0; i < ARRAY_SIZE(rt_sizes); ++i) { if (i) { hr = IDirect3DDevice8_CreateRenderTarget(device, rt_sizes[i].x, rt_sizes[i].y, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); ok(SUCCEEDED(hr), "Failed to create render target, hr %#x (i %u).\n", hr, i); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x (i %u).\n", hr, i); } else { hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); } for (j = 0; j < ARRAY_SIZE(tests); ++j) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_SetViewport(device, &tests[j].vp); if (tests[j].vp.X + tests[j].vp.Width > rt_sizes[i].x || tests[j].vp.Y + tests[j].vp.Height > rt_sizes[i].y) { ok(hr == D3DERR_INVALIDCALL, "Setting the viewport returned unexpected hr %#x (i %u, j %u).\n", hr, i, j); continue; } else { ok(SUCCEEDED(hr), "Failed to set the viewport, hr %#x (i %u, j %u).\n", hr, i, j); } hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); ok(SUCCEEDED(hr), "Got unexpected hr %#x (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x (i %u, j %u).\n", hr, i, j); get_rt_readback(rt, &rb); check_rect(&rb, tests[j].expected_rect, tests[j].message); release_surface_readback(&rb); } IDirect3DSurface8_Release(rt); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_color_vertex(void) { IDirect3DDevice8 *device; D3DMATERIAL8 material; IDirect3D8 *d3d; D3DCOLOR colour; unsigned int i; ULONG refcount; HWND window; HRESULT hr; /* The idea here is to set up ambient light parameters in a way that the * ambient colour from the material is just passed through. The emissive * colour is just passed through anyway. The sum of ambient + emissive * should allow deduction of where the material colour came from. * * Note that in cases without a D3DFVF_DIFFUSE flag the first colour value * in the struct will be fed into the specular vertex colour slot. */ static const struct { DWORD fvf, color_vertex, ambient, emissive, result; } tests[] = { {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, FALSE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0}, {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ffff00}, {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x0000ff80}, {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040}, {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR1, 0x00ff0000}, {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR2, D3DMCS_COLOR2, 0x0000ff00}, {D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0080}, {D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x000000c0}, {D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x00ff0080}, {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0040}, {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040}, {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR2, D3DMCS_MATERIAL, 0x000000c0}, {0, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0}, }; static const struct { struct vec3 position; DWORD diffuse; DWORD specular; } quad[] = { {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00}, {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00}, {{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00}, {{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00}, }; window = create_window(); ok(!!window, "Failed to create a window.\n"); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); if (!(device = create_device(d3d, window, window, TRUE))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENT, 0xffffffff); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); memset(&material, 0, sizeof(material)); material.Ambient.b = 0.5f; material.Emissive.b = 0.25f; hr = IDirect3DDevice8_SetMaterial(device, &material); ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORVERTEX, tests[i].color_vertex); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENTMATERIALSOURCE, tests[i].ambient); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, tests[i].result, 1), "Expected colour 0x%08x for test %u, got 0x%08x.\n", tests[i].result, i, colour); } refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_sysmem_draw(void) { IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb; D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; struct vec4 *dst_data; IDirect3D8 *d3d; D3DCOLOR colour; unsigned int i; ULONG refcount; HWND window; HRESULT hr; BYTE *data; DWORD vs; static const DWORD decl[] = { D3DVSD_STREAM(0), D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), D3DVSD_STREAM(1), D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), D3DVSD_END() }; static const struct { struct vec3 position; DWORD diffuse; } quad[] = { {{-0.5f, -0.5f, 0.0f}, 0xffff0000}, {{-0.5f, 0.5f, 0.0f}, 0xff00ff00}, {{ 0.5f, -0.5f, 0.0f}, 0xff0000ff}, {{ 0.5f, 0.5f, 0.0f}, 0xffffffff}, }; static const struct vec3 quad_s0[] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, {-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 DWORD quad_s1[] = { 0xffff0000, 0xff00ff00, 0xff0000ff, 0xffffffff, 0xff443322, 0xff443322, 0xff443322, 0xff443322, }; static const short indices[] = {0, 1, 2, 3}; window = create_window(); ok(!!window, "Failed to create a window.\n"); d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.hDeviceWindow = window; present_parameters.Windowed = TRUE; present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; if (FAILED(hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_MIXED_VERTEXPROCESSING, &present_parameters, &device))) { skip("Failed to create a D3D device, skipping tests.\n"); IDirect3D8_Release(d3d); DestroyWindow(window); return; } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_SYSTEMMEM, &vb); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(quad), (BYTE **)&data, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(vb); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_CreateVertexBuffer(device, ARRAY_SIZE(quad) * sizeof(*dst_data), 0, D3DFVF_XYZRHW, D3DPOOL_SYSTEMMEM, &dst_vb); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_ProcessVertices(device, 0, 0, ARRAY_SIZE(quad), dst_vb, 0); todo_wine ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(dst_vb, 0, 0, (BYTE **)&dst_data, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); for (i = 0; i < ARRAY_SIZE(quad); ++i) { todo_wine ok(compare_vec4(&dst_data[i], quad[i].position.x * 320.0f + 320.0f, -quad[i].position.y * 240.0f + 240.0f, 0.0f, 1.0f, 4), "Got unexpected vertex %u {%.8e, %.8e, %.8e, %.8e}.\n", i, dst_data[i].x, dst_data[i].y, dst_data[i].z, dst_data[i].w); } hr = IDirect3DVertexBuffer8_Unlock(dst_vb); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), (BYTE **)&data, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &vs, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s0), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s0, 0, sizeof(quad_s0), (BYTE **)&data, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); memcpy(data, quad_s0, sizeof(quad_s0)); hr = IDirect3DVertexBuffer8_Unlock(vb_s0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s1), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s1); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s1, 0, sizeof(quad_s1), (BYTE **)&data, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); memcpy(data, quad_s1, sizeof(quad_s1)); hr = IDirect3DVertexBuffer8_Unlock(vb_s1); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 1, vb_s1, sizeof(*quad_s1)); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 4); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_BeginScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); IDirect3DVertexBuffer8_Release(vb_s1); IDirect3DVertexBuffer8_Release(vb_s0); IDirect3DDevice8_DeleteVertexShader(device, vs); IDirect3DIndexBuffer8_Release(ib); IDirect3DVertexBuffer8_Release(dst_vb); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; IDirect3D8 *d3d; HRESULT hr; if (!(d3d = Direct3DCreate8(D3D_SDK_VERSION))) { skip("Failed to create D3D8 object.\n"); return; } memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); trace("Driver string: \"%s\"\n", identifier.Driver); trace("Description string: \"%s\"\n", identifier.Description); /* Only Windows XP's default VGA driver should have an empty description */ ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n"); trace("Driver version %d.%d.%d.%d\n", HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart), HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart)); IDirect3D8_Release(d3d); test_sanity(); depth_clamp_test(); lighting_test(); test_specular_lighting(); clear_test(); fog_test(); z_range_test(); offscreen_test(); test_blend(); test_scalar_instructions(); fog_with_shader_test(); cnd_test(); p8_texture_test(); texop_test(); depth_buffer_test(); depth_buffer2_test(); intz_test(); shadow_test(); multisample_copy_rects_test(); zenable_test(); resz_test(); fog_special_test(); volume_dxtn_test(); volume_v16u16_test(); add_dirty_rect_test(); test_3dc_formats(); test_fog_interpolation(); test_negative_fixedfunction_fog(); test_table_fog_zw(); test_signed_formats(); test_updatetexture(); test_pointsize(); test_multisample_mismatch(); test_texcoordindex(); test_vshader_input(); test_fixed_function_fvf(); test_flip(); test_uninitialized_varyings(); test_shademode(); test_multisample_init(); test_texture_blending(); test_color_clamping(); test_edge_antialiasing_blending(); test_max_index16(); test_backbuffer_resize(); test_drawindexedprimitiveup(); test_map_synchronisation(); test_viewport(); test_color_vertex(); test_sysmem_draw(); }