push cc8bc80451cc24f4d7cf75168b569f0ebfe19547
[wine/hacks.git] / dlls / d3d8 / tests / visual.c
blob1850b838db38ed7b284358bdde2bf76680fa0e4a
1 /*
2 * Copyright (C) 2005 Henri Verbeet
3 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
22 #define COBJMACROS
23 #include <d3d8.h>
24 #include "wine/test.h"
26 static HMODULE d3d8_handle = 0;
28 static HWND create_window(void)
30 WNDCLASS wc = {0};
31 HWND ret;
32 wc.lpfnWndProc = DefWindowProc;
33 wc.lpszClassName = "d3d8_test_wc";
34 RegisterClass(&wc);
36 ret = CreateWindow("d3d8_test_wc", "d3d8_test",
37 WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
38 return ret;
41 static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
43 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
44 c1 >>= 8; c2 >>= 8;
45 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
46 c1 >>= 8; c2 >>= 8;
47 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
48 c1 >>= 8; c2 >>= 8;
49 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
50 return TRUE;
53 static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
55 DWORD ret;
56 IDirect3DSurface8 *surf;
57 IDirect3DTexture8 *tex;
58 HRESULT hr;
59 D3DLOCKED_RECT lockedRect;
60 RECT rectToLock = {x, y, x+1, y+1};
62 hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
63 if(FAILED(hr) || !tex ) /* This is not a test */
65 trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr);
66 return 0xdeadbeef;
68 hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
69 if(FAILED(hr) || !tex ) /* This is not a test */
71 trace("Can't get surface from texture, hr=%#08x\n", hr);
72 ret = 0xdeadbeee;
73 goto out;
76 hr = IDirect3DDevice8_GetFrontBuffer(device, surf);
77 if(FAILED(hr))
79 trace("Can't read the front buffer data, hr=%#08x\n", hr);
80 ret = 0xdeadbeed;
81 goto out;
84 hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
85 if(FAILED(hr))
87 trace("Can't lock the offscreen surface, hr=%#08x\n", hr);
88 ret = 0xdeadbeec;
89 goto out;
91 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
92 * really important for these tests
94 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
95 hr = IDirect3DSurface8_UnlockRect(surf);
96 if(FAILED(hr))
98 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr);
101 out:
102 if(surf) IDirect3DSurface8_Release(surf);
103 if(tex) IDirect3DTexture8_Release(tex);
104 return ret;
107 static IDirect3DDevice8 *init_d3d8(void)
109 IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
110 IDirect3D8 *d3d8_ptr = 0;
111 IDirect3DDevice8 *device_ptr = 0;
112 D3DPRESENT_PARAMETERS present_parameters;
113 HRESULT hr;
115 d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
116 ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
117 if (!d3d8_create) return NULL;
119 d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
120 if (!d3d8_ptr)
122 skip("could not create D3D8\n");
123 return NULL;
126 ZeroMemory(&present_parameters, sizeof(present_parameters));
127 present_parameters.Windowed = FALSE;
128 present_parameters.hDeviceWindow = create_window();
129 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
130 present_parameters.BackBufferWidth = 640;
131 present_parameters.BackBufferHeight = 480;
132 present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
133 present_parameters.EnableAutoDepthStencil = TRUE;
134 present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
136 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
137 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
139 return device_ptr;
142 struct vertex
144 float x, y, z;
145 DWORD diffuse;
148 struct nvertex
150 float x, y, z;
151 float nx, ny, nz;
152 DWORD diffuse;
155 static void lighting_test(IDirect3DDevice8 *device)
157 HRESULT hr;
158 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
159 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
160 DWORD color;
162 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
163 0.0f, 1.0f, 0.0f, 0.0f,
164 0.0f, 0.0f, 1.0f, 0.0f,
165 0.0f, 0.0f, 0.0f, 1.0f };
167 struct vertex unlitquad[] =
169 {-1.0f, -1.0f, 0.1f, 0xffff0000},
170 {-1.0f, 0.0f, 0.1f, 0xffff0000},
171 { 0.0f, 0.0f, 0.1f, 0xffff0000},
172 { 0.0f, -1.0f, 0.1f, 0xffff0000},
174 struct vertex litquad[] =
176 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
177 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
178 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
179 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
181 struct nvertex unlitnquad[] =
183 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
184 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
185 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
186 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
188 struct nvertex litnquad[] =
190 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
191 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
192 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
193 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
195 WORD Indices[] = {0, 1, 2, 2, 3, 0};
197 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
198 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
200 /* Setup some states that may cause issues */
201 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
202 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
203 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
204 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
205 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
206 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
207 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
208 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
209 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
210 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
211 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
212 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
213 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
214 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
215 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
216 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
217 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
218 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
219 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
220 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
221 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
222 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
224 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
225 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
227 hr = IDirect3DDevice8_BeginScene(device);
228 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
229 if(hr == D3D_OK)
231 /* No lights are defined... That means, lit vertices should be entirely black */
232 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
233 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
234 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
235 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
236 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
238 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
239 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
240 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
241 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
242 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
244 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
245 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
247 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
248 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
249 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
250 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
251 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
253 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
254 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
255 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
256 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
257 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
259 IDirect3DDevice8_EndScene(device);
260 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
263 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
265 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
266 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
267 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
268 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
269 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
270 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
271 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
272 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
274 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
275 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
278 static void clear_test(IDirect3DDevice8 *device)
280 /* Tests the correctness of clearing parameters */
281 HRESULT hr;
282 D3DRECT rect[2];
283 D3DRECT rect_negneg;
284 DWORD color;
286 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
287 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
289 /* Positive x, negative y */
290 rect[0].x1 = 0;
291 rect[0].y1 = 480;
292 rect[0].x2 = 320;
293 rect[0].y2 = 240;
295 /* Positive x, positive y */
296 rect[1].x1 = 0;
297 rect[1].y1 = 0;
298 rect[1].x2 = 320;
299 rect[1].y2 = 240;
300 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
301 * is ignored, the positive is still cleared afterwards
303 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
304 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
306 /* negative x, negative y */
307 rect_negneg.x1 = 640;
308 rect_negneg.y1 = 240;
309 rect_negneg.x2 = 320;
310 rect_negneg.y2 = 0;
311 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
312 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
314 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
316 color = getPixelColor(device, 160, 360); /* lower left quad */
317 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
318 color = getPixelColor(device, 160, 120); /* upper left quad */
319 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
320 color = getPixelColor(device, 480, 360); /* lower right quad */
321 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
322 color = getPixelColor(device, 480, 120); /* upper right quad */
323 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
326 struct sVertex {
327 float x, y, z;
328 DWORD diffuse;
329 DWORD specular;
332 struct sVertexT {
333 float x, y, z, rhw;
334 DWORD diffuse;
335 DWORD specular;
338 static void fog_test(IDirect3DDevice8 *device)
340 HRESULT hr;
341 DWORD color;
342 float start = 0.0, end = 1.0;
344 /* Gets full z based fog with linear fog, no fog with specular color */
345 struct sVertex unstransformed_1[] = {
346 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
347 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
348 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
349 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
351 /* Ok, I am too lazy to deal with transform matrices */
352 struct sVertex unstransformed_2[] = {
353 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
354 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
355 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
356 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
358 /* Untransformed ones. Give them a different diffuse color to make the test look
359 * nicer. It also makes making sure that they are drawn correctly easier.
361 struct sVertexT transformed_1[] = {
362 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
363 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
364 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
365 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
367 struct sVertexT transformed_2[] = {
368 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
369 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
370 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
371 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
373 WORD Indices[] = {0, 1, 2, 2, 3, 0};
375 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
376 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
378 /* Setup initial states: No lighting, fog on, fog color */
379 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
380 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
381 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
382 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
383 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
384 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
386 /* First test: Both table fog and vertex fog off */
387 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
388 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
389 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
390 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
392 /* Start = 0, end = 1. Should be default, but set them */
393 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
394 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
395 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
396 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
398 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
400 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
401 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
402 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
403 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
404 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
405 sizeof(unstransformed_1[0]));
406 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
408 /* That makes it use the Z value */
409 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
410 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
411 /* Untransformed, vertex fog != none (or table fog != none):
412 * Use the Z value as input into the equation
414 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
415 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
416 sizeof(unstransformed_1[0]));
417 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
419 /* transformed verts */
420 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
421 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
422 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
423 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
424 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
425 sizeof(transformed_1[0]));
426 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
428 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
429 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
430 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
431 * equation
433 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
434 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
435 sizeof(transformed_2[0]));
437 hr = IDirect3DDevice8_EndScene(device);
438 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
440 else
442 ok(FALSE, "BeginScene failed\n");
445 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
446 color = getPixelColor(device, 160, 360);
447 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
448 color = getPixelColor(device, 160, 120);
449 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
450 color = getPixelColor(device, 480, 120);
451 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
452 color = getPixelColor(device, 480, 360);
453 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
455 /* Turn off the fog master switch to avoid confusing other tests */
456 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
457 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
460 static void present_test(IDirect3DDevice8 *device)
462 struct vertex quad[] =
464 {-1.0f, -1.0f, 0.9f, 0xffff0000},
465 {-1.0f, 1.0f, 0.9f, 0xffff0000},
466 { 1.0f, -1.0f, 0.1f, 0xffff0000},
467 { 1.0f, 1.0f, 0.1f, 0xffff0000},
469 HRESULT hr;
470 DWORD color;
472 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
473 * then call Present. Then clear the color buffer to make sure it has some defined content
474 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
475 * by the depth value.
477 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
478 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
479 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
480 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
482 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
483 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
484 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
485 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
486 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
487 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
489 hr = IDirect3DDevice8_BeginScene(device);
490 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
491 if(hr == D3D_OK)
493 /* No lights are defined... That means, lit vertices should be entirely black */
494 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
495 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
497 hr = IDirect3DDevice8_EndScene(device);
498 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
501 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
502 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
504 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
505 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
506 color = getPixelColor(device, 512, 240);
507 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
508 color = getPixelColor(device, 64, 240);
509 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
512 static void test_rcp_rsq(IDirect3DDevice8 *device)
514 HRESULT hr;
515 DWORD shader;
516 DWORD color;
517 unsigned char c1, c2, c3;
518 float constant[4] = {1.0, 1.0, 1.0, 2.0};
520 static const float quad[][3] = {
521 {-1.0f, -1.0f, 0.0f},
522 {-1.0f, 1.0f, 0.0f},
523 { 1.0f, -1.0f, 0.0f},
524 { 1.0f, 1.0f, 0.0f},
527 const DWORD rcp_test[] = {
528 0xfffe0101, /* vs.1.1 */
530 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
531 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
532 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
533 0x00303030, /* enough to make windows happy */
535 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
536 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
537 0x0000ffff /* END */
540 const DWORD rsq_test[] = {
541 0xfffe0101, /* vs.1.1 */
543 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
544 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
545 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
546 0x00303030, /* enough to make windows happy */
548 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
549 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
550 0x0000ffff /* END */
553 DWORD decl[] =
555 D3DVSD_STREAM(0),
556 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
557 D3DVSD_END()
560 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
561 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
563 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
564 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
566 IDirect3DDevice8_SetVertexShader(device, shader);
567 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
568 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
570 hr = IDirect3DDevice8_BeginScene(device);
571 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
572 if(SUCCEEDED(hr))
574 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
575 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
576 hr = IDirect3DDevice8_EndScene(device);
577 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
580 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
581 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
582 color = getPixelColor(device, 320, 240);
583 c1 = (color & 0x00ff0000 )>> 16;
584 c2 = (color & 0x0000ff00 )>> 8;
585 c3 = (color & 0x000000ff )>> 0;
586 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
587 c1, c2, c3);
588 ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1);
590 IDirect3DDevice8_SetVertexShader(device, 0);
591 IDirect3DDevice8_DeleteVertexShader(device, shader);
593 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
594 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
596 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
597 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
599 IDirect3DDevice8_SetVertexShader(device, shader);
600 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
601 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
603 hr = IDirect3DDevice8_BeginScene(device);
604 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
605 if(SUCCEEDED(hr))
607 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
608 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
609 hr = IDirect3DDevice8_EndScene(device);
610 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
613 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
614 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
615 color = getPixelColor(device, 320, 240);
616 c1 = (color & 0x00ff0000 )>> 16;
617 c2 = (color & 0x0000ff00 )>> 8;
618 c3 = (color & 0x000000ff )>> 0;
619 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
620 c1, c2, c3);
621 ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1);
623 IDirect3DDevice8_SetVertexShader(device, 0);
624 IDirect3DDevice8_DeleteVertexShader(device, shader);
627 static void offscreen_test(IDirect3DDevice8 *device)
629 HRESULT hr;
630 IDirect3DTexture8 *offscreenTexture = NULL;
631 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
632 DWORD color;
634 static const float quad[][5] = {
635 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
636 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
637 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
638 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
641 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
642 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
644 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
645 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
647 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
648 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
649 if(!offscreenTexture) {
650 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
651 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
652 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
653 if(!offscreenTexture) {
654 skip("Cannot create an offscreen render target\n");
655 goto out;
659 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
660 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
661 if(!backbuffer) {
662 goto out;
665 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
666 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
667 if(!offscreen) {
668 goto out;
671 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
672 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
674 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
675 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
676 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
677 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
678 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
679 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
680 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
681 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
682 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
683 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
685 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
686 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
687 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
688 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
689 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
691 /* Draw without textures - Should result in a white quad */
692 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
693 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
695 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
696 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
697 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
698 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
700 /* This time with the texture */
701 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
702 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
704 IDirect3DDevice8_EndScene(device);
707 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
709 /* Center quad - should be white */
710 color = getPixelColor(device, 320, 240);
711 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
712 /* Some quad in the cleared part of the texture */
713 color = getPixelColor(device, 170, 240);
714 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
715 /* Part of the originally cleared back buffer */
716 color = getPixelColor(device, 10, 10);
717 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
718 if(0) {
719 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
720 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
721 * the offscreen rendering mode this test would succeed or fail
723 color = getPixelColor(device, 10, 470);
724 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
727 out:
728 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
730 /* restore things */
731 if(backbuffer) {
732 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
733 IDirect3DSurface8_Release(backbuffer);
735 if(offscreenTexture) {
736 IDirect3DTexture8_Release(offscreenTexture);
738 if(offscreen) {
739 IDirect3DSurface8_Release(offscreen);
741 if(depthstencil) {
742 IDirect3DSurface8_Release(depthstencil);
746 static void alpha_test(IDirect3DDevice8 *device)
748 HRESULT hr;
749 IDirect3DTexture8 *offscreenTexture;
750 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
751 DWORD color;
753 struct vertex quad1[] =
755 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
756 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
757 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
758 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
760 struct vertex quad2[] =
762 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
763 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
764 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
765 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
767 static const float composite_quad[][5] = {
768 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
769 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
770 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
771 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
774 /* Clear the render target with alpha = 0.5 */
775 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
776 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
778 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
779 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
781 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
782 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
784 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
785 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
786 if(!backbuffer) {
787 goto out;
789 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
790 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
791 if(!offscreen) {
792 goto out;
795 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
796 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
798 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
799 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
800 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
801 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
802 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
803 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
804 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
805 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
806 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
807 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
809 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
810 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
811 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
813 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
814 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
815 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
816 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
817 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
818 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
819 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
821 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
822 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
823 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
824 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
825 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
826 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
828 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
829 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
830 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
831 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
832 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
833 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
834 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
836 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
837 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
838 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
839 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
840 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
841 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
843 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
844 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
845 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
846 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
847 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
848 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
850 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
851 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
853 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
854 * Disable alpha blending for the final composition
856 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
857 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
858 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
859 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
861 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
862 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
863 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
864 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
865 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
866 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
868 hr = IDirect3DDevice8_EndScene(device);
869 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
872 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
874 color = getPixelColor(device, 160, 360);
875 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
876 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
878 color = getPixelColor(device, 160, 120);
879 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
880 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
882 color = getPixelColor(device, 480, 360);
883 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
884 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
886 color = getPixelColor(device, 480, 120);
887 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
888 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
890 out:
891 /* restore things */
892 if(backbuffer) {
893 IDirect3DSurface8_Release(backbuffer);
895 if(offscreenTexture) {
896 IDirect3DTexture8_Release(offscreenTexture);
898 if(offscreen) {
899 IDirect3DSurface8_Release(offscreen);
901 if(depthstencil) {
902 IDirect3DSurface8_Release(depthstencil);
906 static void p8_texture_test(IDirect3DDevice8 *device)
908 IDirect3D8 *d3d = NULL;
909 HRESULT hr;
910 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
911 D3DLOCKED_RECT lr;
912 unsigned char *data;
913 DWORD color, red, green, blue;
914 PALETTEENTRY table[256];
915 D3DCAPS8 caps;
916 UINT i;
917 float quad[] = {
918 -1.0, 0, 0.1, 0.0, 0.0,
919 -1.0, 1.0, 0.1, 0.0, 1.0,
920 1.0, 0, 0.1, 1.0, 0.0,
921 1.0, 1.0, 0.1, 1.0, 1.0,
923 float quad2[] = {
924 -1.0, -1.0, 0.1, 0.0, 0.0,
925 -1.0, 0, 0.1, 0.0, 1.0,
926 1.0, -1.0, 0.1, 1.0, 0.0,
927 1.0, 0, 0.1, 1.0, 1.0,
930 IDirect3DDevice8_GetDirect3D(device, &d3d);
932 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
933 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
934 skip("D3DFMT_P8 textures not supported\n");
935 goto out;
938 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
939 D3DPOOL_MANAGED, &texture2);
940 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
941 if(!texture2) {
942 skip("Failed to create D3DFMT_P8 texture\n");
943 goto out;
946 memset(&lr, 0, sizeof(lr));
947 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
948 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
949 data = lr.pBits;
950 *data = 1;
952 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
953 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
955 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
956 D3DPOOL_MANAGED, &texture);
957 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
958 if(!texture) {
959 skip("Failed to create D3DFMT_P8 texture\n");
960 goto out;
963 memset(&lr, 0, sizeof(lr));
964 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
965 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
966 data = lr.pBits;
967 *data = 1;
969 hr = IDirect3DTexture8_UnlockRect(texture, 0);
970 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
972 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
973 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
975 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
976 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
978 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
979 alpha of every entry is set to 1.0, which MS says is required when there's no
980 D3DPTEXTURECAPS_ALPHAPALETTE capability */
981 for (i = 0; i < 256; i++) {
982 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
983 table[i].peFlags = 0xff;
985 table[1].peRed = 0xff;
986 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
987 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
989 table[1].peRed = 0;
990 table[1].peBlue = 0xff;
991 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
992 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
994 hr = IDirect3DDevice8_BeginScene(device);
995 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
996 if(SUCCEEDED(hr)) {
997 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
998 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
999 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1000 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1002 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1003 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1005 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1006 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1008 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1009 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1010 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1011 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1013 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1014 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1015 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1016 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1018 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1019 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1020 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1021 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1023 hr = IDirect3DDevice8_EndScene(device);
1024 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1027 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1028 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1030 color = getPixelColor(device, 32, 32);
1031 red = (color & 0x00ff0000) >> 16;
1032 green = (color & 0x0000ff00) >> 8;
1033 blue = (color & 0x000000ff) >> 0;
1034 ok(red == 0xff && blue == 0 && green == 0,
1035 "got color %08x, expected 0x00ff0000\n", color);
1037 color = getPixelColor(device, 32, 320);
1038 red = (color & 0x00ff0000) >> 16;
1039 green = (color & 0x0000ff00) >> 8;
1040 blue = (color & 0x000000ff) >> 0;
1041 ok(red == 0 && blue == 0xff && green == 0,
1042 "got color %08x, expected 0x000000ff\n", color);
1044 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1045 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1047 hr = IDirect3DDevice8_BeginScene(device);
1048 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1049 if(SUCCEEDED(hr)) {
1050 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1051 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1053 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1054 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1056 hr = IDirect3DDevice8_EndScene(device);
1057 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1060 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1061 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1063 color = getPixelColor(device, 32, 32);
1064 red = (color & 0x00ff0000) >> 16;
1065 green = (color & 0x0000ff00) >> 8;
1066 blue = (color & 0x000000ff) >> 0;
1067 ok(red == 0 && blue == 0xff && green == 0,
1068 "got color %08x, expected 0x000000ff\n", color);
1070 /* Test palettes with alpha */
1071 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1072 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1073 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1074 } else {
1075 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1076 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1078 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1079 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1081 for (i = 0; i < 256; i++) {
1082 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1083 table[i].peFlags = 0xff;
1085 table[1].peRed = 0xff;
1086 table[1].peFlags = 0x80;
1087 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1088 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1090 table[1].peRed = 0;
1091 table[1].peBlue = 0xff;
1092 table[1].peFlags = 0x80;
1093 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1094 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1096 hr = IDirect3DDevice8_BeginScene(device);
1097 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1098 if(SUCCEEDED(hr)) {
1099 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1100 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1101 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1102 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1104 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1105 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1107 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1108 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1110 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1111 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1113 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1114 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1116 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1117 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1119 hr = IDirect3DDevice8_EndScene(device);
1120 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1123 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1124 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1126 color = getPixelColor(device, 32, 32);
1127 red = (color & 0x00ff0000) >> 16;
1128 green = (color & 0x0000ff00) >> 8;
1129 blue = (color & 0x000000ff) >> 0;
1130 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1131 "got color %08x, expected 0x00800000 or near\n", color);
1133 color = getPixelColor(device, 32, 320);
1134 red = (color & 0x00ff0000) >> 16;
1135 green = (color & 0x0000ff00) >> 8;
1136 blue = (color & 0x000000ff) >> 0;
1137 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1138 "got color %08x, expected 0x00000080 or near\n", color);
1141 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1142 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1143 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1144 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1146 out:
1147 if(texture) IDirect3DTexture8_Release(texture);
1148 if(texture2) IDirect3DTexture8_Release(texture2);
1149 IDirect3D8_Release(d3d);
1152 static void texop_test(IDirect3DDevice8 *device)
1154 IDirect3DTexture8 *texture = NULL;
1155 D3DLOCKED_RECT locked_rect;
1156 D3DCOLOR color;
1157 D3DCAPS8 caps;
1158 HRESULT hr;
1159 unsigned int i;
1161 static const struct {
1162 float x, y, z;
1163 D3DCOLOR diffuse;
1164 float s, t;
1165 } quad[] = {
1166 {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
1167 {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
1168 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1169 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1172 static const struct {
1173 D3DTEXTUREOP op;
1174 const char *name;
1175 DWORD caps_flag;
1176 D3DCOLOR result;
1177 } test_data[] = {
1178 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1179 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1180 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1181 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1182 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1183 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1184 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1185 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1186 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1187 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1188 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1189 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1190 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1191 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1192 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1193 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1194 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1195 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1196 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1197 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1198 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1199 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1200 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1203 memset(&caps, 0, sizeof(caps));
1204 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1205 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
1207 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1208 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
1210 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1211 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
1212 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1213 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1214 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1215 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1216 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1217 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1218 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1220 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1221 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1222 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1223 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1224 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1225 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1227 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1228 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1230 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1231 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1232 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1233 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1234 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1235 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1237 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1238 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1240 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1242 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1244 skip("tex operation %s not supported\n", test_data[i].name);
1245 continue;
1248 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1249 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
1251 hr = IDirect3DDevice8_BeginScene(device);
1252 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
1254 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1255 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
1257 hr = IDirect3DDevice8_EndScene(device);
1258 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
1260 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1261 ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
1263 color = getPixelColor(device, 320, 240);
1264 ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1265 test_data[i].name, color, test_data[i].result);
1268 if (texture) IDirect3DTexture8_Release(texture);
1271 START_TEST(visual)
1273 IDirect3DDevice8 *device_ptr;
1274 HRESULT hr;
1275 DWORD color;
1276 D3DCAPS8 caps;
1278 d3d8_handle = LoadLibraryA("d3d8.dll");
1279 if (!d3d8_handle)
1281 win_skip("Could not load d3d8.dll\n");
1282 return;
1285 device_ptr = init_d3d8();
1286 if (!device_ptr)
1288 win_skip("Could not initialize direct3d\n");
1289 return;
1292 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
1294 /* Check for the reliability of the returned data */
1295 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1296 if(FAILED(hr))
1298 skip("Clear failed, can't assure correctness of the test results\n");
1299 goto cleanup;
1301 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1303 color = getPixelColor(device_ptr, 1, 1);
1304 if(color !=0x00ff0000)
1306 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1307 goto cleanup;
1310 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1311 if(FAILED(hr))
1313 skip("Clear failed, can't assure correctness of the test results\n");
1314 goto cleanup;
1316 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1318 color = getPixelColor(device_ptr, 639, 479);
1319 if(color != 0x0000ddee)
1321 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1322 goto cleanup;
1325 /* Now run the real test */
1326 lighting_test(device_ptr);
1327 clear_test(device_ptr);
1328 fog_test(device_ptr);
1329 present_test(device_ptr);
1330 offscreen_test(device_ptr);
1331 alpha_test(device_ptr);
1333 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
1335 test_rcp_rsq(device_ptr);
1337 else
1339 skip("No vs.1.1 support\n");
1342 p8_texture_test(device_ptr);
1343 texop_test(device_ptr);
1345 cleanup:
1346 if(device_ptr) {
1347 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
1348 ULONG refcount;
1350 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
1351 refcount = IDirect3DDevice8_Release(device_ptr);
1352 ok(!refcount, "Device has %u references left\n", refcount);
1353 DestroyWindow(creation_parameters.hFocusWindow);