Changes in crossover-wine-src-6.1.0 except for configure
[wine/hacks.git] / dlls / d3d9 / tests / visual.c
blobbde2a5b1fe85b67ebf2c882352bb5e60db3b3d92
1 /*
2 * Copyright 2005, 2007 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 /* This test framework allows limited testing of rendering results. Things are rendered, shown on
21 * the framebuffer, read back from there and compared to expected colors.
23 * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
24 * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
25 * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
26 * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
27 * causes visible results in games can be tested in a way that does not depend on pixel exactness
30 #define COBJMACROS
31 #include <d3d9.h>
32 #include <dxerr9.h>
33 #include "wine/test.h"
35 static HMODULE d3d9_handle = 0;
37 static HWND create_window(void)
39 WNDCLASS wc = {0};
40 HWND ret;
41 wc.lpfnWndProc = &DefWindowProc;
42 wc.lpszClassName = "d3d9_test_wc";
43 RegisterClass(&wc);
45 ret = CreateWindow("d3d9_test_wc", "d3d9_test",
46 WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
47 return ret;
50 static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
52 DWORD ret;
53 IDirect3DSurface9 *surf;
54 HRESULT hr;
55 D3DLOCKED_RECT lockedRect;
56 RECT rectToLock = {x, y, x+1, y+1};
58 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
59 if(FAILED(hr) || !surf ) /* This is not a test */
61 trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr));
62 return 0xdeadbeef;
65 hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
66 if(FAILED(hr))
68 trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr));
69 ret = 0xdeadbeed;
70 goto out;
73 hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
74 if(FAILED(hr))
76 trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
77 ret = 0xdeadbeec;
78 goto out;
81 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
82 * really important for these tests
84 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
85 hr = IDirect3DSurface9_UnlockRect(surf);
86 if(FAILED(hr))
88 trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
91 out:
92 if(surf) IDirect3DSurface9_Release(surf);
93 return ret;
96 static IDirect3DDevice9 *init_d3d9(void)
98 IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
99 IDirect3D9 *d3d9_ptr = 0;
100 IDirect3DDevice9 *device_ptr = 0;
101 D3DPRESENT_PARAMETERS present_parameters;
102 HRESULT hr;
104 d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
105 ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
106 if (!d3d9_create) return NULL;
108 d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
109 ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
110 if (!d3d9_ptr) return NULL;
112 ZeroMemory(&present_parameters, sizeof(present_parameters));
113 present_parameters.Windowed = FALSE;
114 present_parameters.hDeviceWindow = create_window();
115 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
116 present_parameters.BackBufferWidth = 640;
117 present_parameters.BackBufferHeight = 480;
118 present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
120 hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
121 ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr));
123 return device_ptr;
126 struct vertex
128 float x, y, z;
129 DWORD diffuse;
132 struct nvertex
134 float x, y, z;
135 float nx, ny, nz;
136 DWORD diffuse;
139 static void lighting_test(IDirect3DDevice9 *device)
141 HRESULT hr;
142 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
143 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
144 DWORD color;
146 float mat[16] = { 1.0, 0.0, 0.0, 0.0,
147 0.0, 1.0, 0.0, 0.0,
148 0.0, 0.0, 1.0, 0.0,
149 0.0, 0.0, 0.0, 1.0 };
151 struct vertex unlitquad[] =
153 {-1.0, -1.0, 0.1, 0xffff0000},
154 {-1.0, 0.0, 0.1, 0xffff0000},
155 { 0.0, 0.0, 0.1, 0xffff0000},
156 { 0.0, -1.0, 0.1, 0xffff0000},
158 struct vertex litquad[] =
160 {-1.0, 0.0, 0.1, 0xff00ff00},
161 {-1.0, 1.0, 0.1, 0xff00ff00},
162 { 0.0, 1.0, 0.1, 0xff00ff00},
163 { 0.0, 0.0, 0.1, 0xff00ff00},
165 struct nvertex unlitnquad[] =
167 { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
168 { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
169 { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
170 { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff},
172 struct nvertex litnquad[] =
174 { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
175 { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
176 { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
177 { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00},
179 WORD Indices[] = {0, 1, 2, 2, 3, 0};
181 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
182 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
184 /* Setup some states that may cause issues */
185 hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
186 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
187 hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
188 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
189 hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
190 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
191 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
192 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
193 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
194 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
195 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
196 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
197 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
198 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
199 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
200 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
201 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
202 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
203 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
204 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
205 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
206 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
207 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE);
208 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
210 hr = IDirect3DDevice9_SetFVF(device, fvf);
211 ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
213 hr = IDirect3DDevice9_BeginScene(device);
214 ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
215 if(hr == D3D_OK)
217 /* No lights are defined... That means, lit vertices should be entirely black */
218 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
219 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
220 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
221 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
222 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
224 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
225 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
226 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
227 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
228 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
230 hr = IDirect3DDevice9_SetFVF(device, nfvf);
231 ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
233 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
234 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
235 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
236 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
237 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
239 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
240 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
241 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
242 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
243 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
245 IDirect3DDevice9_EndScene(device);
246 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
249 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
251 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
252 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
253 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
254 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
255 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
256 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
257 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
258 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
260 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
261 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
264 static void clear_test(IDirect3DDevice9 *device)
266 /* Tests the correctness of clearing parameters */
267 HRESULT hr;
268 D3DRECT rect[2];
269 D3DRECT rect_negneg;
270 DWORD color;
272 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
273 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
275 /* Positive x, negative y */
276 rect[0].x1 = 0;
277 rect[0].y1 = 480;
278 rect[0].x2 = 320;
279 rect[0].y2 = 240;
281 /* Positive x, positive y */
282 rect[1].x1 = 0;
283 rect[1].y1 = 0;
284 rect[1].x2 = 320;
285 rect[1].y2 = 240;
286 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
287 * is ignored, the positive is still cleared afterwards
289 hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
290 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
292 /* negative x, negative y */
293 rect_negneg.x1 = 640;
294 rect_negneg.x1 = 240;
295 rect_negneg.x2 = 320;
296 rect_negneg.y2 = 0;
297 hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
298 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
300 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
302 color = getPixelColor(device, 160, 360); /* lower left quad */
303 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
304 color = getPixelColor(device, 160, 120); /* upper left quad */
305 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
306 color = getPixelColor(device, 480, 360); /* lower right quad */
307 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
308 color = getPixelColor(device, 480, 120); /* upper right quad */
309 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
312 typedef struct {
313 float in[4];
314 DWORD out;
315 } test_data_t;
318 * c7 rounded ARGB
319 * -2.4 -2 0x00ffff00
320 * -1.6 -2 0x00ffff00
321 * -0.4 0 0x0000ffff
322 * 0.4 0 0x0000ffff
323 * 1.6 2 0x00ff00ff
324 * 2.4 2 0x00ff00ff
326 static void test_mova(IDirect3DDevice9 *device)
328 static const DWORD mova_test[] = {
329 0xfffe0200, /* vs_2_0 */
330 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
331 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
332 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
333 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
334 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
335 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
336 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
337 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
338 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
339 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
340 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
341 0x0000ffff /* END */
344 static const test_data_t test_data[] = {
345 {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
346 {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
347 {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
348 {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
349 {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
350 {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
353 static const float quad[][3] = {
354 {-1.0f, -1.0f, 0.0f},
355 {-1.0f, 1.0f, 0.0f},
356 { 1.0f, -1.0f, 0.0f},
357 { 1.0f, 1.0f, 0.0f},
360 static const D3DVERTEXELEMENT9 decl_elements[] = {
361 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
362 D3DDECL_END()
365 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
366 IDirect3DVertexShader9 *mova_shader = NULL;
367 HRESULT hr;
368 int i;
370 hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
371 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
372 hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
373 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
375 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
376 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
377 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
378 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
380 for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
382 DWORD color;
384 hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
385 ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
387 hr = IDirect3DDevice9_BeginScene(device);
388 ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
390 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
391 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
393 hr = IDirect3DDevice9_EndScene(device);
394 ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
396 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
397 ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
399 color = getPixelColor(device, 320, 240);
400 ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
402 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
403 ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
406 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
407 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
409 IDirect3DVertexDeclaration9_Release(vertex_declaration);
410 IDirect3DVertexShader9_Release(mova_shader);
413 struct sVertex {
414 float x, y, z;
415 DWORD diffuse;
416 DWORD specular;
419 struct sVertexT {
420 float x, y, z, rhw;
421 DWORD diffuse;
422 DWORD specular;
425 static void fog_test(IDirect3DDevice9 *device)
427 HRESULT hr;
428 DWORD color;
429 float start = 0.0, end = 1.0;
431 /* Gets full z based fog with linear fog, no fog with specular color */
432 struct sVertex unstransformed_1[] = {
433 {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 },
434 {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 },
435 { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 },
436 { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 },
438 /* Ok, I am too lazy to deal with transform matrices */
439 struct sVertex unstransformed_2[] = {
440 {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 },
441 {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 },
442 { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 },
443 { 0, 0, 1.0, 0xFFFF0000, 0xFF000000 },
445 /* Untransformed ones. Give them a different diffuse color to make the test look
446 * nicer. It also makes making sure that they are drawn correctly easier.
448 struct sVertexT transformed_1[] = {
449 {320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
450 {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
451 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
452 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
454 struct sVertexT transformed_2[] = {
455 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
456 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
457 {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
458 {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
460 WORD Indices[] = {0, 1, 2, 2, 3, 0};
462 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
463 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
465 /* Setup initial states: No lighting, fog on, fog color */
466 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
467 ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString9(hr));
468 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
469 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
470 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
471 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
473 /* First test: Both table fog and vertex fog off */
474 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
475 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
476 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
477 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
479 /* Start = 0, end = 1. Should be default, but set them */
480 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
481 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
482 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
483 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
485 if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
487 hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
488 ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
489 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
490 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
491 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
492 sizeof(unstransformed_1[0]));
493 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
495 /* That makes it use the Z value */
496 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
497 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
498 /* Untransformed, vertex fog != none (or table fog != none):
499 * Use the Z value as input into the equation
501 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
502 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
503 sizeof(unstransformed_1[0]));
504 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
506 /* transformed verts */
507 hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
508 ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
509 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
510 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
511 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
512 sizeof(transformed_1[0]));
513 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
515 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
516 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr));
517 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
518 * equation
520 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
521 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
522 sizeof(transformed_2[0]));
524 hr = IDirect3DDevice9_EndScene(device);
525 ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
527 else
529 ok(FALSE, "BeginScene failed\n");
532 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
533 color = getPixelColor(device, 160, 360);
534 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
535 color = getPixelColor(device, 160, 120);
536 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
537 color = getPixelColor(device, 480, 120);
538 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
539 color = getPixelColor(device, 480, 360);
540 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
542 /* Turn off the fog master switch to avoid confusing other tests */
543 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
544 ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));
547 /* This test verifies the behaviour of cube maps wrt. texture wrapping.
548 * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
549 * regardless of the actual addressing mode set. */
550 static void test_cube_wrap(IDirect3DDevice9 *device)
552 static const float quad[][6] = {
553 {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
554 {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
555 { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
556 { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
559 static const D3DVERTEXELEMENT9 decl_elements[] = {
560 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
561 {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
562 D3DDECL_END()
565 static const struct {
566 D3DTEXTUREADDRESS mode;
567 const char *name;
568 } address_modes[] = {
569 {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
570 {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
571 {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
572 {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
573 {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
576 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
577 IDirect3DCubeTexture9 *texture = NULL;
578 IDirect3DSurface9 *surface = NULL;
579 D3DLOCKED_RECT locked_rect;
580 HRESULT hr;
581 INT x, y, face;
583 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
584 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
585 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
586 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
588 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
589 D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
590 ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
592 hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD);
593 ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
595 for (y = 0; y < 128; ++y)
597 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
598 for (x = 0; x < 64; ++x)
600 *ptr++ = 0xffff0000;
602 for (x = 64; x < 128; ++x)
604 *ptr++ = 0xff0000ff;
608 hr = IDirect3DSurface9_UnlockRect(surface);
609 ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
611 hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
612 D3DPOOL_DEFAULT, &texture, NULL);
613 ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
615 /* Create cube faces */
616 for (face = 0; face < 6; ++face)
618 IDirect3DSurface9 *face_surface = NULL;
620 hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
621 ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
623 hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
624 ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
626 IDirect3DSurface9_Release(face_surface);
629 hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
630 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
632 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
633 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
634 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
635 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
636 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
637 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
639 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
640 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
642 for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
644 DWORD color;
646 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
647 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
648 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
649 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
651 hr = IDirect3DDevice9_BeginScene(device);
652 ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
654 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
655 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
657 hr = IDirect3DDevice9_EndScene(device);
658 ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
660 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
661 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
663 /* Due to the nature of this test, we sample essentially at the edge
664 * between two faces. Because of this it's undefined from which face
665 * the driver will sample. Furtunately that's not important for this
666 * test, since all we care about is that it doesn't sample from the
667 * other side of the surface or from the border. */
668 color = getPixelColor(device, 320, 240);
669 ok(color == 0x00ff0000 || color == 0x000000ff,
670 "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
671 color, address_modes[x].name);
673 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
674 ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
677 hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
678 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
680 IDirect3DVertexDeclaration9_Release(vertex_declaration);
681 IDirect3DCubeTexture9_Release(texture);
682 IDirect3DSurface9_Release(surface);
685 /* This test tests fog in combination with shaders.
686 * What's tested: linear fog (vertex and table) with pixel shader
687 * linear table fog with non foggy vertex shader
688 * vertex fog with foggy vertex shader
689 * What's not tested: non linear fog with shader
690 * table fog with foggy vertex shader
692 static void fog_with_shader_test(IDirect3DDevice9 *device)
694 HRESULT hr;
695 DWORD color;
696 /* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
697 union {float f; DWORD i;} start={.f=0.9}, end={.f=0.1};
698 unsigned int i, j;
700 /* basic vertex shader without fog computation ("non foggy") */
701 static const DWORD vertex_shader_code1[] = {
702 0xfffe0101, /* vs_1_1 */
703 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
704 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
705 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
706 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
707 0x0000ffff
709 /* basic vertex shader with reversed fog computation ("foggy") */
710 static const DWORD vertex_shader_code2[] = {
711 0xfffe0101, /* vs_1_1 */
712 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
713 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
714 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
715 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
716 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
717 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
718 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
719 0x0000ffff
721 /* basic pixel shader */
722 static const DWORD pixel_shader_code[] = {
723 0xffff0101, /* ps_1_1 */
724 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
725 0x0000ffff
728 static struct vertex quad[] = {
729 {-1.0f, -1.0f, 0.0f, 0xFFFF0000 },
730 {-1.0f, 1.0f, 0.0f, 0xFFFF0000 },
731 { 1.0f, -1.0f, 0.0f, 0xFFFF0000 },
732 { 1.0f, 1.0f, 0.0f, 0xFFFF0000 },
735 static const D3DVERTEXELEMENT9 decl_elements[] = {
736 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
737 {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
738 D3DDECL_END()
741 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
742 IDirect3DVertexShader9 *vertex_shader[3] = {NULL, NULL, NULL};
743 IDirect3DPixelShader9 *pixel_shader[2] = {NULL, NULL};
745 /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
746 static const struct test_data_t {
747 int vshader;
748 int pshader;
749 D3DFOGMODE vfog;
750 D3DFOGMODE tfog;
751 unsigned int color[11];
752 } test_data[] = {
753 /* only pixel shader: */
754 {0, 1, 0, 3,
755 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
756 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
757 {0, 1, 1, 3,
758 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
759 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
760 {0, 1, 2, 3,
761 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
762 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
763 {0, 1, 3, 0,
764 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
765 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
766 {0, 1, 3, 3,
767 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
768 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
770 /* vertex shader */
771 {1, 0, 0, 0,
772 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
773 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
774 {1, 0, 0, 3,
775 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
776 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
777 {1, 0, 1, 3,
778 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
779 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
780 {1, 0, 2, 3,
781 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
782 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
783 {1, 0, 3, 3,
784 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
785 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
787 /* vertex shader and pixel shader */
788 {1, 1, 0, 3,
789 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
790 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
791 {1, 1, 1, 3,
792 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
793 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
794 {1, 1, 2, 3,
795 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
796 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
797 {1, 1, 3, 3,
798 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
799 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
801 /* foggy vertex shader */
802 {2, 0, 0, 0,
803 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
804 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
805 {2, 0, 1, 0,
806 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
807 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
808 {2, 0, 2, 0,
809 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
810 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
811 {2, 0, 3, 0,
812 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
813 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
815 /* foggy vertex shader and pixel shader */
816 {2, 1, 0, 0,
817 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
818 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
819 {2, 1, 1, 0,
820 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
821 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
822 {2, 1, 2, 0,
823 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
824 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
825 {2, 1, 3, 0,
826 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
827 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
831 hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
832 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
833 hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
834 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
835 hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
836 ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
837 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
838 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
840 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
841 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
843 /* Setup initial states: No lighting, fog on, fog color */
844 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
845 ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
846 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
847 ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
848 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
849 ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
850 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
851 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
853 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
854 ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
855 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
856 ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
858 /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
859 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
860 ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
861 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
862 ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
864 for (i = 0; i < 22; i++)
866 hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
867 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
868 hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
869 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
870 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
871 ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
872 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
873 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
875 for(j=0; j < 11; j++)
877 /* Don't use the whole zrange to prevent rounding errors */
878 quad[0].z = 0.001f + (float)j / 10.001f;
879 quad[1].z = 0.001f + (float)j / 10.001f;
880 quad[2].z = 0.001f + (float)j / 10.001f;
881 quad[3].z = 0.001f + (float)j / 10.001f;
883 hr = IDirect3DDevice9_BeginScene(device);
884 ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
886 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
887 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
889 hr = IDirect3DDevice9_EndScene(device);
890 ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
892 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
894 /* As the red and green component are the result of blending use 5% tolerance on the expected value */
895 color = getPixelColor(device, 128, 240);
896 ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j])
897 && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13
898 && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13,
899 "fog ps%i vs%i fvm%i ftm%i: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, color, test_data[i].color[j]);
903 /* reset states */
904 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
905 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
906 hr = IDirect3DDevice9_SetPixelShader(device, NULL);
907 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
908 hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
909 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
910 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
911 ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
913 IDirect3DVertexShader9_Release(vertex_shader[1]);
914 IDirect3DVertexShader9_Release(vertex_shader[2]);
915 IDirect3DPixelShader9_Release(pixel_shader[1]);
916 IDirect3DVertexDeclaration9_Release(vertex_declaration);
919 /* test the behavior of the texbem instruction
920 * with normal 2D and projective 2D textures
922 static void texbem_test(IDirect3DDevice9 *device)
924 HRESULT hr;
925 DWORD color;
926 unsigned int i, x, y;
928 static const DWORD pixel_shader_code[] = {
929 0xffff0101, /* ps_1_1*/
930 0x00000042, 0xb00f0000, /* tex t0*/
931 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
932 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
933 0x0000ffff
936 static const float quad[][7] = {
937 {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
938 {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
939 { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
940 { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
942 static const float quad_proj[][9] = {
943 {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
944 {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
945 { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
946 { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
949 static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
950 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
951 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
952 {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
953 D3DDECL_END()
955 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
956 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
957 {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
958 D3DDECL_END()
959 } };
961 /* use assymetric matrix to test loading */
962 float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
964 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
965 IDirect3DPixelShader9 *pixel_shader = NULL;
966 IDirect3DTexture9 *texture[2] = {NULL, NULL};
967 D3DLOCKED_RECT locked_rect;
969 /* Generate the textures */
970 for(i=0; i<2; i++)
972 hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
973 D3DPOOL_MANAGED, &texture[i], NULL);
974 ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
976 hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
977 ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
978 for (y = 0; y < 128; ++y)
980 if(i)
981 { /* Set up black texture with 2x2 texel white spot in the middle */
982 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
983 for (x = 0; x < 128; ++x)
985 if(y>62 && y<66 && x>62 && x<66)
986 *ptr++ = 0xffffffff;
987 else
988 *ptr++ = 0xff000000;
991 else
992 { /* Set up a displacement map which points away from the center parallel to the closest axis.
993 * (if multiplied with bumpenvmat)
995 WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
996 for (x = 0; x < 128; ++x)
998 if(abs(x-64)>abs(y-64))
1000 if(x < 64)
1001 *ptr++ = 0xc000;
1002 else
1003 *ptr++ = 0x4000;
1005 else
1007 if(y < 64)
1008 *ptr++ = 0x0040;
1009 else
1010 *ptr++ = 0x00c0;
1015 hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
1016 ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
1018 hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
1019 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1021 /* Disable texture filtering */
1022 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
1023 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1024 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
1025 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1027 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1028 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
1029 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1030 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
1033 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1034 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1035 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1036 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1037 ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
1039 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
1040 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1042 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1043 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
1045 for(i=0; i<2; i++)
1047 if(i)
1049 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
1050 ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1053 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
1054 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
1055 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1056 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
1058 hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
1059 ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1060 hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
1061 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1063 hr = IDirect3DDevice9_BeginScene(device);
1064 ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1066 if(!i)
1067 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1068 else
1069 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
1070 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1072 hr = IDirect3DDevice9_EndScene(device);
1073 ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1075 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1076 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1078 color = getPixelColor(device, 320-32, 240);
1079 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1080 color = getPixelColor(device, 320+32, 240);
1081 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1082 color = getPixelColor(device, 320, 240-32);
1083 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1084 color = getPixelColor(device, 320, 240+32);
1085 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1087 hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1088 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1089 IDirect3DPixelShader9_Release(pixel_shader);
1091 hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1092 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1093 IDirect3DVertexDeclaration9_Release(vertex_declaration);
1096 /* clean up */
1097 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
1098 ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
1100 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
1101 ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1103 for(i=0; i<2; i++)
1105 hr = IDirect3DDevice9_SetTexture(device, i, NULL);
1106 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1107 IDirect3DCubeTexture9_Release(texture[i]);
1111 START_TEST(visual)
1113 IDirect3DDevice9 *device_ptr;
1114 D3DCAPS9 caps;
1115 HRESULT hr;
1116 DWORD color;
1118 d3d9_handle = LoadLibraryA("d3d9.dll");
1119 if (!d3d9_handle)
1121 skip("Could not load d3d9.dll\n");
1122 return;
1125 device_ptr = init_d3d9();
1126 if (!device_ptr) return;
1128 IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
1130 /* Check for the reliability of the returned data */
1131 hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1132 if(FAILED(hr))
1134 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1135 goto cleanup;
1137 IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1139 color = getPixelColor(device_ptr, 1, 1);
1140 if(color !=0x00ff0000)
1142 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1143 goto cleanup;
1146 hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1147 if(FAILED(hr))
1149 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1150 goto cleanup;
1152 IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1154 color = getPixelColor(device_ptr, 639, 479);
1155 if(color != 0x0000ddee)
1157 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1158 goto cleanup;
1161 /* Now execute the real tests */
1162 lighting_test(device_ptr);
1163 clear_test(device_ptr);
1164 fog_test(device_ptr);
1165 test_cube_wrap(device_ptr);
1167 if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
1169 test_mova(device_ptr);
1171 else skip("No vs_2_0 support\n");
1173 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1175 fog_with_shader_test(device_ptr);
1177 else skip("No vs_1_1 and ps_1_1 support\n");
1179 if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1181 texbem_test(device_ptr);
1183 else skip("No ps_1_1 support\n");
1185 cleanup:
1186 if(device_ptr) IDirect3DDevice9_Release(device_ptr);