From 053c190ca1490e8d9ed11780b12a475c340fb1ab Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Thu, 12 Nov 2015 23:06:48 +0100 Subject: [PATCH] ddraw/tests: Port test_shademode() to ddraw2. Signed-off-by: Matteo Bruni Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/ddraw/tests/ddraw2.c | 119 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 119 insertions(+) diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c index 67a0e1ea697..20a342ff547 100644 --- a/dlls/ddraw/tests/ddraw2.c +++ b/dlls/ddraw/tests/ddraw2.c @@ -8858,6 +8858,124 @@ static void test_range_colorkey(void) DestroyWindow(window); } +static void test_shademode(void) +{ + static D3DRECT clear_rect = {{0}, {0}, {640}, {480}}; + IDirect3DMaterial2 *background; + IDirect3DViewport2 *viewport; + IDirect3DDevice2 *device; + IDirectDrawSurface *rt; + DWORD color0, color1; + IDirectDraw2 *ddraw; + D3DLVERTEX *quad; + IDirect3D2 *d3d; + ULONG refcount; + UINT i, count; + HWND window; + HRESULT hr; + static D3DLVERTEX quad_strip[] = + { + {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}}, + {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}}, + {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}}, + {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}}, + }, + quad_list[] = + { + {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}}, + {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}}, + {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}}, + + {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}}, + {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}}, + {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}}, + }; + static const struct + { + DWORD primtype; + DWORD shademode; + DWORD color0, color1; + } + tests[] = + { + {D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x0000ff00}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, + {D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + }; + + window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW, + 0, 0, 640, 480, 0, 0, 0, 0); + ddraw = create_ddraw(); + ok(!!ddraw, "Failed to create a ddraw object.\n"); + if (!(device = create_device(ddraw, window, DDSCL_NORMAL))) + { + skip("Failed to create a 3D device, skipping test.\n"); + IDirectDraw2_Release(ddraw); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice2_GetDirect3D(device, &d3d); + ok(SUCCEEDED(hr), "Failed to get d3d interface, hr %#x.\n", hr); + hr = IDirect3DDevice2_GetRenderTarget(device, &rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + + background = create_diffuse_material(device, 1.0f, 1.0f, 1.0f, 1.0f); + viewport = create_viewport(device, 0, 0, 640, 480); + viewport_set_background(device, viewport, background); + hr = IDirect3DDevice2_SetCurrentViewport(device, viewport); + ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr); + + hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + + /* Try it first with a TRIANGLESTRIP. Do it with different geometry because + * the color fixups we have to do for FLAT shading will be dependent on that. */ + + for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + { + hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET); + ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr); + + hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SHADEMODE, tests[i].shademode); + ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); + + hr = IDirect3DDevice2_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + quad = tests[i].primtype == D3DPT_TRIANGLESTRIP ? quad_strip : quad_list; + count = tests[i].primtype == D3DPT_TRIANGLESTRIP ? 4 : 6; + hr = IDirect3DDevice2_DrawPrimitive(device, tests[i].primtype, D3DVT_LVERTEX, quad, count, 0); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice2_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */ + color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */ + + /* For D3DSHADE_FLAT it should take the color of the first vertex of + * each triangle. This requires EXT_provoking_vertex or similar + * functionality being available. */ + /* PHONG should be the same as GOURAUD, since no hardware implements + * this. */ + ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n", + i, color0, tests[i].color0); + ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n", + i, color1, tests[i].color1); + } + + destroy_viewport(device, viewport); + destroy_material(background); + IDirectDrawSurface_Release(rt); + IDirect3D2_Release(d3d); + refcount = IDirect3DDevice2_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirectDraw_Release(ddraw); + DestroyWindow(window); +} + START_TEST(ddraw2) { IDirectDraw2 *ddraw; @@ -8936,4 +9054,5 @@ START_TEST(ddraw2) test_color_fill(); test_colorkey_precision(); test_range_colorkey(); + test_shademode(); } -- 2.11.4.GIT