From 92a2cef7a8d21d113b249a78e9d838b5f3448a6c Mon Sep 17 00:00:00 2001 From: Matteo Bruni Date: Thu, 11 Jun 2015 23:13:41 +0200 Subject: [PATCH] d3d8/tests: Port part of the fixed function attributes test to D3D8. --- dlls/d3d8/tests/visual.c | 193 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 193 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 3b5f91d8880..db9fb79b302 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -7363,6 +7363,198 @@ done: DestroyWindow(window); } +static void test_fixed_function_fvf(void) +{ + IDirect3DDevice8 *device; + DWORD color; + IDirect3D8 *d3d; + ULONG refcount; + D3DCAPS8 caps; + HWND window; + HRESULT hr; + + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad1[] = + { + {{-1.0f, -1.0f, 0.1f}, 0x00ffff00}, + {{-1.0f, 0.0f, 0.1f}, 0x00ffff00}, + {{ 0.0f, -1.0f, 0.1f}, 0x00ffff00}, + {{ 0.0f, 0.0f, 0.1f}, 0x00ffff00}, + }; + static const struct vec3 quad2[] = + { + {-1.0f, -1.0f, 0.1f}, + {-1.0f, 0.0f, 0.1f}, + { 0.0f, -1.0f, 0.1f}, + { 0.0f, 0.0f, 0.1f}, + }; + static const struct + { + struct vec4 position; + DWORD diffuse; + } + quad_transformed[] = + { + {{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, + {{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00}, + {{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, + {{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00}, + }; + + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate8(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create a D3D device, skipping tests.\n"); + goto done; + } + + memset(&caps, 0, sizeof(caps)); + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 160, 360); + ok(color == 0x00ffff00, + "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color); + IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + + /* Test with no diffuse color attribute. */ + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); + ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %08x\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad2, sizeof(quad2[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 160, 360); + ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no diffuse attribute test.\n", color); + IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + + /* Test what happens with specular lighting enabled and no specular color attribute. */ + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad1, sizeof(quad1[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); + + color = getPixelColor(device, 160, 360); + ok(color == 0x00ffff00, "Got unexpected color 0x%08x in the no specular attribute test.\n", color); + + IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_transformed, sizeof(quad_transformed[0])); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color = getPixelColor(device, 88, 108); + ok(color == 0x000000ff, + "pixel 88/108 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 92, 108); + ok(color == 0x000000ff, + "pixel 92/108 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 88, 112); + ok(color == 0x000000ff, + "pixel 88/112 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 92, 112); + ok(color == 0x00ffff00, + "pixel 92/112 has color %08x, expected 0x00ffff00\n", color); + + color = getPixelColor(device, 568, 108); + ok(color == 0x000000ff, + "pixel 568/108 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 572, 108); + ok(color == 0x000000ff, + "pixel 572/108 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 568, 112); + ok(color == 0x00ffff00, + "pixel 568/112 has color %08x, expected 0x00ffff00\n", color); + color = getPixelColor(device, 572, 112); + ok(color == 0x000000ff, + "pixel 572/112 has color %08x, expected 0x000000ff\n", color); + + color = getPixelColor(device, 88, 298); + ok(color == 0x000000ff, + "pixel 88/298 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 92, 298); + ok(color == 0x00ffff00, + "pixel 92/298 has color %08x, expected 0x00ffff00\n", color); + color = getPixelColor(device, 88, 302); + ok(color == 0x000000ff, + "pixel 88/302 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 92, 302); + ok(color == 0x000000ff, + "pixel 92/302 has color %08x, expected 0x000000ff\n", color); + + color = getPixelColor(device, 568, 298); + ok(color == 0x00ffff00, + "pixel 568/298 has color %08x, expected 0x00ffff00\n", color); + color = getPixelColor(device, 572, 298); + ok(color == 0x000000ff, + "pixel 572/298 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 568, 302); + ok(color == 0x000000ff, + "pixel 568/302 has color %08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 572, 302); + ok(color == 0x000000ff, + "pixel 572/302 has color %08x, expected 0x000000ff\n", color); + + IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -7422,4 +7614,5 @@ START_TEST(visual) test_multisample_mismatch(); test_texcoordindex(); test_vshader_input(); + test_fixed_function_fvf(); } -- 2.11.4.GIT