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
33 #include "wine/test.h"
35 static HMODULE d3d9_handle
= 0;
37 static HWND
create_window(void)
41 wc
.lpfnWndProc
= &DefWindowProc
;
42 wc
.lpszClassName
= "d3d9_test_wc";
45 ret
= CreateWindow("d3d9_test_wc", "d3d9_test",
46 WS_MAXIMIZE
| WS_VISIBLE
| WS_CAPTION
, 0, 0, 640, 480, 0, 0, 0, 0);
50 static DWORD
getPixelColor(IDirect3DDevice9
*device
, UINT x
, UINT y
)
53 IDirect3DSurface9
*surf
;
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
));
65 hr
= IDirect3DDevice9_GetFrontBufferData(device
, 0, surf
);
68 trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr
));
73 hr
= IDirect3DSurface9_LockRect(surf
, &lockedRect
, &rectToLock
, D3DLOCK_READONLY
);
76 trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr
));
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
);
88 trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr
));
92 if(surf
) IDirect3DSurface9_Release(surf
);
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
;
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
));
139 static void lighting_test(IDirect3DDevice9
*device
)
142 DWORD fvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
;
143 DWORD nfvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_NORMAL
;
146 float mat
[16] = { 1.0, 0.0, 0.0, 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
));
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
));
263 /* Hack for a bug in d3d9: SetFVF creates a converted vertex declaration, with a circular refcount.
264 * This prevents the screen resolution from being restored correctly on device release. Unset the vdecl
266 IDirect3DDevice9_SetVertexDeclaration(device
, NULL
);
269 static void clear_test(IDirect3DDevice9
*device
)
271 /* Tests the correctness of clearing parameters */
277 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.0, 0);
278 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr
));
280 /* Positive x, negative y */
286 /* Positive x, positive y */
291 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
292 * is ignored, the positive is still cleared afterwards
294 hr
= IDirect3DDevice9_Clear(device
, 2, rect
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
295 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr
));
297 /* negative x, negative y */
298 rect_negneg
.x1
= 640;
299 rect_negneg
.x1
= 240;
300 rect_negneg
.x2
= 320;
302 hr
= IDirect3DDevice9_Clear(device
, 1, &rect_negneg
, D3DCLEAR_TARGET
, 0xff00ff00, 0.0, 0);
303 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr
));
305 IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
307 color
= getPixelColor(device
, 160, 360); /* lower left quad */
308 ok(color
== 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color
);
309 color
= getPixelColor(device
, 160, 120); /* upper left quad */
310 ok(color
== 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color
);
311 color
= getPixelColor(device
, 480, 360); /* lower right quad */
312 ok(color
== 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color
);
313 color
= getPixelColor(device
, 480, 120); /* upper right quad */
314 ok(color
== 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color
);
331 static void test_mova(IDirect3DDevice9
*device
)
333 static const DWORD mova_test
[] = {
334 0xfffe0200, /* vs_2_0 */
335 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
336 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
337 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
338 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
339 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
340 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
341 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
342 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
343 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
344 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
345 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
349 static const test_data_t test_data
[] = {
350 {{-2.4f
, 0.0f
, 0.0f
, 0.0f
}, 0x00ffff00},
351 {{-1.6f
, 0.0f
, 0.0f
, 0.0f
}, 0x00ffff00},
352 {{-0.4f
, 0.0f
, 0.0f
, 0.0f
}, 0x0000ffff},
353 {{ 0.4f
, 0.0f
, 0.0f
, 0.0f
}, 0x0000ffff},
354 {{ 1.6f
, 0.0f
, 0.0f
, 0.0f
}, 0x00ff00ff},
355 {{ 2.4f
, 0.0f
, 0.0f
, 0.0f
}, 0x00ff00ff}
358 static const float quad
[][3] = {
359 {-1.0f
, -1.0f
, 0.0f
},
361 { 1.0f
, -1.0f
, 0.0f
},
365 static const D3DVERTEXELEMENT9 decl_elements
[] = {
366 {0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0},
370 IDirect3DVertexDeclaration9
*vertex_declaration
= NULL
;
371 IDirect3DVertexShader9
*mova_shader
= NULL
;
375 hr
= IDirect3DDevice9_CreateVertexShader(device
, mova_test
, &mova_shader
);
376 ok(SUCCEEDED(hr
), "CreateVertexShader failed (%08x)\n", hr
);
377 hr
= IDirect3DDevice9_SetVertexShader(device
, mova_shader
);
378 ok(SUCCEEDED(hr
), "SetVertexShader failed (%08x)\n", hr
);
380 hr
= IDirect3DDevice9_CreateVertexDeclaration(device
, decl_elements
, &vertex_declaration
);
381 ok(SUCCEEDED(hr
), "CreateVertexDeclaration failed (%08x)\n", hr
);
382 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, vertex_declaration
);
383 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (%08x)\n", hr
);
385 for (i
= 0; i
< (sizeof(test_data
) / sizeof(test_data_t
)); ++i
)
389 hr
= IDirect3DDevice9_SetVertexShaderConstantF(device
, 7, test_data
[i
].in
, 1);
390 ok(SUCCEEDED(hr
), "SetVertexShaderConstantF failed (%08x)\n", hr
);
392 hr
= IDirect3DDevice9_BeginScene(device
);
393 ok(SUCCEEDED(hr
), "BeginScene failed (%08x)\n", hr
);
395 hr
= IDirect3DDevice9_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], 3 * sizeof(float));
396 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%08x)\n", hr
);
398 hr
= IDirect3DDevice9_EndScene(device
);
399 ok(SUCCEEDED(hr
), "EndScene failed (%08x)\n", hr
);
401 hr
= IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
402 ok(SUCCEEDED(hr
), "Present failed (%08x)\n", hr
);
404 color
= getPixelColor(device
, 320, 240);
405 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]);
407 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0, 0.0f
, 0);
408 ok(SUCCEEDED(hr
), "Clear failed (%08x)\n", hr
);
411 hr
= IDirect3DDevice9_SetVertexShader(device
, NULL
);
412 ok(SUCCEEDED(hr
), "SetVertexShader failed (%08x)\n", hr
);
414 IDirect3DVertexDeclaration9_Release(vertex_declaration
);
415 IDirect3DVertexShader9_Release(mova_shader
);
430 static void fog_test(IDirect3DDevice9
*device
)
434 float start
= 0.0, end
= 1.0;
436 /* Gets full z based fog with linear fog, no fog with specular color */
437 struct sVertex unstransformed_1
[] = {
438 {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 },
439 {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 },
440 { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 },
441 { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 },
443 /* Ok, I am too lazy to deal with transform matrices */
444 struct sVertex unstransformed_2
[] = {
445 {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 },
446 {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 },
447 { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 },
448 { 0, 0, 1.0, 0xFFFF0000, 0xFF000000 },
450 /* Untransformed ones. Give them a different diffuse color to make the test look
451 * nicer. It also makes making sure that they are drawn correctly easier.
453 struct sVertexT transformed_1
[] = {
454 {320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
455 {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
456 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
457 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
459 struct sVertexT transformed_2
[] = {
460 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
461 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
462 {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
463 {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
465 WORD Indices
[] = {0, 1, 2, 2, 3, 0};
467 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
468 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr
));
470 /* Setup initial states: No lighting, fog on, fog color */
471 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
472 ok(hr
== D3D_OK
, "Turning off lighting returned %s\n", DXGetErrorString9(hr
));
473 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGENABLE
, TRUE
);
474 ok(hr
== D3D_OK
, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr
));
475 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGCOLOR
, 0xFF00FF00 /* A nice green */);
476 ok(hr
== D3D_OK
, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr
));
478 /* First test: Both table fog and vertex fog off */
479 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
480 ok(hr
== D3D_OK
, "Turning off table fog returned %s\n", DXGetErrorString9(hr
));
481 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
482 ok(hr
== D3D_OK
, "Turning off table fog returned %s\n", DXGetErrorString9(hr
));
484 /* Start = 0, end = 1. Should be default, but set them */
485 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGSTART
, *((DWORD
*) &start
));
486 ok(hr
== D3D_OK
, "Setting fog start returned %s\n", DXGetErrorString9(hr
));
487 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGEND
, *((DWORD
*) &end
));
488 ok(hr
== D3D_OK
, "Setting fog start returned %s\n", DXGetErrorString9(hr
));
490 if(IDirect3DDevice9_BeginScene(device
) == D3D_OK
)
492 hr
= IDirect3DDevice9_SetFVF(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
493 ok( hr
== D3D_OK
, "SetFVF returned %s\n", DXGetErrorString9(hr
));
494 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
495 hr
= IDirect3DDevice9_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
496 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_1
,
497 sizeof(unstransformed_1
[0]));
498 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr
));
500 /* That makes it use the Z value */
501 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_LINEAR
);
502 ok(hr
== D3D_OK
, "Turning off table fog returned %s\n", DXGetErrorString9(hr
));
503 /* Untransformed, vertex fog != none (or table fog != none):
504 * Use the Z value as input into the equation
506 hr
= IDirect3DDevice9_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
507 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_2
,
508 sizeof(unstransformed_1
[0]));
509 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr
));
511 /* transformed verts */
512 hr
= IDirect3DDevice9_SetFVF(device
, D3DFVF_XYZRHW
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
513 ok( hr
== D3D_OK
, "SetFVF returned %s\n", DXGetErrorString9(hr
));
514 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
515 hr
= IDirect3DDevice9_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
516 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_1
,
517 sizeof(transformed_1
[0]));
518 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr
));
520 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_LINEAR
);
521 ok( hr
== D3D_OK
, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr
));
522 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
525 hr
= IDirect3DDevice9_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
526 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_2
,
527 sizeof(transformed_2
[0]));
529 hr
= IDirect3DDevice9_EndScene(device
);
530 ok(hr
== D3D_OK
, "EndScene returned %s\n", DXGetErrorString9(hr
));
534 ok(FALSE
, "BeginScene failed\n");
537 IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
538 color
= getPixelColor(device
, 160, 360);
539 ok(color
== 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color
);
540 color
= getPixelColor(device
, 160, 120);
541 ok(color
== 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color
);
542 color
= getPixelColor(device
, 480, 120);
543 ok(color
== 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color
);
544 color
= getPixelColor(device
, 480, 360);
545 ok(color
== 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color
);
547 /* Turn off the fog master switch to avoid confusing other tests */
548 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
549 ok(hr
== D3D_OK
, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr
));
551 IDirect3DDevice9_SetVertexDeclaration(device
, NULL
);
554 /* This test verifies the behaviour of cube maps wrt. texture wrapping.
555 * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
556 * regardless of the actual addressing mode set. */
557 static void test_cube_wrap(IDirect3DDevice9
*device
)
559 static const float quad
[][6] = {
560 {-1.0f
, -1.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
},
561 {-1.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
},
562 { 1.0f
, -1.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
},
563 { 1.0f
, 1.0f
, 0.0f
, 1.0f
, 1.0f
, 1.0f
},
566 static const D3DVERTEXELEMENT9 decl_elements
[] = {
567 {0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0},
568 {0, 12, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0},
572 static const struct {
573 D3DTEXTUREADDRESS mode
;
575 } address_modes
[] = {
576 {D3DTADDRESS_WRAP
, "D3DTADDRESS_WRAP"},
577 {D3DTADDRESS_MIRROR
, "D3DTADDRESS_MIRROR"},
578 {D3DTADDRESS_CLAMP
, "D3DTADDRESS_CLAMP"},
579 {D3DTADDRESS_BORDER
, "D3DTADDRESS_BORDER"},
580 {D3DTADDRESS_MIRRORONCE
, "D3DTADDRESS_MIRRORONCE"},
583 IDirect3DVertexDeclaration9
*vertex_declaration
= NULL
;
584 IDirect3DCubeTexture9
*texture
= NULL
;
585 IDirect3DSurface9
*surface
= NULL
;
586 D3DLOCKED_RECT locked_rect
;
590 hr
= IDirect3DDevice9_CreateVertexDeclaration(device
, decl_elements
, &vertex_declaration
);
591 ok(SUCCEEDED(hr
), "CreateVertexDeclaration failed (0x%08x)\n", hr
);
592 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, vertex_declaration
);
593 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (0x%08x)\n", hr
);
595 hr
= IDirect3DDevice9_CreateOffscreenPlainSurface(device
, 128, 128,
596 D3DFMT_A8R8G8B8
, D3DPOOL_SYSTEMMEM
, &surface
, NULL
);
597 ok(SUCCEEDED(hr
), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr
);
599 hr
= IDirect3DSurface9_LockRect(surface
, &locked_rect
, NULL
, D3DLOCK_DISCARD
);
600 ok(SUCCEEDED(hr
), "LockRect failed (0x%08x)\n", hr
);
602 for (y
= 0; y
< 128; ++y
)
604 DWORD
*ptr
= (DWORD
*)(((BYTE
*)locked_rect
.pBits
) + (y
* locked_rect
.Pitch
));
605 for (x
= 0; x
< 64; ++x
)
609 for (x
= 64; x
< 128; ++x
)
615 hr
= IDirect3DSurface9_UnlockRect(surface
);
616 ok(SUCCEEDED(hr
), "UnlockRect failed (0x%08x)\n", hr
);
618 hr
= IDirect3DDevice9_CreateCubeTexture(device
, 128, 1, 0, D3DFMT_A8R8G8B8
,
619 D3DPOOL_DEFAULT
, &texture
, NULL
);
620 ok(SUCCEEDED(hr
), "CreateCubeTexture failed (0x%08x)\n", hr
);
622 /* Create cube faces */
623 for (face
= 0; face
< 6; ++face
)
625 IDirect3DSurface9
*face_surface
= NULL
;
627 hr
= IDirect3DCubeTexture9_GetCubeMapSurface(texture
, face
, 0, &face_surface
);
628 ok(SUCCEEDED(hr
), "GetCubeMapSurface failed (0x%08x)\n", hr
);
630 hr
= IDirect3DDevice9_UpdateSurface(device
, surface
, NULL
, face_surface
, NULL
);
631 ok(SUCCEEDED(hr
), "UpdateSurface failed (0x%08x)\n", hr
);
633 IDirect3DSurface9_Release(face_surface
);
636 hr
= IDirect3DDevice9_SetTexture(device
, 0, (IDirect3DBaseTexture9
*)texture
);
637 ok(SUCCEEDED(hr
), "SetTexture failed (0x%08x)\n", hr
);
639 hr
= IDirect3DDevice9_SetSamplerState(device
, 0, D3DSAMP_MINFILTER
, D3DTEXF_LINEAR
);
640 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr
);
641 hr
= IDirect3DDevice9_SetSamplerState(device
, 0, D3DSAMP_MAGFILTER
, D3DTEXF_LINEAR
);
642 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr
);
643 hr
= IDirect3DDevice9_SetSamplerState(device
, 0, D3DSAMP_BORDERCOLOR
, 0xff00ff00);
644 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr
);
646 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
647 ok(hr
== D3D_OK
, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr
));
649 for (x
= 0; x
< (sizeof(address_modes
) / sizeof(*address_modes
)); ++x
)
653 hr
= IDirect3DDevice9_SetSamplerState(device
, 0, D3DSAMP_ADDRESSU
, address_modes
[x
].mode
);
654 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes
[x
].name
, hr
);
655 hr
= IDirect3DDevice9_SetSamplerState(device
, 0, D3DSAMP_ADDRESSV
, address_modes
[x
].mode
);
656 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes
[x
].name
, hr
);
658 hr
= IDirect3DDevice9_BeginScene(device
);
659 ok(SUCCEEDED(hr
), "BeginScene failed (0x%08x)\n", hr
);
661 hr
= IDirect3DDevice9_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], sizeof(quad
[0]));
662 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (0x%08x)\n", hr
);
664 hr
= IDirect3DDevice9_EndScene(device
);
665 ok(SUCCEEDED(hr
), "EndScene failed (0x%08x)\n", hr
);
667 hr
= IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
668 ok(SUCCEEDED(hr
), "Present failed (0x%08x)\n", hr
);
670 /* Due to the nature of this test, we sample essentially at the edge
671 * between two faces. Because of this it's undefined from which face
672 * the driver will sample. Furtunately that's not important for this
673 * test, since all we care about is that it doesn't sample from the
674 * other side of the surface or from the border. */
675 color
= getPixelColor(device
, 320, 240);
676 ok(color
== 0x00ff0000 || color
== 0x000000ff,
677 "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
678 color
, address_modes
[x
].name
);
680 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0, 0.0f
, 0);
681 ok(SUCCEEDED(hr
), "Clear failed (0x%08x)\n", hr
);
684 hr
= IDirect3DDevice9_SetTexture(device
, 0, NULL
);
685 ok(SUCCEEDED(hr
), "SetTexture failed (0x%08x)\n", hr
);
687 IDirect3DVertexDeclaration9_Release(vertex_declaration
);
688 IDirect3DCubeTexture9_Release(texture
);
689 IDirect3DSurface9_Release(surface
);
692 /* This test tests fog in combination with shaders.
693 * What's tested: linear fog (vertex and table) with pixel shader
694 * linear table fog with non foggy vertex shader
695 * vertex fog with foggy vertex shader
696 * What's not tested: non linear fog with shader
697 * table fog with foggy vertex shader
699 static void fog_with_shader_test(IDirect3DDevice9
*device
)
703 /* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
704 union {float f
; DWORD i
;} start
={.f
=0.9}, end
={.f
=0.1};
707 /* basic vertex shader without fog computation ("non foggy") */
708 static const DWORD vertex_shader_code1
[] = {
709 0xfffe0101, /* vs_1_1 */
710 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
711 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
712 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
713 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
716 /* basic vertex shader with reversed fog computation ("foggy") */
717 static const DWORD vertex_shader_code2
[] = {
718 0xfffe0101, /* vs_1_1 */
719 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
720 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
721 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
722 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
723 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
724 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
725 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
728 /* basic pixel shader */
729 static const DWORD pixel_shader_code
[] = {
730 0xffff0101, /* ps_1_1 */
731 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
735 static struct vertex quad
[] = {
736 {-1.0f
, -1.0f
, 0.0f
, 0xFFFF0000 },
737 {-1.0f
, 1.0f
, 0.0f
, 0xFFFF0000 },
738 { 1.0f
, -1.0f
, 0.0f
, 0xFFFF0000 },
739 { 1.0f
, 1.0f
, 0.0f
, 0xFFFF0000 },
742 static const D3DVERTEXELEMENT9 decl_elements
[] = {
743 {0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0},
744 {0, 12, D3DDECLTYPE_D3DCOLOR
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_COLOR
, 0},
748 IDirect3DVertexDeclaration9
*vertex_declaration
= NULL
;
749 IDirect3DVertexShader9
*vertex_shader
[3] = {NULL
, NULL
, NULL
};
750 IDirect3DPixelShader9
*pixel_shader
[2] = {NULL
, NULL
};
752 /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
753 static const struct test_data_t
{
758 unsigned int color
[11];
760 /* only pixel shader: */
762 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
763 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
765 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
766 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
768 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
769 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
771 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
772 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
774 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
775 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
779 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
780 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
782 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
783 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
785 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
786 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
788 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
789 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
791 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
792 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
794 /* vertex shader and pixel shader */
796 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
797 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
799 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
800 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
802 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
803 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
805 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
806 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
808 /* foggy vertex shader */
810 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
811 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
813 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
814 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
816 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
817 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
819 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
820 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
822 /* foggy vertex shader and pixel shader */
824 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
825 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
827 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
828 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
830 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
831 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
833 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
834 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
838 hr
= IDirect3DDevice9_CreateVertexShader(device
, vertex_shader_code1
, &vertex_shader
[1]);
839 ok(SUCCEEDED(hr
), "CreateVertexShader failed (%08x)\n", hr
);
840 hr
= IDirect3DDevice9_CreateVertexShader(device
, vertex_shader_code2
, &vertex_shader
[2]);
841 ok(SUCCEEDED(hr
), "CreateVertexShader failed (%08x)\n", hr
);
842 hr
= IDirect3DDevice9_CreatePixelShader(device
, pixel_shader_code
, &pixel_shader
[1]);
843 ok(SUCCEEDED(hr
), "CreatePixelShader failed (%08x)\n", hr
);
844 hr
= IDirect3DDevice9_CreateVertexDeclaration(device
, decl_elements
, &vertex_declaration
);
845 ok(SUCCEEDED(hr
), "CreateVertexDeclaration failed (%08x)\n", hr
);
847 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
848 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear failed (%08x)\n", hr
);
850 /* Setup initial states: No lighting, fog on, fog color */
851 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
852 ok(hr
== D3D_OK
, "Turning off lighting failed (%08x)\n", hr
);
853 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGENABLE
, TRUE
);
854 ok(hr
== D3D_OK
, "Turning on fog calculations failed (%08x)\n", hr
);
855 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGCOLOR
, 0xFF00FF00 /* A nice green */);
856 ok(hr
== D3D_OK
, "Setting fog color failed (%08x)\n", hr
);
857 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, vertex_declaration
);
858 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (%08x)\n", hr
);
860 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
861 ok(hr
== D3D_OK
, "Turning off table fog failed (%08x)\n", hr
);
862 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
863 ok(hr
== D3D_OK
, "Turning off vertex fog failed (%08x)\n", hr
);
865 /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
866 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGSTART
, start
.i
);
867 ok(hr
== D3D_OK
, "Setting fog start failed (%08x)\n", hr
);
868 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGEND
, end
.i
);
869 ok(hr
== D3D_OK
, "Setting fog end failed (%08x)\n", hr
);
871 for (i
= 0; i
< 22; i
++)
873 hr
= IDirect3DDevice9_SetVertexShader(device
, vertex_shader
[test_data
[i
].vshader
]);
874 ok(SUCCEEDED(hr
), "SetVertexShader failed (%08x)\n", hr
);
875 hr
= IDirect3DDevice9_SetPixelShader(device
, pixel_shader
[test_data
[i
].pshader
]);
876 ok(SUCCEEDED(hr
), "SetPixelShader failed (%08x)\n", hr
);
877 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, test_data
[i
].vfog
);
878 ok( hr
== D3D_OK
, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr
);
879 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGTABLEMODE
, test_data
[i
].tfog
);
880 ok( hr
== D3D_OK
, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr
);
882 for(j
=0; j
< 11; j
++)
884 /* Don't use the whole zrange to prevent rounding errors */
885 quad
[0].z
= 0.001f
+ (float)j
/ 10.001f
;
886 quad
[1].z
= 0.001f
+ (float)j
/ 10.001f
;
887 quad
[2].z
= 0.001f
+ (float)j
/ 10.001f
;
888 quad
[3].z
= 0.001f
+ (float)j
/ 10.001f
;
890 hr
= IDirect3DDevice9_BeginScene(device
);
891 ok( hr
== D3D_OK
, "BeginScene returned failed (%08x)\n", hr
);
893 hr
= IDirect3DDevice9_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], sizeof(quad
[0]));
894 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%08x)\n", hr
);
896 hr
= IDirect3DDevice9_EndScene(device
);
897 ok(hr
== D3D_OK
, "EndScene failed (%08x)\n", hr
);
899 IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
901 /* As the red and green component are the result of blending use 5% tolerance on the expected value */
902 color
= getPixelColor(device
, 128, 240);
903 ok((unsigned char)(color
) == ((unsigned char)test_data
[i
].color
[j
])
904 && abs( ((unsigned char)(color
>>8)) - (unsigned char)(test_data
[i
].color
[j
]>>8) ) < 13
905 && abs( ((unsigned char)(color
>>16)) - (unsigned char)(test_data
[i
].color
[j
]>>16) ) < 13,
906 "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
]);
911 hr
= IDirect3DDevice9_SetVertexShader(device
, NULL
);
912 ok(SUCCEEDED(hr
), "SetVertexShader failed (%08x)\n", hr
);
913 hr
= IDirect3DDevice9_SetPixelShader(device
, NULL
);
914 ok(SUCCEEDED(hr
), "SetPixelShader failed (%08x)\n", hr
);
915 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, NULL
);
916 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (%08x)\n", hr
);
917 hr
= IDirect3DDevice9_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
918 ok(hr
== D3D_OK
, "Turning off fog calculations failed (%08x)\n", hr
);
920 IDirect3DVertexShader9_Release(vertex_shader
[1]);
921 IDirect3DVertexShader9_Release(vertex_shader
[2]);
922 IDirect3DPixelShader9_Release(pixel_shader
[1]);
923 IDirect3DVertexDeclaration9_Release(vertex_declaration
);
926 /* test the behavior of the texbem instruction
927 * with normal 2D and projective 2D textures
929 static void texbem_test(IDirect3DDevice9
*device
)
933 unsigned int i
, x
, y
;
935 static const DWORD pixel_shader_code
[] = {
936 0xffff0101, /* ps_1_1*/
937 0x00000042, 0xb00f0000, /* tex t0*/
938 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
939 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
943 static const float quad
[][7] = {
944 {-128.0f
/640.0f
, -128.0f
/480.0f
, 0.1f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
},
945 {-128.0f
/640.0f
, 128.0f
/480.0f
, 0.1f
, 0.0f
, 1.0f
, 0.0f
, 1.0f
},
946 { 128.0f
/640.0f
, -128.0f
/480.0f
, 0.1f
, 1.0f
, 0.0f
, 1.0f
, 0.0f
},
947 { 128.0f
/640.0f
, 128.0f
/480.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 1.0f
},
949 static const float quad_proj
[][9] = {
950 {-128.0f
/640.0f
, -128.0f
/480.0f
, 0.1f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 0.0f
, 128.0f
},
951 {-128.0f
/640.0f
, 128.0f
/480.0f
, 0.1f
, 0.0f
, 1.0f
, 0.0f
, 128.0f
, 0.0f
, 128.0f
},
952 { 128.0f
/640.0f
, -128.0f
/480.0f
, 0.1f
, 1.0f
, 0.0f
, 128.0f
, 0.0f
, 0.0f
, 128.0f
},
953 { 128.0f
/640.0f
, 128.0f
/480.0f
, 0.1f
, 1.0f
, 1.0f
, 128.0f
, 128.0f
, 0.0f
, 128.0f
},
956 static const D3DVERTEXELEMENT9 decl_elements
[][4] = { {
957 {0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0},
958 {0, 12, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0},
959 {0, 20, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 1},
962 {0, 0, D3DDECLTYPE_FLOAT3
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_POSITION
, 0},
963 {0, 12, D3DDECLTYPE_FLOAT2
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 0},
964 {0, 20, D3DDECLTYPE_FLOAT4
, D3DDECLMETHOD_DEFAULT
, D3DDECLUSAGE_TEXCOORD
, 1},
968 /* use assymetric matrix to test loading */
969 float bumpenvmat
[4] = {0.0,0.5,-0.5,0.0};
971 IDirect3DVertexDeclaration9
*vertex_declaration
= NULL
;
972 IDirect3DPixelShader9
*pixel_shader
= NULL
;
973 IDirect3DTexture9
*texture
[2] = {NULL
, NULL
};
974 D3DLOCKED_RECT locked_rect
;
976 /* Generate the textures */
979 hr
= IDirect3DDevice9_CreateTexture(device
, 128, 128, 1, 0, i
?D3DFMT_A8R8G8B8
:D3DFMT_V8U8
,
980 D3DPOOL_MANAGED
, &texture
[i
], NULL
);
981 ok(SUCCEEDED(hr
), "CreateTexture failed (0x%08x)\n", hr
);
983 hr
= IDirect3DTexture9_LockRect(texture
[i
], 0, &locked_rect
, NULL
, D3DLOCK_DISCARD
);
984 ok(SUCCEEDED(hr
), "LockRect failed (0x%08x)\n", hr
);
985 for (y
= 0; y
< 128; ++y
)
988 { /* Set up black texture with 2x2 texel white spot in the middle */
989 DWORD
*ptr
= (DWORD
*)(((BYTE
*)locked_rect
.pBits
) + (y
* locked_rect
.Pitch
));
990 for (x
= 0; x
< 128; ++x
)
992 if(y
>62 && y
<66 && x
>62 && x
<66)
999 { /* Set up a displacement map which points away from the center parallel to the closest axis.
1000 * (if multiplied with bumpenvmat)
1002 WORD
*ptr
= (WORD
*)(((BYTE
*)locked_rect
.pBits
) + (y
* locked_rect
.Pitch
));
1003 for (x
= 0; x
< 128; ++x
)
1005 if(abs(x
-64)>abs(y
-64))
1022 hr
= IDirect3DTexture9_UnlockRect(texture
[i
], 0);
1023 ok(SUCCEEDED(hr
), "UnlockRect failed (0x%08x)\n", hr
);
1025 hr
= IDirect3DDevice9_SetTexture(device
, i
, (IDirect3DBaseTexture9
*)texture
[i
]);
1026 ok(SUCCEEDED(hr
), "SetTexture failed (0x%08x)\n", hr
);
1028 /* Disable texture filtering */
1029 hr
= IDirect3DDevice9_SetSamplerState(device
, i
, D3DSAMP_MINFILTER
, D3DTEXF_POINT
);
1030 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr
);
1031 hr
= IDirect3DDevice9_SetSamplerState(device
, i
, D3DSAMP_MAGFILTER
, D3DTEXF_POINT
);
1032 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr
);
1034 hr
= IDirect3DDevice9_SetSamplerState(device
, i
, D3DSAMP_ADDRESSU
, D3DTADDRESS_CLAMP
);
1035 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr
);
1036 hr
= IDirect3DDevice9_SetSamplerState(device
, i
, D3DSAMP_ADDRESSV
, D3DTADDRESS_CLAMP
);
1037 ok(SUCCEEDED(hr
), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr
);
1040 IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_BUMPENVMAT00
, *(LPDWORD
)&bumpenvmat
[0]);
1041 IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_BUMPENVMAT01
, *(LPDWORD
)&bumpenvmat
[1]);
1042 IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_BUMPENVMAT10
, *(LPDWORD
)&bumpenvmat
[2]);
1043 hr
= IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_BUMPENVMAT11
, *(LPDWORD
)&bumpenvmat
[3]);
1044 ok(SUCCEEDED(hr
), "SetTextureStageState failed (%08x)\n", hr
);
1046 hr
= IDirect3DDevice9_SetVertexShader(device
, NULL
);
1047 ok(SUCCEEDED(hr
), "SetVertexShader failed (%08x)\n", hr
);
1049 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
1050 ok(hr
== D3D_OK
, "IDirect3DDevice9_Clear failed (%08x)\n", hr
);
1056 hr
= IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_TEXTURETRANSFORMFLAGS
, D3DTTFF_COUNT4
|D3DTTFF_PROJECTED
);
1057 ok(SUCCEEDED(hr
), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr
);
1060 hr
= IDirect3DDevice9_CreateVertexDeclaration(device
, decl_elements
[i
], &vertex_declaration
);
1061 ok(SUCCEEDED(hr
), "CreateVertexDeclaration failed (0x%08x)\n", hr
);
1062 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, vertex_declaration
);
1063 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (0x%08x)\n", hr
);
1065 hr
= IDirect3DDevice9_CreatePixelShader(device
, pixel_shader_code
, &pixel_shader
);
1066 ok(SUCCEEDED(hr
), "CreatePixelShader failed (%08x)\n", hr
);
1067 hr
= IDirect3DDevice9_SetPixelShader(device
, pixel_shader
);
1068 ok(SUCCEEDED(hr
), "SetPixelShader failed (%08x)\n", hr
);
1070 hr
= IDirect3DDevice9_BeginScene(device
);
1071 ok(SUCCEEDED(hr
), "BeginScene failed (0x%08x)\n", hr
);
1074 hr
= IDirect3DDevice9_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], sizeof(quad
[0]));
1076 hr
= IDirect3DDevice9_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad_proj
[0], sizeof(quad_proj
[0]));
1077 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (0x%08x)\n", hr
);
1079 hr
= IDirect3DDevice9_EndScene(device
);
1080 ok(SUCCEEDED(hr
), "EndScene failed (0x%08x)\n", hr
);
1082 hr
= IDirect3DDevice9_Present(device
, NULL
, NULL
, NULL
, NULL
);
1083 ok(SUCCEEDED(hr
), "Present failed (0x%08x)\n", hr
);
1085 color
= getPixelColor(device
, 320-32, 240);
1086 ok(color
== 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
1087 color
= getPixelColor(device
, 320+32, 240);
1088 ok(color
== 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
1089 color
= getPixelColor(device
, 320, 240-32);
1090 ok(color
== 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
1091 color
= getPixelColor(device
, 320, 240+32);
1092 ok(color
== 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
1094 hr
= IDirect3DDevice9_SetPixelShader(device
, NULL
);
1095 ok(SUCCEEDED(hr
), "SetPixelShader failed (%08x)\n", hr
);
1096 IDirect3DPixelShader9_Release(pixel_shader
);
1098 hr
= IDirect3DDevice9_SetVertexDeclaration(device
, NULL
);
1099 ok(SUCCEEDED(hr
), "SetVertexDeclaration failed (%08x)\n", hr
);
1100 IDirect3DVertexDeclaration9_Release(vertex_declaration
);
1104 hr
= IDirect3DDevice9_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0, 0.0f
, 0);
1105 ok(SUCCEEDED(hr
), "Clear failed (0x%08x)\n", hr
);
1107 hr
= IDirect3DDevice9_SetTextureStageState(device
, 1, D3DTSS_TEXTURETRANSFORMFLAGS
, D3DTTFF_COUNT2
);
1108 ok(SUCCEEDED(hr
), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr
);
1112 hr
= IDirect3DDevice9_SetTexture(device
, i
, NULL
);
1113 ok(SUCCEEDED(hr
), "SetTexture failed (0x%08x)\n", hr
);
1114 IDirect3DCubeTexture9_Release(texture
[i
]);
1120 IDirect3DDevice9
*device_ptr
;
1125 d3d9_handle
= LoadLibraryA("d3d9.dll");
1128 skip("Could not load d3d9.dll\n");
1132 device_ptr
= init_d3d9();
1133 if (!device_ptr
) return;
1135 IDirect3DDevice9_GetDeviceCaps(device_ptr
, &caps
);
1137 /* Check for the reliability of the returned data */
1138 hr
= IDirect3DDevice9_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
1141 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1144 IDirect3DDevice9_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1146 color
= getPixelColor(device_ptr
, 1, 1);
1147 if(color
!=0x00ff0000)
1149 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color
);
1153 hr
= IDirect3DDevice9_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xff00ddee, 0.0, 0);
1156 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1159 IDirect3DDevice9_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1161 color
= getPixelColor(device_ptr
, 639, 479);
1162 if(color
!= 0x0000ddee)
1164 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color
);
1168 /* Now execute the real tests */
1169 lighting_test(device_ptr
);
1170 clear_test(device_ptr
);
1171 fog_test(device_ptr
);
1172 test_cube_wrap(device_ptr
);
1174 if (caps
.VertexShaderVersion
>= D3DVS_VERSION(2, 0))
1176 test_mova(device_ptr
);
1178 else skip("No vs_2_0 support\n");
1180 if (caps
.VertexShaderVersion
>= D3DVS_VERSION(1, 1) && caps
.PixelShaderVersion
>= D3DVS_VERSION(1, 1))
1182 fog_with_shader_test(device_ptr
);
1184 else skip("No vs_1_1 and ps_1_1 support\n");
1186 if (caps
.PixelShaderVersion
>= D3DVS_VERSION(1, 1))
1188 texbem_test(device_ptr
);
1190 else skip("No ps_1_1 support\n");
1193 if(device_ptr
) IDirect3DDevice9_Release(device_ptr
);