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[wine/hacks.git] / dlls / d3d9 / tests / visual.c
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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));
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 */
272 HRESULT hr;
273 D3DRECT rect[2];
274 D3DRECT rect_negneg;
275 DWORD color;
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 */
281 rect[0].x1 = 0;
282 rect[0].y1 = 480;
283 rect[0].x2 = 320;
284 rect[0].y2 = 240;
286 /* Positive x, positive y */
287 rect[1].x1 = 0;
288 rect[1].y1 = 0;
289 rect[1].x2 = 320;
290 rect[1].y2 = 240;
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;
301 rect_negneg.y2 = 0;
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);
317 typedef struct {
318 float in[4];
319 DWORD out;
320 } test_data_t;
323 * c7 rounded ARGB
324 * -2.4 -2 0x00ffff00
325 * -1.6 -2 0x00ffff00
326 * -0.4 0 0x0000ffff
327 * 0.4 0 0x0000ffff
328 * 1.6 2 0x00ff00ff
329 * 2.4 2 0x00ff00ff
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 */
346 0x0000ffff /* END */
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},
360 {-1.0f, 1.0f, 0.0f},
361 { 1.0f, -1.0f, 0.0f},
362 { 1.0f, 1.0f, 0.0f},
365 static const D3DVERTEXELEMENT9 decl_elements[] = {
366 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
367 D3DDECL_END()
370 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
371 IDirect3DVertexShader9 *mova_shader = NULL;
372 HRESULT hr;
373 int i;
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)
387 DWORD color;
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);
418 struct sVertex {
419 float x, y, z;
420 DWORD diffuse;
421 DWORD specular;
424 struct sVertexT {
425 float x, y, z, rhw;
426 DWORD diffuse;
427 DWORD specular;
430 static void fog_test(IDirect3DDevice9 *device)
432 HRESULT hr;
433 DWORD color;
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
523 * equation
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));
532 else
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},
569 D3DDECL_END()
572 static const struct {
573 D3DTEXTUREADDRESS mode;
574 const char *name;
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;
587 HRESULT hr;
588 INT x, y, face;
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)
607 *ptr++ = 0xffff0000;
609 for (x = 64; x < 128; ++x)
611 *ptr++ = 0xff0000ff;
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)
651 DWORD color;
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)
701 HRESULT hr;
702 DWORD color;
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};
705 unsigned int i, j;
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 */
714 0x0000ffff
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 */
726 0x0000ffff
728 /* basic pixel shader */
729 static const DWORD pixel_shader_code[] = {
730 0xffff0101, /* ps_1_1 */
731 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
732 0x0000ffff
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},
745 D3DDECL_END()
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 {
754 int vshader;
755 int pshader;
756 D3DFOGMODE vfog;
757 D3DFOGMODE tfog;
758 unsigned int color[11];
759 } test_data[] = {
760 /* only pixel shader: */
761 {0, 1, 0, 3,
762 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
763 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
764 {0, 1, 1, 3,
765 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
766 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
767 {0, 1, 2, 3,
768 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
769 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
770 {0, 1, 3, 0,
771 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
772 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
773 {0, 1, 3, 3,
774 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
775 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
777 /* vertex shader */
778 {1, 0, 0, 0,
779 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
780 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
781 {1, 0, 0, 3,
782 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
783 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
784 {1, 0, 1, 3,
785 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
786 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
787 {1, 0, 2, 3,
788 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
789 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
790 {1, 0, 3, 3,
791 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
792 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
794 /* vertex shader and pixel shader */
795 {1, 1, 0, 3,
796 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
797 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
798 {1, 1, 1, 3,
799 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
800 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
801 {1, 1, 2, 3,
802 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
803 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
804 {1, 1, 3, 3,
805 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
806 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
808 /* foggy vertex shader */
809 {2, 0, 0, 0,
810 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
811 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
812 {2, 0, 1, 0,
813 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
814 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
815 {2, 0, 2, 0,
816 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
817 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
818 {2, 0, 3, 0,
819 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
820 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
822 /* foggy vertex shader and pixel shader */
823 {2, 1, 0, 0,
824 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
825 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
826 {2, 1, 1, 0,
827 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
828 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
829 {2, 1, 2, 0,
830 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
831 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
832 {2, 1, 3, 0,
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]);
910 /* reset states */
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)
931 HRESULT hr;
932 DWORD color;
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*/
940 0x0000ffff
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},
960 D3DDECL_END()
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},
965 D3DDECL_END()
966 } };
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 */
977 for(i=0; i<2; i++)
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)
987 if(i)
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)
993 *ptr++ = 0xffffffff;
994 else
995 *ptr++ = 0xff000000;
998 else
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))
1007 if(x < 64)
1008 *ptr++ = 0xc000;
1009 else
1010 *ptr++ = 0x4000;
1012 else
1014 if(y < 64)
1015 *ptr++ = 0x0040;
1016 else
1017 *ptr++ = 0x00c0;
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);
1052 for(i=0; i<2; i++)
1054 if(i)
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);
1073 if(!i)
1074 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1075 else
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);
1103 /* clean up */
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);
1110 for(i=0; i<2; i++)
1112 hr = IDirect3DDevice9_SetTexture(device, i, NULL);
1113 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1114 IDirect3DCubeTexture9_Release(texture[i]);
1118 START_TEST(visual)
1120 IDirect3DDevice9 *device_ptr;
1121 D3DCAPS9 caps;
1122 HRESULT hr;
1123 DWORD color;
1125 d3d9_handle = LoadLibraryA("d3d9.dll");
1126 if (!d3d9_handle)
1128 skip("Could not load d3d9.dll\n");
1129 return;
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);
1139 if(FAILED(hr))
1141 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1142 goto cleanup;
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);
1150 goto cleanup;
1153 hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1154 if(FAILED(hr))
1156 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1157 goto cleanup;
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);
1165 goto cleanup;
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");
1192 cleanup:
1193 if(device_ptr) IDirect3DDevice9_Release(device_ptr);