push 372bd5ac1f0687be3799022a01e6565204ccd49c
[wine/hacks.git] / dlls / d3d8 / tests / visual.c
blob13df5218d400b642b0260bb6a6b47791905ed51b
1 /*
2 * Copyright (C) 2005 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 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
22 #define COBJMACROS
23 #include <d3d8.h>
24 #include <dxerr8.h>
25 #include "wine/test.h"
27 static HMODULE d3d8_handle = 0;
29 static HWND create_window(void)
31 WNDCLASS wc = {0};
32 HWND ret;
33 wc.lpfnWndProc = &DefWindowProc;
34 wc.lpszClassName = "d3d8_test_wc";
35 RegisterClass(&wc);
37 ret = CreateWindow("d3d8_test_wc", "d3d8_test",
38 WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
39 return ret;
42 static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
44 DWORD ret;
45 IDirect3DSurface8 *surf;
46 IDirect3DTexture8 *tex;
47 HRESULT hr;
48 D3DLOCKED_RECT lockedRect;
49 RECT rectToLock = {x, y, x+1, y+1};
51 hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
52 if(FAILED(hr) || !tex ) /* This is not a test */
54 trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString8(hr));
55 return 0xdeadbeef;
57 hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
58 if(FAILED(hr) || !tex ) /* This is not a test */
60 trace("Can't get surface from texture, hr=%s\n", DXGetErrorString8(hr));
61 ret = 0xdeadbeee;
62 goto out;
65 hr = IDirect3DDevice8_GetFrontBuffer(device, surf);
66 if(FAILED(hr))
68 trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString8(hr));
69 ret = 0xdeadbeed;
70 goto out;
73 hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
74 if(FAILED(hr))
76 trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString8(hr));
77 ret = 0xdeadbeec;
78 goto out;
80 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
81 * really important for these tests
83 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
84 hr = IDirect3DSurface8_UnlockRect(surf);
85 if(FAILED(hr))
87 trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString8(hr));
90 out:
91 if(surf) IDirect3DSurface8_Release(surf);
92 if(tex) IDirect3DTexture8_Release(tex);
93 return ret;
96 static IDirect3DDevice8 *init_d3d8(void)
98 IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
99 IDirect3D8 *d3d8_ptr = 0;
100 IDirect3DDevice8 *device_ptr = 0;
101 D3DPRESENT_PARAMETERS present_parameters;
102 HRESULT hr;
104 d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
105 ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
106 if (!d3d8_create) return NULL;
108 d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
109 ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n");
110 if (!d3d8_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 = IDirect3D8_CreateDevice(d3d8_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", DXGetErrorString8(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(IDirect3DDevice8 *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 = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
182 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
184 /* Setup some states that may cause issues */
185 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
186 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
187 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
188 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
189 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
190 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
191 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
192 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
193 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
194 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
195 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
196 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
197 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
198 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
199 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
200 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
201 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
202 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
203 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
204 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
205 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
206 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
208 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
209 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
211 hr = IDirect3DDevice8_BeginScene(device);
212 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
213 if(hr == D3D_OK)
215 /* No lights are defined... That means, lit vertices should be entirely black */
216 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
217 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
218 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
219 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
220 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
222 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
223 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
224 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
225 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
226 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
228 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
229 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr));
231 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
232 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
233 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
234 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
235 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
237 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
238 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
239 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
240 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
241 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
243 IDirect3DDevice8_EndScene(device);
244 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
247 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
249 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
250 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
251 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
252 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
253 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
254 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
255 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
256 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
258 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
259 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
262 static void clear_test(IDirect3DDevice8 *device)
264 /* Tests the correctness of clearing parameters */
265 HRESULT hr;
266 D3DRECT rect[2];
267 D3DRECT rect_negneg;
268 DWORD color;
270 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
271 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
273 /* Positive x, negative y */
274 rect[0].x1 = 0;
275 rect[0].y1 = 480;
276 rect[0].x2 = 320;
277 rect[0].y2 = 240;
279 /* Positive x, positive y */
280 rect[1].x1 = 0;
281 rect[1].y1 = 0;
282 rect[1].x2 = 320;
283 rect[1].y2 = 240;
284 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
285 * is ignored, the positive is still cleared afterwards
287 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
288 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
290 /* negative x, negative y */
291 rect_negneg.x1 = 640;
292 rect_negneg.x1 = 240;
293 rect_negneg.x2 = 320;
294 rect_negneg.y2 = 0;
295 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
296 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
298 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
300 color = getPixelColor(device, 160, 360); /* lower left quad */
301 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
302 color = getPixelColor(device, 160, 120); /* upper left quad */
303 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
304 color = getPixelColor(device, 480, 360); /* lower right quad */
305 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
306 color = getPixelColor(device, 480, 120); /* upper right quad */
307 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
310 struct sVertex {
311 float x, y, z;
312 DWORD diffuse;
313 DWORD specular;
316 struct sVertexT {
317 float x, y, z, rhw;
318 DWORD diffuse;
319 DWORD specular;
322 static void fog_test(IDirect3DDevice8 *device)
324 HRESULT hr;
325 DWORD color;
326 float start = 0.0, end = 1.0;
328 /* Gets full z based fog with linear fog, no fog with specular color */
329 struct sVertex unstransformed_1[] = {
330 {-1, -1, 0.1, 0xFFFF0000, 0xFF000000 },
331 {-1, 0, 0.1, 0xFFFF0000, 0xFF000000 },
332 { 0, 0, 0.1, 0xFFFF0000, 0xFF000000 },
333 { 0, -1, 0.1, 0xFFFF0000, 0xFF000000 },
335 /* Ok, I am too lazy to deal with transform matrices */
336 struct sVertex unstransformed_2[] = {
337 {-1, 0, 1.0, 0xFFFF0000, 0xFF000000 },
338 {-1, 1, 1.0, 0xFFFF0000, 0xFF000000 },
339 { 0, 1, 1.0, 0xFFFF0000, 0xFF000000 },
340 { 0, 0, 1.0, 0xFFFF0000, 0xFF000000 },
342 /* Untransformed ones. Give them a different diffuse color to make the test look
343 * nicer. It also makes making sure that they are drawn correctly easier.
345 struct sVertexT transformed_1[] = {
346 {320, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
347 {640, 0, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
348 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
349 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
351 struct sVertexT transformed_2[] = {
352 {320, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
353 {640, 240, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
354 {640, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
355 {320, 480, 1.0, 1.0, 0xFFFFFF00, 0xFF000000 },
357 WORD Indices[] = {0, 1, 2, 2, 3, 0};
359 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
360 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr));
362 /* Setup initial states: No lighting, fog on, fog color */
363 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
364 ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString8(hr));
365 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
366 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr));
367 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
368 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr));
370 /* First test: Both table fog and vertex fog off */
371 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
372 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
373 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
374 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
376 /* Start = 0, end = 1. Should be default, but set them */
377 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
378 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr));
379 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
380 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr));
382 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
384 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
385 ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr));
386 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
387 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
388 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
389 sizeof(unstransformed_1[0]));
390 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
392 /* That makes it use the Z value */
393 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
394 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
395 /* Untransformed, vertex fog != none (or table fog != none):
396 * Use the Z value as input into the equation
398 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
399 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
400 sizeof(unstransformed_1[0]));
401 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
403 /* transformed verts */
404 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
405 ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr));
406 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
407 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
408 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
409 sizeof(transformed_1[0]));
410 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
412 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
413 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString8(hr));
414 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
415 * equation
417 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
418 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
419 sizeof(transformed_2[0]));
421 hr = IDirect3DDevice8_EndScene(device);
422 ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString8(hr));
424 else
426 ok(FALSE, "BeginScene failed\n");
429 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
430 color = getPixelColor(device, 160, 360);
431 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
432 color = getPixelColor(device, 160, 120);
433 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
434 color = getPixelColor(device, 480, 120);
435 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
436 color = getPixelColor(device, 480, 360);
437 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
439 /* Turn off the fog master switch to avoid confusing other tests */
440 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
441 ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString8(hr));
444 START_TEST(visual)
446 IDirect3DDevice8 *device_ptr;
447 HRESULT hr;
448 DWORD color;
450 d3d8_handle = LoadLibraryA("d3d8.dll");
451 if (!d3d8_handle)
453 skip("Could not load d3d8.dll\n");
454 return;
457 device_ptr = init_d3d8();
458 if (!device_ptr) return;
460 /* Check for the reliability of the returned data */
461 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
462 if(FAILED(hr))
464 trace("Clear failed, can't assure correctness of the test results, skipping\n");
465 goto cleanup;
467 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
469 color = getPixelColor(device_ptr, 1, 1);
470 if(color !=0x00ff0000)
472 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
473 goto cleanup;
476 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
477 if(FAILED(hr))
479 trace("Clear failed, can't assure correctness of the test results, skipping\n");
480 goto cleanup;
482 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
484 color = getPixelColor(device_ptr, 639, 479);
485 if(color != 0x0000ddee)
487 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
488 goto cleanup;
491 /* Now run the real test */
492 lighting_test(device_ptr);
493 clear_test(device_ptr);
494 fog_test(device_ptr);
496 cleanup:
497 if(device_ptr) IDirect3DDevice8_Release(device_ptr);