push 4764fdcba48f6a6df3263056e605233f2bb574ff
[wine/hacks.git] / dlls / d3d8 / tests / visual.c
blobd2c832719e6c51357bb6cacc64226ea1559e499a
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;
119 present_parameters.EnableAutoDepthStencil = TRUE;
120 present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
122 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
123 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString8(hr));
125 return device_ptr;
128 struct vertex
130 float x, y, z;
131 DWORD diffuse;
134 struct nvertex
136 float x, y, z;
137 float nx, ny, nz;
138 DWORD diffuse;
141 static void lighting_test(IDirect3DDevice8 *device)
143 HRESULT hr;
144 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
145 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
146 DWORD color;
148 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
149 0.0f, 1.0f, 0.0f, 0.0f,
150 0.0f, 0.0f, 1.0f, 0.0f,
151 0.0f, 0.0f, 0.0f, 1.0f };
153 struct vertex unlitquad[] =
155 {-1.0f, -1.0f, 0.1f, 0xffff0000},
156 {-1.0f, 0.0f, 0.1f, 0xffff0000},
157 { 0.0f, 0.0f, 0.1f, 0xffff0000},
158 { 0.0f, -1.0f, 0.1f, 0xffff0000},
160 struct vertex litquad[] =
162 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
163 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
164 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
165 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
167 struct nvertex unlitnquad[] =
169 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
170 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
171 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
172 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
174 struct nvertex litnquad[] =
176 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
177 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
178 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
179 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
181 WORD Indices[] = {0, 1, 2, 2, 3, 0};
183 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
184 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
186 /* Setup some states that may cause issues */
187 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
188 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
189 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
190 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
191 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
192 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %s\n", DXGetErrorString8(hr));
193 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
194 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
195 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
196 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
197 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
198 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
199 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
200 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
201 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
202 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
203 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
204 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
205 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
206 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
207 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
208 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %s\n", DXGetErrorString8(hr));
210 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
211 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
213 hr = IDirect3DDevice8_BeginScene(device);
214 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
215 if(hr == D3D_OK)
217 /* No lights are defined... That means, lit vertices should be entirely black */
218 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
219 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
220 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
221 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
222 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
224 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
225 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
226 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
227 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
228 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
230 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
231 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %s\n", DXGetErrorString8(hr));
233 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
234 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
235 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
236 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
237 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
239 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
240 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
241 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
242 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
243 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
245 IDirect3DDevice8_EndScene(device);
246 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
249 IDirect3DDevice8_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 = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
261 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
264 static void clear_test(IDirect3DDevice8 *device)
266 /* Tests the correctness of clearing parameters */
267 HRESULT hr;
268 D3DRECT rect[2];
269 D3DRECT rect_negneg;
270 DWORD color;
272 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
273 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
275 /* Positive x, negative y */
276 rect[0].x1 = 0;
277 rect[0].y1 = 480;
278 rect[0].x2 = 320;
279 rect[0].y2 = 240;
281 /* Positive x, positive y */
282 rect[1].x1 = 0;
283 rect[1].y1 = 0;
284 rect[1].x2 = 320;
285 rect[1].y2 = 240;
286 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
287 * is ignored, the positive is still cleared afterwards
289 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
290 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
292 /* negative x, negative y */
293 rect_negneg.x1 = 640;
294 rect_negneg.x1 = 240;
295 rect_negneg.x2 = 320;
296 rect_negneg.y2 = 0;
297 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
298 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %s\n", DXGetErrorString8(hr));
300 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
302 color = getPixelColor(device, 160, 360); /* lower left quad */
303 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
304 color = getPixelColor(device, 160, 120); /* upper left quad */
305 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
306 color = getPixelColor(device, 480, 360); /* lower right quad */
307 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
308 color = getPixelColor(device, 480, 120); /* upper right quad */
309 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
312 struct sVertex {
313 float x, y, z;
314 DWORD diffuse;
315 DWORD specular;
318 struct sVertexT {
319 float x, y, z, rhw;
320 DWORD diffuse;
321 DWORD specular;
324 static void fog_test(IDirect3DDevice8 *device)
326 HRESULT hr;
327 DWORD color;
328 float start = 0.0, end = 1.0;
330 /* Gets full z based fog with linear fog, no fog with specular color */
331 struct sVertex unstransformed_1[] = {
332 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
333 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
334 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
335 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
337 /* Ok, I am too lazy to deal with transform matrices */
338 struct sVertex unstransformed_2[] = {
339 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
340 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
341 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
342 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
344 /* Untransformed ones. Give them a different diffuse color to make the test look
345 * nicer. It also makes making sure that they are drawn correctly easier.
347 struct sVertexT transformed_1[] = {
348 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
349 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
350 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
351 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
353 struct sVertexT transformed_2[] = {
354 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
355 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
356 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
357 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
359 WORD Indices[] = {0, 1, 2, 2, 3, 0};
361 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
362 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr));
364 /* Setup initial states: No lighting, fog on, fog color */
365 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
366 ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString8(hr));
367 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
368 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr));
369 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
370 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString8(hr));
372 /* First test: Both table fog and vertex fog off */
373 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
374 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
375 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
376 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
378 /* Start = 0, end = 1. Should be default, but set them */
379 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
380 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr));
381 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
382 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString8(hr));
384 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
386 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
387 ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr));
388 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
389 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
390 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
391 sizeof(unstransformed_1[0]));
392 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
394 /* That makes it use the Z value */
395 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
396 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString8(hr));
397 /* Untransformed, vertex fog != none (or table fog != none):
398 * Use the Z value as input into the equation
400 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
401 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
402 sizeof(unstransformed_1[0]));
403 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
405 /* transformed verts */
406 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
407 ok( hr == D3D_OK, "SetVertexShader returned %s\n", DXGetErrorString8(hr));
408 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
409 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
410 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
411 sizeof(transformed_1[0]));
412 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString8(hr));
414 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
415 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString8(hr));
416 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
417 * equation
419 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
420 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
421 sizeof(transformed_2[0]));
423 hr = IDirect3DDevice8_EndScene(device);
424 ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString8(hr));
426 else
428 ok(FALSE, "BeginScene failed\n");
431 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
432 color = getPixelColor(device, 160, 360);
433 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
434 color = getPixelColor(device, 160, 120);
435 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
436 color = getPixelColor(device, 480, 120);
437 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
438 color = getPixelColor(device, 480, 360);
439 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
441 /* Turn off the fog master switch to avoid confusing other tests */
442 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
443 ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString8(hr));
446 static void present_test(IDirect3DDevice8 *device)
448 struct vertex quad[] =
450 {-1.0f, -1.0f, 0.9f, 0xffff0000},
451 {-1.0f, 1.0f, 0.9f, 0xffff0000},
452 { 1.0f, -1.0f, 0.1f, 0xffff0000},
453 { 1.0f, 1.0f, 0.1f, 0xffff0000},
455 HRESULT hr;
456 DWORD color;
458 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
459 * then call Present. Then clear the color buffer to make sure it has some defined content
460 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
461 * by the depth value.
463 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
464 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr));
465 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
466 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
468 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
469 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
470 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
471 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
472 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
473 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr));
475 hr = IDirect3DDevice8_BeginScene(device);
476 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
477 if(hr == D3D_OK)
479 /* No lights are defined... That means, lit vertices should be entirely black */
480 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
481 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
483 hr = IDirect3DDevice8_EndScene(device);
484 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
487 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
488 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
490 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
491 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
492 color = getPixelColor(device, 512, 240);
493 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
494 color = getPixelColor(device, 64, 240);
495 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
498 static void test_rcp_rsq(IDirect3DDevice8 *device)
500 HRESULT hr;
501 DWORD shader;
502 DWORD color;
503 unsigned char c1, c2, c3;
504 float constant[4] = {1.0, 1.0, 1.0, 2.0};
506 static const float quad[][3] = {
507 {-1.0f, -1.0f, 0.0f},
508 {-1.0f, 1.0f, 0.0f},
509 { 1.0f, -1.0f, 0.0f},
510 { 1.0f, 1.0f, 0.0f},
513 const DWORD rcp_test[] = {
514 0xfffe0101, /* vs.1.1 */
516 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
517 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
518 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
519 0x00303030, /* enough to make windows happy */
521 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
522 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
523 0x0000ffff /* END */
526 const DWORD rsq_test[] = {
527 0xfffe0101, /* vs.1.1 */
529 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
530 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
531 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
532 0x00303030, /* enough to make windows happy */
534 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
535 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
536 0x0000ffff /* END */
539 DWORD decl[] =
541 D3DVSD_STREAM(0),
542 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
543 D3DVSD_END()
546 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
547 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %08x\n", hr);
549 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
550 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %08x\n", hr);
552 IDirect3DDevice8_SetVertexShader(device, shader);
553 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %08x\n", hr);
554 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
556 hr = IDirect3DDevice8_BeginScene(device);
557 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr);
558 if(SUCCEEDED(hr))
560 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
561 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
562 hr = IDirect3DDevice8_EndScene(device);
563 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
566 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
567 ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
568 color = getPixelColor(device, 320, 240);
569 c1 = (color & 0x00ff0000 )>> 16;
570 c2 = (color & 0x0000ff00 )>> 8;
571 c3 = (color & 0x000000ff )>> 0;
572 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
573 c1, c2, c3);
574 ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1);
576 IDirect3DDevice8_SetVertexShader(device, 0);
577 IDirect3DDevice8_DeleteVertexShader(device, shader);
579 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
580 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %08x\n", hr);
582 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
583 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %08x\n", hr);
585 IDirect3DDevice8_SetVertexShader(device, shader);
586 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %08x\n", hr);
587 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
589 hr = IDirect3DDevice8_BeginScene(device);
590 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr);
591 if(SUCCEEDED(hr))
593 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
594 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
595 hr = IDirect3DDevice8_EndScene(device);
596 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
599 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
600 ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
601 color = getPixelColor(device, 320, 240);
602 c1 = (color & 0x00ff0000 )>> 16;
603 c2 = (color & 0x0000ff00 )>> 8;
604 c3 = (color & 0x000000ff )>> 0;
605 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
606 c1, c2, c3);
607 ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1);
609 IDirect3DDevice8_SetVertexShader(device, 0);
610 IDirect3DDevice8_DeleteVertexShader(device, shader);
613 START_TEST(visual)
615 IDirect3DDevice8 *device_ptr;
616 HRESULT hr;
617 DWORD color;
618 D3DCAPS8 caps;
620 d3d8_handle = LoadLibraryA("d3d8.dll");
621 if (!d3d8_handle)
623 skip("Could not load d3d8.dll\n");
624 return;
627 device_ptr = init_d3d8();
628 if (!device_ptr)
630 skip("Could not initialize direct3d\n");
631 return;
634 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
636 /* Check for the reliability of the returned data */
637 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
638 if(FAILED(hr))
640 trace("Clear failed, can't assure correctness of the test results, skipping\n");
641 goto cleanup;
643 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
645 color = getPixelColor(device_ptr, 1, 1);
646 if(color !=0x00ff0000)
648 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
649 goto cleanup;
652 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
653 if(FAILED(hr))
655 trace("Clear failed, can't assure correctness of the test results, skipping\n");
656 goto cleanup;
658 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
660 color = getPixelColor(device_ptr, 639, 479);
661 if(color != 0x0000ddee)
663 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
664 goto cleanup;
667 /* Now run the real test */
668 lighting_test(device_ptr);
669 clear_test(device_ptr);
670 fog_test(device_ptr);
671 present_test(device_ptr);
673 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
675 test_rcp_rsq(device_ptr);
677 else
679 skip("No vs.1.1 support\n");
682 cleanup:
683 if(device_ptr) IDirect3DDevice8_Release(device_ptr);