d3d8: Test our texop implementation.
[wine/multimedia.git] / dlls / d3d8 / tests / visual.c
blobc0e00cf8216256104327604745fd49131e496db4
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 BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
44 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
45 c1 >>= 8; c2 >>= 8;
46 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
47 c1 >>= 8; c2 >>= 8;
48 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
49 c1 >>= 8; c2 >>= 8;
50 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
51 return TRUE;
54 static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
56 DWORD ret;
57 IDirect3DSurface8 *surf;
58 IDirect3DTexture8 *tex;
59 HRESULT hr;
60 D3DLOCKED_RECT lockedRect;
61 RECT rectToLock = {x, y, x+1, y+1};
63 hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
64 if(FAILED(hr) || !tex ) /* This is not a test */
66 trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr);
67 return 0xdeadbeef;
69 hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
70 if(FAILED(hr) || !tex ) /* This is not a test */
72 trace("Can't get surface from texture, hr=%#08x\n", hr);
73 ret = 0xdeadbeee;
74 goto out;
77 hr = IDirect3DDevice8_GetFrontBuffer(device, surf);
78 if(FAILED(hr))
80 trace("Can't read the front buffer data, hr=%#08x\n", hr);
81 ret = 0xdeadbeed;
82 goto out;
85 hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
86 if(FAILED(hr))
88 trace("Can't lock the offscreen surface, hr=%#08x\n", hr);
89 ret = 0xdeadbeec;
90 goto out;
92 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
93 * really important for these tests
95 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
96 hr = IDirect3DSurface8_UnlockRect(surf);
97 if(FAILED(hr))
99 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr);
102 out:
103 if(surf) IDirect3DSurface8_Release(surf);
104 if(tex) IDirect3DTexture8_Release(tex);
105 return ret;
108 static IDirect3DDevice8 *init_d3d8(void)
110 IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
111 IDirect3D8 *d3d8_ptr = 0;
112 IDirect3DDevice8 *device_ptr = 0;
113 D3DPRESENT_PARAMETERS present_parameters;
114 HRESULT hr;
116 d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
117 ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
118 if (!d3d8_create) return NULL;
120 d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
121 ok(d3d8_ptr != NULL, "Failed to create IDirect3D8 object\n");
122 if (!d3d8_ptr) return NULL;
124 ZeroMemory(&present_parameters, sizeof(present_parameters));
125 present_parameters.Windowed = FALSE;
126 present_parameters.hDeviceWindow = create_window();
127 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
128 present_parameters.BackBufferWidth = 640;
129 present_parameters.BackBufferHeight = 480;
130 present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
131 present_parameters.EnableAutoDepthStencil = TRUE;
132 present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
134 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
135 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D_CreateDevice returned: %#08x\n", hr);
137 return device_ptr;
140 struct vertex
142 float x, y, z;
143 DWORD diffuse;
146 struct nvertex
148 float x, y, z;
149 float nx, ny, nz;
150 DWORD diffuse;
153 static void lighting_test(IDirect3DDevice8 *device)
155 HRESULT hr;
156 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
157 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
158 DWORD color;
160 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
161 0.0f, 1.0f, 0.0f, 0.0f,
162 0.0f, 0.0f, 1.0f, 0.0f,
163 0.0f, 0.0f, 0.0f, 1.0f };
165 struct vertex unlitquad[] =
167 {-1.0f, -1.0f, 0.1f, 0xffff0000},
168 {-1.0f, 0.0f, 0.1f, 0xffff0000},
169 { 0.0f, 0.0f, 0.1f, 0xffff0000},
170 { 0.0f, -1.0f, 0.1f, 0xffff0000},
172 struct vertex litquad[] =
174 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
175 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
176 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
177 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
179 struct nvertex unlitnquad[] =
181 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
182 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
183 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
184 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
186 struct nvertex litnquad[] =
188 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
189 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
190 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
191 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
193 WORD Indices[] = {0, 1, 2, 2, 3, 0};
195 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
196 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
198 /* Setup some states that may cause issues */
199 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
200 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
201 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
202 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
203 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
204 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
205 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
206 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
207 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
208 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
209 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
210 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
211 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
212 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
213 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
214 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
215 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
216 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
217 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
218 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
219 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
220 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
222 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
223 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
225 hr = IDirect3DDevice8_BeginScene(device);
226 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
227 if(hr == D3D_OK)
229 /* No lights are defined... That means, lit vertices should be entirely black */
230 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
231 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
232 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
233 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
234 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
236 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
237 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
238 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
239 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
240 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
242 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
243 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
245 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
246 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
247 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
248 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
249 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
251 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
252 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
253 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
254 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
255 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
257 IDirect3DDevice8_EndScene(device);
258 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
261 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
263 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
264 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
265 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
266 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
267 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
268 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
269 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
270 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
272 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
273 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
276 static void clear_test(IDirect3DDevice8 *device)
278 /* Tests the correctness of clearing parameters */
279 HRESULT hr;
280 D3DRECT rect[2];
281 D3DRECT rect_negneg;
282 DWORD color;
284 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
285 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
287 /* Positive x, negative y */
288 rect[0].x1 = 0;
289 rect[0].y1 = 480;
290 rect[0].x2 = 320;
291 rect[0].y2 = 240;
293 /* Positive x, positive y */
294 rect[1].x1 = 0;
295 rect[1].y1 = 0;
296 rect[1].x2 = 320;
297 rect[1].y2 = 240;
298 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
299 * is ignored, the positive is still cleared afterwards
301 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
302 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
304 /* negative x, negative y */
305 rect_negneg.x1 = 640;
306 rect_negneg.x1 = 240;
307 rect_negneg.x2 = 320;
308 rect_negneg.y2 = 0;
309 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
310 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
312 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
314 color = getPixelColor(device, 160, 360); /* lower left quad */
315 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
316 color = getPixelColor(device, 160, 120); /* upper left quad */
317 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
318 color = getPixelColor(device, 480, 360); /* lower right quad */
319 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
320 color = getPixelColor(device, 480, 120); /* upper right quad */
321 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
324 struct sVertex {
325 float x, y, z;
326 DWORD diffuse;
327 DWORD specular;
330 struct sVertexT {
331 float x, y, z, rhw;
332 DWORD diffuse;
333 DWORD specular;
336 static void fog_test(IDirect3DDevice8 *device)
338 HRESULT hr;
339 DWORD color;
340 float start = 0.0, end = 1.0;
342 /* Gets full z based fog with linear fog, no fog with specular color */
343 struct sVertex unstransformed_1[] = {
344 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
345 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
346 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
347 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
349 /* Ok, I am too lazy to deal with transform matrices */
350 struct sVertex unstransformed_2[] = {
351 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
352 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
353 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
354 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
356 /* Untransformed ones. Give them a different diffuse color to make the test look
357 * nicer. It also makes making sure that they are drawn correctly easier.
359 struct sVertexT transformed_1[] = {
360 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
361 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
362 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
363 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
365 struct sVertexT transformed_2[] = {
366 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
367 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
368 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
369 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
371 WORD Indices[] = {0, 1, 2, 2, 3, 0};
373 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
374 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
376 /* Setup initial states: No lighting, fog on, fog color */
377 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
378 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
379 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
380 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
381 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
382 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
384 /* First test: Both table fog and vertex fog off */
385 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
386 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
387 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
388 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
390 /* Start = 0, end = 1. Should be default, but set them */
391 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
392 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
393 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
394 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
396 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
398 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
399 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
400 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
401 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
402 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
403 sizeof(unstransformed_1[0]));
404 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
406 /* That makes it use the Z value */
407 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
408 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
409 /* Untransformed, vertex fog != none (or table fog != none):
410 * Use the Z value as input into the equation
412 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
413 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
414 sizeof(unstransformed_1[0]));
415 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
417 /* transformed verts */
418 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
419 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
420 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
421 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
422 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
423 sizeof(transformed_1[0]));
424 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
426 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
427 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
428 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
429 * equation
431 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
432 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
433 sizeof(transformed_2[0]));
435 hr = IDirect3DDevice8_EndScene(device);
436 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
438 else
440 ok(FALSE, "BeginScene failed\n");
443 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
444 color = getPixelColor(device, 160, 360);
445 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
446 color = getPixelColor(device, 160, 120);
447 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
448 color = getPixelColor(device, 480, 120);
449 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
450 color = getPixelColor(device, 480, 360);
451 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
453 /* Turn off the fog master switch to avoid confusing other tests */
454 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
455 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
458 static void present_test(IDirect3DDevice8 *device)
460 struct vertex quad[] =
462 {-1.0f, -1.0f, 0.9f, 0xffff0000},
463 {-1.0f, 1.0f, 0.9f, 0xffff0000},
464 { 1.0f, -1.0f, 0.1f, 0xffff0000},
465 { 1.0f, 1.0f, 0.1f, 0xffff0000},
467 HRESULT hr;
468 DWORD color;
470 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
471 * then call Present. Then clear the color buffer to make sure it has some defined content
472 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
473 * by the depth value.
475 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
476 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %s\n", DXGetErrorString8(hr));
477 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
478 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
480 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
481 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
482 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
483 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
484 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
485 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %s\n", DXGetErrorString8(hr));
487 hr = IDirect3DDevice8_BeginScene(device);
488 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %s\n", DXGetErrorString8(hr));
489 if(hr == D3D_OK)
491 /* No lights are defined... That means, lit vertices should be entirely black */
492 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
493 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString8(hr));
495 hr = IDirect3DDevice8_EndScene(device);
496 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %s\n", DXGetErrorString8(hr));
499 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
500 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
502 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
503 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
504 color = getPixelColor(device, 512, 240);
505 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
506 color = getPixelColor(device, 64, 240);
507 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
510 static void test_rcp_rsq(IDirect3DDevice8 *device)
512 HRESULT hr;
513 DWORD shader;
514 DWORD color;
515 unsigned char c1, c2, c3;
516 float constant[4] = {1.0, 1.0, 1.0, 2.0};
518 static const float quad[][3] = {
519 {-1.0f, -1.0f, 0.0f},
520 {-1.0f, 1.0f, 0.0f},
521 { 1.0f, -1.0f, 0.0f},
522 { 1.0f, 1.0f, 0.0f},
525 const DWORD rcp_test[] = {
526 0xfffe0101, /* vs.1.1 */
528 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
529 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
530 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
531 0x00303030, /* enough to make windows happy */
533 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
534 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
535 0x0000ffff /* END */
538 const DWORD rsq_test[] = {
539 0xfffe0101, /* vs.1.1 */
541 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
542 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
543 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
544 0x00303030, /* enough to make windows happy */
546 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
547 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
548 0x0000ffff /* END */
551 DWORD decl[] =
553 D3DVSD_STREAM(0),
554 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
555 D3DVSD_END()
558 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
559 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
561 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
562 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
564 IDirect3DDevice8_SetVertexShader(device, shader);
565 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
566 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
568 hr = IDirect3DDevice8_BeginScene(device);
569 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
570 if(SUCCEEDED(hr))
572 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
573 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
574 hr = IDirect3DDevice8_EndScene(device);
575 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
578 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
579 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
580 color = getPixelColor(device, 320, 240);
581 c1 = (color & 0x00ff0000 )>> 16;
582 c2 = (color & 0x0000ff00 )>> 8;
583 c3 = (color & 0x000000ff )>> 0;
584 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
585 c1, c2, c3);
586 ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1);
588 IDirect3DDevice8_SetVertexShader(device, 0);
589 IDirect3DDevice8_DeleteVertexShader(device, shader);
591 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
592 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
594 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
595 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
597 IDirect3DDevice8_SetVertexShader(device, shader);
598 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
599 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
601 hr = IDirect3DDevice8_BeginScene(device);
602 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
603 if(SUCCEEDED(hr))
605 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
606 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
607 hr = IDirect3DDevice8_EndScene(device);
608 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
611 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
612 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
613 color = getPixelColor(device, 320, 240);
614 c1 = (color & 0x00ff0000 )>> 16;
615 c2 = (color & 0x0000ff00 )>> 8;
616 c3 = (color & 0x000000ff )>> 0;
617 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
618 c1, c2, c3);
619 ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1);
621 IDirect3DDevice8_SetVertexShader(device, 0);
622 IDirect3DDevice8_DeleteVertexShader(device, shader);
625 static void offscreen_test(IDirect3DDevice8 *device)
627 HRESULT hr;
628 IDirect3DTexture8 *offscreenTexture = NULL;
629 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
630 DWORD color;
632 static const float quad[][5] = {
633 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
634 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
635 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
636 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
639 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
640 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
642 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
643 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
645 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
646 ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
647 if(!offscreenTexture) {
648 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
649 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
650 ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
651 if(!offscreenTexture) {
652 skip("Cannot create an offscreen render target\n");
653 goto out;
657 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
658 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
659 if(!backbuffer) {
660 goto out;
663 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
664 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
665 if(!offscreen) {
666 goto out;
669 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
670 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
672 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
673 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
674 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
675 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
676 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
677 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
678 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
679 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
680 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
681 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
683 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
684 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
685 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
686 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
687 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
689 /* Draw without textures - Should result in a white quad */
690 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
691 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
693 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
694 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
695 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
696 ok(hr == D3D_OK, "SetTexture failed, %s\n", DXGetErrorString8(hr));
698 /* This time with the texture */
699 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
700 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
702 IDirect3DDevice8_EndScene(device);
705 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
707 /* Center quad - should be white */
708 color = getPixelColor(device, 320, 240);
709 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
710 /* Some quad in the cleared part of the texture */
711 color = getPixelColor(device, 170, 240);
712 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
713 /* Part of the originally cleared back buffer */
714 color = getPixelColor(device, 10, 10);
715 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
716 if(0) {
717 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
718 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
719 * the offscreen rendering mode this test would succeed or fail
721 color = getPixelColor(device, 10, 470);
722 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
725 out:
726 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
728 /* restore things */
729 if(backbuffer) {
730 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
731 IDirect3DSurface8_Release(backbuffer);
733 if(offscreenTexture) {
734 IDirect3DTexture8_Release(offscreenTexture);
736 if(offscreen) {
737 IDirect3DSurface8_Release(offscreen);
739 if(depthstencil) {
740 IDirect3DSurface8_Release(depthstencil);
744 static void alpha_test(IDirect3DDevice8 *device)
746 HRESULT hr;
747 IDirect3DTexture8 *offscreenTexture;
748 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
749 DWORD color, red, green, blue;
751 struct vertex quad1[] =
753 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
754 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
755 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
756 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
758 struct vertex quad2[] =
760 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
761 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
762 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
763 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
765 static const float composite_quad[][5] = {
766 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
767 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
768 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
769 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
772 /* Clear the render target with alpha = 0.5 */
773 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
774 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
776 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
777 ok(hr == D3D_OK || D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
779 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
780 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
782 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
783 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
784 if(!backbuffer) {
785 goto out;
787 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
788 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
789 if(!offscreen) {
790 goto out;
793 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
794 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
796 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
797 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
798 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
799 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
800 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
801 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
802 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
803 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
804 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
805 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %s\n", DXGetErrorString8(hr));
807 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
808 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
809 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
811 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
812 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
813 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
814 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
815 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
816 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
817 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
819 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
820 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
821 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
822 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
823 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
824 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
826 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
827 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
828 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
829 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
830 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
831 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
832 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
834 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
835 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
836 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
837 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
838 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
839 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
841 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
842 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
843 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
844 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
845 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
846 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
848 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
849 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
851 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
852 * Disable alpha blending for the final composition
854 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
855 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
856 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
857 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
859 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
860 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
861 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
862 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
863 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
864 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
866 hr = IDirect3DDevice8_EndScene(device);
867 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
870 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
872 color = getPixelColor(device, 160, 360);
873 red = (color & 0x00ff0000) >> 16;
874 green = (color & 0x0000ff00) >> 8;
875 blue = (color & 0x000000ff);
876 ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
877 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
879 color = getPixelColor(device, 160, 120);
880 red = (color & 0x00ff0000) >> 16;
881 green = (color & 0x0000ff00) >> 8;
882 blue = (color & 0x000000ff);
883 ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
884 "DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color);
886 color = getPixelColor(device, 480, 360);
887 red = (color & 0x00ff0000) >> 16;
888 green = (color & 0x0000ff00) >> 8;
889 blue = (color & 0x000000ff);
890 ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
891 "SRCALPHA on texture returned color %08x, expected bar\n", color);
893 color = getPixelColor(device, 480, 120);
894 red = (color & 0x00ff0000) >> 16;
895 green = (color & 0x0000ff00) >> 8;
896 blue = (color & 0x000000ff);
897 ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
898 "DSTALPHA on texture returned color %08x, expected foo\n", color);
900 out:
901 /* restore things */
902 if(backbuffer) {
903 IDirect3DSurface8_Release(backbuffer);
905 if(offscreenTexture) {
906 IDirect3DTexture8_Release(offscreenTexture);
908 if(offscreen) {
909 IDirect3DSurface8_Release(offscreen);
911 if(depthstencil) {
912 IDirect3DSurface8_Release(depthstencil);
916 static void p8_texture_test(IDirect3DDevice8 *device)
918 IDirect3D8 *d3d = NULL;
919 HRESULT hr;
920 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
921 D3DLOCKED_RECT lr;
922 unsigned char *data;
923 DWORD color, red, green, blue;
924 PALETTEENTRY table[256];
925 D3DCAPS8 caps;
926 UINT i;
927 float quad[] = {
928 -1.0, 0, 0.1, 0.0, 0.0,
929 -1.0, 1.0, 0.1, 0.0, 1.0,
930 1.0, 0, 0.1, 1.0, 0.0,
931 1.0, 1.0, 0.1, 1.0, 1.0,
933 float quad2[] = {
934 -1.0, -1.0, 0.1, 0.0, 0.0,
935 -1.0, 0, 0.1, 0.0, 1.0,
936 1.0, -1.0, 0.1, 1.0, 0.0,
937 1.0, 0, 0.1, 1.0, 1.0,
940 IDirect3DDevice8_GetDirect3D(device, &d3d);
942 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
943 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
944 skip("D3DFMT_P8 textures not supported\n");
945 goto out;
948 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
949 D3DPOOL_MANAGED, &texture2);
950 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
951 if(!texture2) {
952 skip("Failed to create D3DFMT_P8 texture\n");
953 goto out;
956 memset(&lr, 0, sizeof(lr));
957 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
958 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
959 data = lr.pBits;
960 *data = 1;
962 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
963 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
965 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
966 D3DPOOL_MANAGED, &texture);
967 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
968 if(!texture) {
969 skip("Failed to create D3DFMT_P8 texture\n");
970 goto out;
973 memset(&lr, 0, sizeof(lr));
974 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
975 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
976 data = lr.pBits;
977 *data = 1;
979 hr = IDirect3DTexture8_UnlockRect(texture, 0);
980 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
982 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
983 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
985 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
986 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
988 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
989 alpha of every entry is set to 1.0, which MS says is required when there's no
990 D3DPTEXTURECAPS_ALPHAPALETTE capability */
991 for (i = 0; i < 256; i++) {
992 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
993 table[i].peFlags = 0xff;
995 table[1].peRed = 0xff;
996 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
997 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
999 table[1].peRed = 0;
1000 table[1].peBlue = 0xff;
1001 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1002 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1004 hr = IDirect3DDevice8_BeginScene(device);
1005 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1006 if(SUCCEEDED(hr)) {
1007 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1008 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1009 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1010 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1012 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1013 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1015 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1016 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1018 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1019 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1020 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1021 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1023 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1024 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1025 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1026 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1028 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1029 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1030 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1031 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1033 hr = IDirect3DDevice8_EndScene(device);
1034 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1037 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1038 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1040 color = getPixelColor(device, 32, 32);
1041 red = (color & 0x00ff0000) >> 16;
1042 green = (color & 0x0000ff00) >> 8;
1043 blue = (color & 0x000000ff) >> 0;
1044 ok(red == 0xff && blue == 0 && green == 0,
1045 "got color %08x, expected 0x00ff0000\n", color);
1047 color = getPixelColor(device, 32, 320);
1048 red = (color & 0x00ff0000) >> 16;
1049 green = (color & 0x0000ff00) >> 8;
1050 blue = (color & 0x000000ff) >> 0;
1051 ok(red == 0 && blue == 0xff && green == 0,
1052 "got color %08x, expected 0x000000ff\n", color);
1054 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1055 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1057 hr = IDirect3DDevice8_BeginScene(device);
1058 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1059 if(SUCCEEDED(hr)) {
1060 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1061 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1063 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1064 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1066 hr = IDirect3DDevice8_EndScene(device);
1067 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1070 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1071 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1073 color = getPixelColor(device, 32, 32);
1074 red = (color & 0x00ff0000) >> 16;
1075 green = (color & 0x0000ff00) >> 8;
1076 blue = (color & 0x000000ff) >> 0;
1077 ok(red == 0 && blue == 0xff && green == 0,
1078 "got color %08x, expected 0x000000ff\n", color);
1080 /* Test palettes with alpha */
1081 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1082 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1083 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1084 } else {
1085 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1086 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1088 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1089 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1091 for (i = 0; i < 256; i++) {
1092 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1093 table[i].peFlags = 0xff;
1095 table[1].peRed = 0xff;
1096 table[1].peFlags = 0x80;
1097 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1098 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1100 table[1].peRed = 0;
1101 table[1].peBlue = 0xff;
1102 table[1].peFlags = 0x80;
1103 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1104 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1106 hr = IDirect3DDevice8_BeginScene(device);
1107 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1108 if(SUCCEEDED(hr)) {
1109 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1110 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1111 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1112 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1114 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1115 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1117 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1118 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1120 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1121 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1123 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1124 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1126 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1127 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1129 hr = IDirect3DDevice8_EndScene(device);
1130 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1133 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1134 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1136 color = getPixelColor(device, 32, 32);
1137 red = (color & 0x00ff0000) >> 16;
1138 green = (color & 0x0000ff00) >> 8;
1139 blue = (color & 0x000000ff) >> 0;
1140 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1141 "got color %08x, expected 0x00800000 or near\n", color);
1143 color = getPixelColor(device, 32, 320);
1144 red = (color & 0x00ff0000) >> 16;
1145 green = (color & 0x0000ff00) >> 8;
1146 blue = (color & 0x000000ff) >> 0;
1147 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1148 "got color %08x, expected 0x00000080 or near\n", color);
1151 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1152 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1153 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1154 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1156 out:
1157 if(texture) IDirect3DTexture8_Release(texture);
1158 if(texture2) IDirect3DTexture8_Release(texture2);
1159 IDirect3D8_Release(d3d);
1162 static void texop_test(IDirect3DDevice8 *device)
1164 IDirect3DTexture8 *texture = NULL;
1165 D3DLOCKED_RECT locked_rect;
1166 D3DCOLOR color;
1167 D3DCAPS8 caps;
1168 HRESULT hr;
1169 int i;
1171 static const struct {
1172 float x, y, z;
1173 D3DCOLOR diffuse;
1174 float s, t;
1175 } quad[] = {
1176 {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
1177 {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
1178 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1179 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1182 static const struct {
1183 D3DTEXTUREOP op;
1184 const char *name;
1185 DWORD caps_flag;
1186 D3DCOLOR result;
1187 } test_data[] = {
1188 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1189 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1190 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1191 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1192 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1193 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1194 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1195 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1196 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1197 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1198 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1199 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1200 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1201 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1202 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1203 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1204 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1205 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1206 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1207 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1208 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1209 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1210 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1213 memset(&caps, 0, sizeof(caps));
1214 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1215 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1217 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1218 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1220 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1221 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1222 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1223 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1224 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1225 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1226 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1227 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1228 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1230 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1231 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1232 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1233 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1234 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1235 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1237 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1238 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1240 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1241 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1242 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1243 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1244 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1245 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1247 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1248 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1250 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1252 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1254 skip("tex operation %s not supported\n", test_data[i].name);
1255 continue;
1258 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1259 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x (%s)\n",
1260 test_data[i].name, hr, DXGetErrorString8(hr));
1262 hr = IDirect3DDevice8_BeginScene(device);
1263 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1265 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1266 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1268 hr = IDirect3DDevice8_EndScene(device);
1269 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1271 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1272 ok(SUCCEEDED(hr), "Present failed with 0x%08x (%s)\n", hr, DXGetErrorString8(hr));
1274 color = getPixelColor(device, 320, 240);
1275 ok(color_match(color, test_data[i].result, 1), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1276 test_data[i].name, color, test_data[i].result);
1279 if (texture) IDirect3DTexture8_Release(texture);
1282 START_TEST(visual)
1284 IDirect3DDevice8 *device_ptr;
1285 HRESULT hr;
1286 DWORD color;
1287 D3DCAPS8 caps;
1289 d3d8_handle = LoadLibraryA("d3d8.dll");
1290 if (!d3d8_handle)
1292 skip("Could not load d3d8.dll\n");
1293 return;
1296 device_ptr = init_d3d8();
1297 if (!device_ptr)
1299 skip("Could not initialize direct3d\n");
1300 return;
1303 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
1305 /* Check for the reliability of the returned data */
1306 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1307 if(FAILED(hr))
1309 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1310 goto cleanup;
1312 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1314 color = getPixelColor(device_ptr, 1, 1);
1315 if(color !=0x00ff0000)
1317 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1318 goto cleanup;
1321 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1322 if(FAILED(hr))
1324 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1325 goto cleanup;
1327 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1329 color = getPixelColor(device_ptr, 639, 479);
1330 if(color != 0x0000ddee)
1332 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1333 goto cleanup;
1336 /* Now run the real test */
1337 lighting_test(device_ptr);
1338 clear_test(device_ptr);
1339 fog_test(device_ptr);
1340 present_test(device_ptr);
1341 offscreen_test(device_ptr);
1342 alpha_test(device_ptr);
1344 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
1346 test_rcp_rsq(device_ptr);
1348 else
1350 skip("No vs.1.1 support\n");
1353 p8_texture_test(device_ptr);
1354 texop_test(device_ptr);
1356 cleanup:
1357 if(device_ptr) {
1358 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
1359 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
1360 IDirect3DDevice8_Release(device_ptr);
1361 DestroyWindow(creation_parameters.hFocusWindow);