d3d8: Don't ignore the GetCursorInfo() return value (LLVM/Clang).
[wine/multimedia.git] / dlls / d3d8 / tests / device.c
blobcb60d7c44642f32b13a5a8fb7e58269ec5838aee
1 /*
2 * Copyright (C) 2006 Vitaliy Margolen
3 * Copyright (C) 2006 Chris Robinson
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 #define COBJMACROS
21 #include <initguid.h>
22 #include <d3d8.h>
23 #include "wine/test.h"
25 static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT);
27 static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
29 static const DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
30 0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
31 0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
32 0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
33 0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
34 0x0000FFFF}; /* END */
35 static const DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
36 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
37 0x00000042, 0xB00F0000, /* tex t0 */
38 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
39 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
40 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
41 0x0000FFFF}; /* END */
43 static int get_refcount(IUnknown *object)
45 IUnknown_AddRef( object );
46 return IUnknown_Release( object );
49 #define CHECK_CALL(r,c,d,rc) \
50 if (SUCCEEDED(r)) {\
51 int tmp1 = get_refcount( (IUnknown *)d ); \
52 int rc_new = rc; \
53 ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
54 } else {\
55 trace("%s failed: %#08x\n", c, r); \
58 #define CHECK_RELEASE(obj,d,rc) \
59 if (obj) { \
60 int tmp1, rc_new = rc; \
61 IUnknown_Release( obj ); \
62 tmp1 = get_refcount( (IUnknown *)d ); \
63 ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
66 #define CHECK_REFCOUNT(obj,rc) \
67 { \
68 int rc_new = rc; \
69 int count = get_refcount( (IUnknown *)obj ); \
70 ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
73 #define CHECK_RELEASE_REFCOUNT(obj,rc) \
74 { \
75 int rc_new = rc; \
76 int count = IUnknown_Release( (IUnknown *)obj ); \
77 ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
80 #define CHECK_ADDREF_REFCOUNT(obj,rc) \
81 { \
82 int rc_new = rc; \
83 int count = IUnknown_AddRef( (IUnknown *)obj ); \
84 ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
87 #define CHECK_SURFACE_CONTAINER(obj,iid,expected) \
88 { \
89 void *container_ptr = (void *)0x1337c0d3; \
90 hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \
91 ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \
92 "Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \
93 if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \
96 static void check_mipmap_levels(
97 IDirect3DDevice8* device,
98 int width, int height, int count)
101 IDirect3DBaseTexture8* texture = NULL;
102 HRESULT hr = IDirect3DDevice8_CreateTexture( device, width, height, 0, 0,
103 D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, (IDirect3DTexture8**) &texture );
105 if (SUCCEEDED(hr)) {
106 DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture);
107 ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels);
108 } else
109 trace("CreateTexture failed: %#08x\n", hr);
111 if (texture) IUnknown_Release( texture );
114 static void test_mipmap_levels(void)
117 HRESULT hr;
118 HWND hwnd = NULL;
120 IDirect3D8 *pD3d = NULL;
121 IDirect3DDevice8 *pDevice = NULL;
122 D3DPRESENT_PARAMETERS d3dpp;
123 D3DDISPLAYMODE d3ddm;
125 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
126 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
127 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
128 ok(hwnd != NULL, "Failed to create window\n");
129 if (!pD3d || !hwnd) goto cleanup;
131 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
132 ZeroMemory( &d3dpp, sizeof(d3dpp) );
133 d3dpp.Windowed = TRUE;
134 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
135 d3dpp.BackBufferFormat = d3ddm.Format;
137 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
138 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
139 if(FAILED(hr))
141 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
142 goto cleanup;
145 check_mipmap_levels(pDevice, 32, 32, 6);
146 check_mipmap_levels(pDevice, 256, 1, 9);
147 check_mipmap_levels(pDevice, 1, 256, 9);
148 check_mipmap_levels(pDevice, 1, 1, 1);
150 cleanup:
151 if (pD3d) IUnknown_Release( pD3d );
152 if (pDevice) IUnknown_Release( pDevice );
153 DestroyWindow( hwnd );
156 static void test_swapchain(void)
158 HRESULT hr;
159 HWND hwnd = NULL;
160 IDirect3D8 *pD3d = NULL;
161 IDirect3DDevice8 *pDevice = NULL;
162 IDirect3DSwapChain8 *swapchain1 = NULL;
163 IDirect3DSwapChain8 *swapchain2 = NULL;
164 IDirect3DSwapChain8 *swapchain3 = NULL;
165 IDirect3DSurface8 *backbuffer = NULL;
166 D3DPRESENT_PARAMETERS d3dpp;
167 D3DDISPLAYMODE d3ddm;
169 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
170 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
171 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
172 ok(hwnd != NULL, "Failed to create window\n");
173 if (!pD3d || !hwnd) goto cleanup;
175 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
176 ZeroMemory( &d3dpp, sizeof(d3dpp) );
177 d3dpp.Windowed = TRUE;
178 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
179 d3dpp.BackBufferFormat = d3ddm.Format;
180 d3dpp.BackBufferCount = 0;
182 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
183 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
184 if(FAILED(hr))
186 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
187 goto cleanup;
190 /* Check if the back buffer count was modified */
191 ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
193 /* Create a bunch of swapchains */
194 d3dpp.BackBufferCount = 0;
195 hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain1);
196 ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
197 ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
199 d3dpp.BackBufferCount = 1;
200 hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain2);
201 ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
203 d3dpp.BackBufferCount = 2;
204 hr = IDirect3DDevice8_CreateAdditionalSwapChain(pDevice, &d3dpp, &swapchain3);
205 ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr);
206 if(SUCCEEDED(hr)) {
207 /* Swapchain 3, created with backbuffercount 2 */
208 backbuffer = (void *) 0xdeadbeef;
209 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer);
210 ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr);
211 ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
212 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
214 backbuffer = (void *) 0xdeadbeef;
215 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer);
216 ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr);
217 ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
218 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
220 backbuffer = (void *) 0xdeadbeef;
221 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer);
222 ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr);
223 ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
224 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
226 backbuffer = (void *) 0xdeadbeef;
227 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer);
228 ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
229 ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
230 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
233 /* Check the back buffers of the swapchains */
234 /* Swapchain 1, created with backbuffercount 0 */
235 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
236 ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr);
237 ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr);
238 if(backbuffer) IDirect3DSurface8_Release(backbuffer);
240 backbuffer = (void *) 0xdeadbeef;
241 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer);
242 ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
243 ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
244 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
246 /* Swapchain 2 - created with backbuffercount 1 */
247 backbuffer = (void *) 0xdeadbeef;
248 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer);
249 ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr);
250 ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer);
251 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
253 backbuffer = (void *) 0xdeadbeef;
254 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer);
255 ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr);
256 ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
257 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
259 backbuffer = (void *) 0xdeadbeef;
260 hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer);
261 ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr);
262 ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer);
263 if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
265 cleanup:
266 if(swapchain1) IDirect3DSwapChain8_Release(swapchain1);
267 if(swapchain2) IDirect3DSwapChain8_Release(swapchain2);
268 if(swapchain3) IDirect3DSwapChain8_Release(swapchain3);
269 if(pDevice) IDirect3DDevice8_Release(pDevice);
270 if(pD3d) IDirect3DDevice8_Release(pD3d);
271 DestroyWindow( hwnd );
274 static void test_refcount(void)
276 HRESULT hr;
277 HWND hwnd = NULL;
278 IDirect3D8 *pD3d = NULL;
279 IDirect3DDevice8 *pDevice = NULL;
280 IDirect3DVertexBuffer8 *pVertexBuffer = NULL;
281 IDirect3DIndexBuffer8 *pIndexBuffer = NULL;
282 DWORD dVertexShader = -1;
283 DWORD dPixelShader = -1;
284 IDirect3DCubeTexture8 *pCubeTexture = NULL;
285 IDirect3DTexture8 *pTexture = NULL;
286 IDirect3DVolumeTexture8 *pVolumeTexture = NULL;
287 IDirect3DVolume8 *pVolumeLevel = NULL;
288 IDirect3DSurface8 *pStencilSurface = NULL;
289 IDirect3DSurface8 *pImageSurface = NULL;
290 IDirect3DSurface8 *pRenderTarget = NULL;
291 IDirect3DSurface8 *pRenderTarget2 = NULL;
292 IDirect3DSurface8 *pRenderTarget3 = NULL;
293 IDirect3DSurface8 *pTextureLevel = NULL;
294 IDirect3DSurface8 *pBackBuffer = NULL;
295 DWORD dStateBlock = -1;
296 IDirect3DSwapChain8 *pSwapChain = NULL;
297 D3DCAPS8 caps;
299 D3DPRESENT_PARAMETERS d3dpp;
300 D3DDISPLAYMODE d3ddm;
301 int refcount = 0, tmp;
303 DWORD decl[] =
305 D3DVSD_STREAM(0),
306 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
307 D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */
308 D3DVSD_END()
311 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
312 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
313 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
314 ok(hwnd != NULL, "Failed to create window\n");
315 if (!pD3d || !hwnd) goto cleanup;
317 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
318 ZeroMemory( &d3dpp, sizeof(d3dpp) );
319 d3dpp.Windowed = TRUE;
320 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
321 d3dpp.BackBufferFormat = d3ddm.Format;
322 d3dpp.EnableAutoDepthStencil = TRUE;
323 d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
325 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
326 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
327 if(FAILED(hr))
329 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
330 goto cleanup;
332 IDirect3DDevice8_GetDeviceCaps(pDevice, &caps);
334 refcount = get_refcount( (IUnknown *)pDevice );
335 ok(refcount == 1, "Invalid device RefCount %d\n", refcount);
338 * Check refcount of implicit surfaces. Findings:
339 * - the container is the device
340 * - they hold a reference to the device
341 * - they are created with a refcount of 0 (Get/Release returns original refcount)
342 * - they are not freed if refcount reaches 0.
343 * - the refcount is not forwarded to the container.
345 hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
346 CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
347 if(pRenderTarget)
349 CHECK_SURFACE_CONTAINER( pRenderTarget, IID_IDirect3DDevice8, pDevice);
350 CHECK_REFCOUNT( pRenderTarget, 1);
352 CHECK_ADDREF_REFCOUNT(pRenderTarget, 2);
353 CHECK_REFCOUNT(pDevice, refcount);
354 CHECK_RELEASE_REFCOUNT(pRenderTarget, 1);
355 CHECK_REFCOUNT(pDevice, refcount);
357 hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
358 CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount);
359 CHECK_REFCOUNT( pRenderTarget, 2);
360 CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
361 CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
362 CHECK_REFCOUNT( pDevice, --refcount);
364 /* The render target is released with the device, so AddRef with refcount=0 is fine here. */
365 CHECK_ADDREF_REFCOUNT(pRenderTarget, 1);
366 CHECK_REFCOUNT(pDevice, ++refcount);
367 CHECK_RELEASE_REFCOUNT(pRenderTarget, 0);
368 CHECK_REFCOUNT(pDevice, --refcount);
371 /* Render target and back buffer are identical. */
372 hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer);
373 CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
374 if(pBackBuffer)
376 CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
377 ok(pRenderTarget == pBackBuffer, "RenderTarget=%p and BackBuffer=%p should be the same.\n",
378 pRenderTarget, pBackBuffer);
379 pBackBuffer = NULL;
381 CHECK_REFCOUNT( pDevice, --refcount);
383 hr = IDirect3DDevice8_GetDepthStencilSurface(pDevice, &pStencilSurface);
384 CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount);
385 if(pStencilSurface)
387 CHECK_SURFACE_CONTAINER( pStencilSurface, IID_IDirect3DDevice8, pDevice);
388 CHECK_REFCOUNT( pStencilSurface, 1);
390 CHECK_ADDREF_REFCOUNT(pStencilSurface, 2);
391 CHECK_REFCOUNT(pDevice, refcount);
392 CHECK_RELEASE_REFCOUNT(pStencilSurface, 1);
393 CHECK_REFCOUNT(pDevice, refcount);
395 CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
396 CHECK_REFCOUNT( pDevice, --refcount);
398 /* The stencil surface is released with the device, so AddRef with refcount=0 is fine here. */
399 CHECK_ADDREF_REFCOUNT(pStencilSurface, 1);
400 CHECK_REFCOUNT(pDevice, ++refcount);
401 CHECK_RELEASE_REFCOUNT(pStencilSurface, 0);
402 CHECK_REFCOUNT(pDevice, --refcount);
403 pStencilSurface = NULL;
406 /* Buffers */
407 hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer );
408 CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount );
409 if(pIndexBuffer)
411 tmp = get_refcount( (IUnknown *)pIndexBuffer );
413 hr = IDirect3DDevice8_SetIndices(pDevice, pIndexBuffer, 0);
414 CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
415 hr = IDirect3DDevice8_SetIndices(pDevice, NULL, 0);
416 CHECK_CALL( hr, "SetIndices", pIndexBuffer, tmp);
419 hr = IDirect3DDevice8_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer );
420 CHECK_CALL( hr, "CreateVertexBuffer", pDevice, ++refcount );
421 if(pVertexBuffer)
423 IDirect3DVertexBuffer8 *pVBuf = (void*)~0;
424 UINT stride = ~0;
426 tmp = get_refcount( (IUnknown *)pVertexBuffer );
428 hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, pVertexBuffer, 3 * sizeof(float));
429 CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
430 hr = IDirect3DDevice8_SetStreamSource(pDevice, 0, NULL, 0);
431 CHECK_CALL( hr, "SetStreamSource", pVertexBuffer, tmp);
433 hr = IDirect3DDevice8_GetStreamSource(pDevice, 0, &pVBuf, &stride);
434 ok(SUCCEEDED(hr), "GetStreamSource did not succeed with NULL stream!\n");
435 ok(pVBuf==NULL, "pVBuf not NULL (%p)!\n", pVBuf);
436 ok(stride==3*sizeof(float), "stride not 3 floats (got %u)!\n", stride);
439 /* Shaders */
440 hr = IDirect3DDevice8_CreateVertexShader( pDevice, decl, simple_vs, &dVertexShader, 0 );
441 CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount );
442 if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
444 hr = IDirect3DDevice8_CreatePixelShader( pDevice, simple_ps, &dPixelShader );
445 CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount );
447 /* Textures */
448 hr = IDirect3DDevice8_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture );
449 CHECK_CALL( hr, "CreateTexture", pDevice, ++refcount );
450 if (pTexture)
452 tmp = get_refcount( (IUnknown *)pTexture );
454 /* SetTexture should not increase refcounts */
455 hr = IDirect3DDevice8_SetTexture(pDevice, 0, (IDirect3DBaseTexture8 *) pTexture);
456 CHECK_CALL( hr, "SetTexture", pTexture, tmp);
457 hr = IDirect3DDevice8_SetTexture(pDevice, 0, NULL);
458 CHECK_CALL( hr, "SetTexture", pTexture, tmp);
460 /* This should not increment device refcount */
461 hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
462 CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount );
463 /* But should increment texture's refcount */
464 CHECK_REFCOUNT( pTexture, tmp+1 );
465 /* Because the texture and surface refcount are identical */
466 if (pTextureLevel)
468 CHECK_REFCOUNT ( pTextureLevel, tmp+1 );
469 CHECK_ADDREF_REFCOUNT ( pTextureLevel, tmp+2 );
470 CHECK_REFCOUNT ( pTexture , tmp+2 );
471 CHECK_RELEASE_REFCOUNT( pTextureLevel, tmp+1 );
472 CHECK_REFCOUNT ( pTexture , tmp+1 );
473 CHECK_RELEASE_REFCOUNT( pTexture , tmp );
474 CHECK_REFCOUNT ( pTextureLevel, tmp );
477 if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
479 hr = IDirect3DDevice8_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture );
480 CHECK_CALL( hr, "CreateCubeTexture", pDevice, ++refcount );
482 else
484 skip("Cube textures not supported\n");
486 if(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)
488 hr = IDirect3DDevice8_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture );
489 CHECK_CALL( hr, "CreateVolumeTexture", pDevice, ++refcount );
491 else
493 skip("Volume textures not supported\n");
496 if (pVolumeTexture)
498 tmp = get_refcount( (IUnknown *)pVolumeTexture );
500 /* This should not increment device refcount */
501 hr = IDirect3DVolumeTexture8_GetVolumeLevel(pVolumeTexture, 0, &pVolumeLevel);
502 CHECK_CALL( hr, "GetVolumeLevel", pDevice, refcount );
503 /* But should increment volume texture's refcount */
504 CHECK_REFCOUNT( pVolumeTexture, tmp+1 );
505 /* Because the volume texture and volume refcount are identical */
506 if (pVolumeLevel)
508 CHECK_REFCOUNT ( pVolumeLevel , tmp+1 );
509 CHECK_ADDREF_REFCOUNT ( pVolumeLevel , tmp+2 );
510 CHECK_REFCOUNT ( pVolumeTexture, tmp+2 );
511 CHECK_RELEASE_REFCOUNT( pVolumeLevel , tmp+1 );
512 CHECK_REFCOUNT ( pVolumeTexture, tmp+1 );
513 CHECK_RELEASE_REFCOUNT( pVolumeTexture, tmp );
514 CHECK_REFCOUNT ( pVolumeLevel , tmp );
517 /* Surfaces */
518 hr = IDirect3DDevice8_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D16, D3DMULTISAMPLE_NONE, &pStencilSurface );
519 CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, ++refcount );
520 CHECK_REFCOUNT( pStencilSurface, 1);
521 hr = IDirect3DDevice8_CreateImageSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, &pImageSurface );
522 CHECK_CALL( hr, "CreateImageSurface", pDevice, ++refcount );
523 CHECK_REFCOUNT( pImageSurface, 1);
524 hr = IDirect3DDevice8_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget3 );
525 CHECK_CALL( hr, "CreateRenderTarget", pDevice, ++refcount );
526 CHECK_REFCOUNT( pRenderTarget3, 1);
527 /* Misc */
528 hr = IDirect3DDevice8_CreateStateBlock( pDevice, D3DSBT_ALL, &dStateBlock );
529 CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount );
530 hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
531 CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount );
532 if(pSwapChain)
534 /* check implicit back buffer */
535 hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer);
536 CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
537 CHECK_REFCOUNT( pSwapChain, 1);
538 if(pBackBuffer)
540 CHECK_SURFACE_CONTAINER( pBackBuffer, IID_IDirect3DDevice8, pDevice);
541 CHECK_REFCOUNT( pBackBuffer, 1);
542 CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
543 CHECK_REFCOUNT( pDevice, --refcount);
545 /* The back buffer is released with the swapchain, so AddRef with refcount=0 is fine here. */
546 CHECK_ADDREF_REFCOUNT(pBackBuffer, 1);
547 CHECK_REFCOUNT(pDevice, ++refcount);
548 CHECK_RELEASE_REFCOUNT(pBackBuffer, 0);
549 CHECK_REFCOUNT(pDevice, --refcount);
550 pBackBuffer = NULL;
552 CHECK_REFCOUNT( pSwapChain, 1);
555 if(pVertexBuffer)
557 BYTE *data;
558 /* Vertex buffers can be locked multiple times */
559 hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
560 ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr);
561 hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
562 ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr);
563 hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
564 ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr);
565 hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
566 ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr);
569 /* The implicit render target is not freed if refcount reaches 0.
570 * Otherwise GetRenderTarget would re-allocate it and the pointer would change.*/
571 hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget2);
572 CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
573 if(pRenderTarget2)
575 CHECK_RELEASE_REFCOUNT(pRenderTarget2, 0);
576 ok(pRenderTarget == pRenderTarget2, "RenderTarget=%p and RenderTarget2=%p should be the same.\n",
577 pRenderTarget, pRenderTarget2);
578 CHECK_REFCOUNT( pDevice, --refcount);
579 pRenderTarget2 = NULL;
581 pRenderTarget = NULL;
583 cleanup:
584 CHECK_RELEASE(pDevice, pDevice, --refcount);
586 /* Buffers */
587 CHECK_RELEASE(pVertexBuffer, pDevice, --refcount);
588 CHECK_RELEASE(pIndexBuffer, pDevice, --refcount);
589 /* Shaders */
590 if (dVertexShader != -1) IDirect3DDevice8_DeleteVertexShader( pDevice, dVertexShader );
591 if (dPixelShader != -1) IDirect3DDevice8_DeletePixelShader( pDevice, dPixelShader );
592 /* Textures */
593 CHECK_RELEASE(pTexture, pDevice, --refcount);
594 CHECK_RELEASE(pCubeTexture, pDevice, --refcount);
595 CHECK_RELEASE(pVolumeTexture, pDevice, --refcount);
596 /* Surfaces */
597 CHECK_RELEASE(pStencilSurface, pDevice, --refcount);
598 CHECK_RELEASE(pImageSurface, pDevice, --refcount);
599 CHECK_RELEASE(pRenderTarget3, pDevice, --refcount);
600 /* Misc */
601 if (dStateBlock != -1) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock );
602 /* This will destroy device - cannot check the refcount here */
603 if (pSwapChain) CHECK_RELEASE_REFCOUNT( pSwapChain, 0);
605 if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0);
607 DestroyWindow( hwnd );
610 static void test_cursor(void)
612 HRESULT hr;
613 HWND hwnd = NULL;
614 IDirect3D8 *pD3d = NULL;
615 IDirect3DDevice8 *pDevice = NULL;
616 D3DPRESENT_PARAMETERS d3dpp;
617 D3DDISPLAYMODE d3ddm;
618 CURSORINFO info;
619 IDirect3DSurface8 *cursor = NULL;
620 HCURSOR cur;
621 HMODULE user32_handle = GetModuleHandleA("user32.dll");
623 pGetCursorInfo = (void *)GetProcAddress(user32_handle, "GetCursorInfo");
624 if (!pGetCursorInfo)
626 skip("GetCursorInfo is not available\n");
627 return;
630 memset(&info, 0, sizeof(info));
631 info.cbSize = sizeof(info);
632 ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
633 cur = info.hCursor;
635 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
636 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
637 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
638 ok(hwnd != NULL, "Failed to create window\n");
639 if (!pD3d || !hwnd) goto cleanup;
641 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
642 ZeroMemory( &d3dpp, sizeof(d3dpp) );
643 d3dpp.Windowed = TRUE;
644 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
645 d3dpp.BackBufferFormat = d3ddm.Format;
647 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
648 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
649 if(FAILED(hr))
651 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
652 goto cleanup;
655 IDirect3DDevice8_CreateImageSurface(pDevice, 32, 32, D3DFMT_A8R8G8B8, &cursor);
656 ok(cursor != NULL, "IDirect3DDevice8_CreateOffscreenPlainSurface failed with %#08x\n", hr);
658 /* Initially hidden */
659 hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
660 ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
662 /* Not enabled without a surface*/
663 hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
664 ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
666 /* Fails */
667 hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, NULL);
668 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr);
670 hr = IDirect3DDevice8_SetCursorProperties(pDevice, 0, 0, cursor);
671 ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr);
673 IDirect3DSurface8_Release(cursor);
675 memset(&info, 0, sizeof(info));
676 info.cbSize = sizeof(info);
677 ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
678 ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
679 ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
681 /* Still hidden */
682 hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
683 ok(hr == FALSE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
685 /* Enabled now*/
686 hr = IDirect3DDevice8_ShowCursor(pDevice, TRUE);
687 ok(hr == TRUE, "IDirect3DDevice8_ShowCursor returned %#08x\n", hr);
689 /* GDI cursor unchanged */
690 memset(&info, 0, sizeof(info));
691 info.cbSize = sizeof(info);
692 ok(pGetCursorInfo(&info), "GetCursorInfo failed\n");
693 ok(info.flags & CURSOR_SHOWING, "The gdi cursor is hidden (%08x)\n", info.flags);
694 ok(info.hCursor == cur, "The cursor handle is %p\n", info.hCursor); /* unchanged */
696 cleanup:
697 if(pD3d) IDirect3D8_Release(pD3d);
698 if(pDevice) IDirect3D8_Release(pDevice);
701 static void test_states(void)
703 HRESULT hr;
704 HWND hwnd = NULL;
705 IDirect3D8 *pD3d = NULL;
706 IDirect3DDevice8 *pDevice = NULL;
707 D3DPRESENT_PARAMETERS d3dpp;
708 D3DDISPLAYMODE d3ddm;
710 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
711 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
712 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
713 ok(hwnd != NULL, "Failed to create window\n");
714 if (!pD3d || !hwnd) goto cleanup;
716 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
717 ZeroMemory( &d3dpp, sizeof(d3dpp) );
718 d3dpp.Windowed = TRUE;
719 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
720 d3dpp.BackBufferWidth = 640;
721 d3dpp.BackBufferHeight = 480;
722 d3dpp.BackBufferFormat = d3ddm.Format;
724 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
725 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
726 if(FAILED(hr))
728 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
729 goto cleanup;
732 hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, TRUE);
733 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr);
734 hr = IDirect3DDevice8_SetRenderState(pDevice, D3DRS_ZVISIBLE, FALSE);
735 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr);
737 cleanup:
738 if(pD3d) IDirect3D8_Release(pD3d);
739 if(pDevice) IDirect3D8_Release(pDevice);
742 static void test_shader_versions(void)
744 HRESULT hr;
745 IDirect3D8 *pD3d = NULL;
746 D3DCAPS8 d3dcaps;
748 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
749 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
750 if (pD3d != NULL) {
751 hr = IDirect3D8_GetDeviceCaps(pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &d3dcaps);
752 ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get D3D8 caps (%#08x)\n", hr);
753 if (SUCCEEDED(hr)) {
754 ok(d3dcaps.VertexShaderVersion <= D3DVS_VERSION(1,1), "Unexpected VertexShaderVersion (%#x > %#x)\n", d3dcaps.VertexShaderVersion, D3DVS_VERSION(1,1));
755 ok(d3dcaps.PixelShaderVersion <= D3DPS_VERSION(1,4), "Unexpected PixelShaderVersion (%#x > %#x)\n", d3dcaps.PixelShaderVersion, D3DPS_VERSION(1,4));
756 } else {
757 skip("No Direct3D support\n");
759 IDirect3D8_Release(pD3d);
764 /* Test adapter display modes */
765 static void test_display_modes(void)
767 UINT max_modes, i;
768 D3DDISPLAYMODE dmode;
769 HRESULT res;
770 IDirect3D8 *pD3d;
772 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
773 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
774 if(!pD3d) return;
776 max_modes = IDirect3D8_GetAdapterModeCount(pD3d, D3DADAPTER_DEFAULT);
777 ok(max_modes > 0, "GetAdapterModeCount(D3DADAPTER_DEFAULT) returned 0!\n");
779 for(i=0; i<max_modes;i++) {
780 res = IDirect3D8_EnumAdapterModes(pD3d, D3DADAPTER_DEFAULT, i, &dmode);
781 ok(res==D3D_OK, "EnumAdapterModes returned %#08x for mode %u!\n", res, i);
782 if(res != D3D_OK)
783 continue;
785 ok(dmode.Format==D3DFMT_X8R8G8B8 || dmode.Format==D3DFMT_R5G6B5,
786 "Unexpected display mode returned for mode %u: %#x\n", i , dmode.Format);
789 IDirect3D8_Release(pD3d);
792 static void test_scene(void)
794 HRESULT hr;
795 HWND hwnd = NULL;
796 IDirect3D8 *pD3d = NULL;
797 IDirect3DDevice8 *pDevice = NULL;
798 D3DPRESENT_PARAMETERS d3dpp;
799 D3DDISPLAYMODE d3ddm;
801 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
802 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
803 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
804 ok(hwnd != NULL, "Failed to create window\n");
805 if (!pD3d || !hwnd) goto cleanup;
807 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
808 ZeroMemory( &d3dpp, sizeof(d3dpp) );
809 d3dpp.Windowed = TRUE;
810 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
811 d3dpp.BackBufferWidth = 800;
812 d3dpp.BackBufferHeight = 600;
813 d3dpp.BackBufferFormat = d3ddm.Format;
816 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
817 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
818 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %#08x\n", hr);
819 if(!pDevice)
821 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
822 goto cleanup;
825 /* Test an EndScene without beginscene. Should return an error */
826 hr = IDirect3DDevice8_EndScene(pDevice);
827 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
829 /* Test a normal BeginScene / EndScene pair, this should work */
830 hr = IDirect3DDevice8_BeginScene(pDevice);
831 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
832 if(SUCCEEDED(hr))
834 hr = IDirect3DDevice8_EndScene(pDevice);
835 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
838 /* Test another EndScene without having begun a new scene. Should return an error */
839 hr = IDirect3DDevice8_EndScene(pDevice);
840 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
842 /* Two nested BeginScene and EndScene calls */
843 hr = IDirect3DDevice8_BeginScene(pDevice);
844 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
845 hr = IDirect3DDevice8_BeginScene(pDevice);
846 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
847 hr = IDirect3DDevice8_EndScene(pDevice);
848 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
849 hr = IDirect3DDevice8_EndScene(pDevice);
850 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
852 /* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */
854 cleanup:
855 if(pD3d) IDirect3D8_Release(pD3d);
856 if(pDevice) IDirect3D8_Release(pDevice);
857 if(hwnd) DestroyWindow(hwnd);
860 static void test_shader(void)
862 HRESULT hr;
863 HWND hwnd = NULL;
864 IDirect3D8 *pD3d = NULL;
865 IDirect3DDevice8 *pDevice = NULL;
866 D3DPRESENT_PARAMETERS d3dpp;
867 D3DDISPLAYMODE d3ddm;
868 DWORD hPixelShader = 0, hVertexShader = 0;
869 DWORD hPixelShader2 = 0, hVertexShader2 = 0;
870 DWORD hTempHandle;
871 D3DCAPS8 caps;
872 DWORD data_size;
873 void *data;
875 static DWORD dwVertexDecl[] =
877 D3DVSD_STREAM(0),
878 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
879 D3DVSD_END()
881 DWORD decl_normal_float2[] =
883 D3DVSD_STREAM(0),
884 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
885 D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT2), /* D3DVSDE_NORMAL, Register v1 */
886 D3DVSD_END()
888 DWORD decl_normal_float4[] =
890 D3DVSD_STREAM(0),
891 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
892 D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_FLOAT4), /* D3DVSDE_NORMAL, Register v1 */
893 D3DVSD_END()
895 DWORD decl_normal_d3dcolor[] =
897 D3DVSD_STREAM(0),
898 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
899 D3DVSD_REG(D3DVSDE_NORMAL, D3DVSDT_D3DCOLOR),/* D3DVSDE_NORMAL, Register v1 */
900 D3DVSD_END()
902 const DWORD vertex_decl_size = sizeof(dwVertexDecl);
903 const DWORD simple_vs_size = sizeof(simple_vs);
904 const DWORD simple_ps_size = sizeof(simple_ps);
906 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
907 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
908 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
909 ok(hwnd != NULL, "Failed to create window\n");
910 if (!pD3d || !hwnd) goto cleanup;
912 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
913 ZeroMemory( &d3dpp, sizeof(d3dpp) );
914 d3dpp.Windowed = TRUE;
915 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
916 d3dpp.BackBufferWidth = 800;
917 d3dpp.BackBufferHeight = 600;
918 d3dpp.BackBufferFormat = d3ddm.Format;
921 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
922 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
923 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %#08x\n", hr);
924 if(!pDevice)
926 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
927 goto cleanup;
929 IDirect3DDevice8_GetDeviceCaps(pDevice, &caps);
931 /* First create a vertex shader */
932 hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0);
933 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
934 /* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */
935 hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
936 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
937 ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
938 /* Assign the shader, then verify that GetVertexShader works */
939 hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
940 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
941 hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
942 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
943 ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
944 /* Verify that we can retrieve the declaration */
945 hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, NULL, &data_size);
946 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr);
947 ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
948 data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size);
949 data_size = 1;
950 hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size);
951 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned (%#08x), "
952 "expected D3DERR_INVALIDCALL\n", hr);
953 ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
954 data_size = vertex_decl_size;
955 hr = IDirect3DDevice8_GetVertexShaderDeclaration(pDevice, hVertexShader, data, &data_size);
956 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr);
957 ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size);
958 ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n");
959 HeapFree(GetProcessHeap(), 0, data);
960 /* Verify that we can retrieve the shader function */
961 hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, NULL, &data_size);
962 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr);
963 ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
964 data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size);
965 data_size = 1;
966 hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size);
967 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned (%#08x), "
968 "expected D3DERR_INVALIDCALL\n", hr);
969 ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
970 data_size = simple_vs_size;
971 hr = IDirect3DDevice8_GetVertexShaderFunction(pDevice, hVertexShader, data, &data_size);
972 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr);
973 ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size);
974 ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n");
975 HeapFree(GetProcessHeap(), 0, data);
976 /* Delete the assigned shader. This is supposed to work */
977 hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
978 ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
979 /* The shader should be unset now */
980 hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
981 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
982 ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
984 /* Test a broken declaration. 3DMark2001 tries to use normals with 2 components
985 * First try the fixed function shader function, then a custom one
987 hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float2, 0, &hVertexShader, 0);
988 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
989 if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
990 hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float4, 0, &hVertexShader, 0);
991 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
992 if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
993 hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_d3dcolor, 0, &hVertexShader, 0);
994 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
995 if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
997 hr = IDirect3DDevice8_CreateVertexShader(pDevice, decl_normal_float2, simple_vs, &hVertexShader, 0);
998 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
999 if(SUCCEEDED(hr)) IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
1001 if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
1003 /* The same with a pixel shader */
1004 hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
1005 ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
1006 /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */
1007 hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
1008 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
1009 ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
1010 /* Assign the shader, then verify that GetPixelShader works */
1011 hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
1012 ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr);
1013 hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
1014 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
1015 ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
1016 /* Verify that we can retrieve the shader function */
1017 hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, NULL, &data_size);
1018 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr);
1019 ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
1020 data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size);
1021 data_size = 1;
1022 hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
1023 ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), "
1024 "expected D3DERR_INVALIDCALL\n", hr);
1025 ok(data_size == 1, "Got data_size %u, expected 1\n", data_size);
1026 data_size = simple_ps_size;
1027 hr = IDirect3DDevice8_GetPixelShaderFunction(pDevice, hPixelShader, data, &data_size);
1028 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr);
1029 ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size);
1030 ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n");
1031 HeapFree(GetProcessHeap(), 0, data);
1032 /* Delete the assigned shader. This is supposed to work */
1033 hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
1034 ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
1035 /* The shader should be unset now */
1036 hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
1037 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
1038 ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
1040 /* What happens if a non-bound shader is deleted? */
1041 hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
1042 ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
1043 hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
1044 ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr);
1046 hr = IDirect3DDevice8_SetPixelShader(pDevice, hPixelShader);
1047 ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr);
1048 hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader2);
1049 ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
1050 hr = IDirect3DDevice8_GetPixelShader(pDevice, &hTempHandle);
1051 ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr);
1052 ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
1053 hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
1054 ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr);
1056 else
1058 skip("Pixel shaders not supported\n");
1061 /* What happens if a non-bound shader is deleted? */
1062 hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
1063 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
1064 hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0);
1065 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr);
1067 hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
1068 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
1069 hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2);
1070 ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
1071 hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
1072 ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr);
1073 ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
1074 hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
1075 ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr);
1077 cleanup:
1078 if(pD3d) IDirect3D8_Release(pD3d);
1079 if(pDevice) IDirect3D8_Release(pDevice);
1080 if(hwnd) DestroyWindow(hwnd);
1083 static void test_limits(void)
1085 HRESULT hr;
1086 HWND hwnd = NULL;
1087 IDirect3D8 *pD3d = NULL;
1088 IDirect3DDevice8 *pDevice = NULL;
1089 D3DPRESENT_PARAMETERS d3dpp;
1090 D3DDISPLAYMODE d3ddm;
1091 IDirect3DTexture8 *pTexture = NULL;
1092 int i;
1094 pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
1095 ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
1096 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
1097 ok(hwnd != NULL, "Failed to create window\n");
1098 if (!pD3d || !hwnd) goto cleanup;
1100 IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
1101 ZeroMemory( &d3dpp, sizeof(d3dpp) );
1102 d3dpp.Windowed = TRUE;
1103 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
1104 d3dpp.BackBufferWidth = 800;
1105 d3dpp.BackBufferHeight = 600;
1106 d3dpp.BackBufferFormat = d3ddm.Format;
1107 d3dpp.EnableAutoDepthStencil = TRUE;
1108 d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
1110 hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
1111 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
1112 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3D8_CreateDevice failed with %#08x\n", hr);
1113 if(!pDevice)
1115 skip("could not create device, IDirect3D8_CreateDevice returned %#08x\n", hr);
1116 goto cleanup;
1119 hr = IDirect3DDevice8_CreateTexture(pDevice, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &pTexture);
1120 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr);
1121 if(!pTexture) goto cleanup;
1123 /* There are 8 texture stages. We should be able to access all of them */
1124 for(i = 0; i < 8; i++) {
1125 hr = IDirect3DDevice8_SetTexture(pDevice, i, (IDirect3DBaseTexture8 *) pTexture);
1126 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr);
1127 hr = IDirect3DDevice8_SetTexture(pDevice, i, NULL);
1128 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr);
1129 hr = IDirect3DDevice8_SetTextureStageState(pDevice, i, D3DTSS_COLOROP, D3DTOP_ADD);
1130 ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr);
1133 /* Investigations show that accessing higher textures stage states does not return an error either. Writing
1134 * to too high texture stages(approximately texture 40) causes memory corruption in windows, so there is no
1135 * bounds checking but how do I test that?
1138 cleanup:
1139 if(pTexture) IDirect3DTexture8_Release(pTexture);
1140 if(pD3d) IDirect3D8_Release(pD3d);
1141 if(pDevice) IDirect3D8_Release(pDevice);
1142 if(hwnd) DestroyWindow(hwnd);
1145 static void test_lights(void)
1147 D3DPRESENT_PARAMETERS d3dpp;
1148 IDirect3DDevice8 *device = NULL;
1149 IDirect3D8 *d3d8;
1150 HWND hwnd;
1151 HRESULT hr;
1152 unsigned int i;
1153 BOOL enabled;
1154 D3DCAPS8 caps;
1155 D3DDISPLAYMODE d3ddm;
1157 d3d8 = pDirect3DCreate8( D3D_SDK_VERSION );
1158 ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n");
1159 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
1160 ok(hwnd != NULL, "Failed to create window\n");
1161 if (!d3d8 || !hwnd) goto cleanup;
1163 IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm );
1164 ZeroMemory( &d3dpp, sizeof(d3dpp) );
1165 d3dpp.Windowed = TRUE;
1166 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
1167 d3dpp.BackBufferWidth = 800;
1168 d3dpp.BackBufferHeight = 600;
1169 d3dpp.BackBufferFormat = d3ddm.Format;
1170 d3dpp.EnableAutoDepthStencil = TRUE;
1171 d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
1173 hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
1174 D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device );
1175 ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
1176 "IDirect3D8_CreateDevice failed with %08x\n", hr);
1177 if(!device)
1179 skip("Failed to create a d3d device\n");
1180 goto cleanup;
1183 memset(&caps, 0, sizeof(caps));
1184 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1185 ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr);
1187 for(i = 1; i <= caps.MaxActiveLights; i++) {
1188 hr = IDirect3DDevice8_LightEnable(device, i, TRUE);
1189 ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr);
1190 hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled);
1191 ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL),
1192 "GetLightEnable on light %u failed with %08x\n", i, hr);
1193 ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled");
1196 /* TODO: Test the rendering results in this situation */
1197 hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE);
1198 ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr);
1199 hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled);
1200 ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr);
1201 ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled");
1202 hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE);
1203 ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr);
1205 for(i = 1; i <= caps.MaxActiveLights; i++) {
1206 hr = IDirect3DDevice8_LightEnable(device, i, FALSE);
1207 ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr);
1210 cleanup:
1211 if(device) IDirect3DDevice8_Release(device);
1212 if(d3d8) IDirect3D8_Release(d3d8);
1215 static void test_render_zero_triangles(void)
1217 D3DPRESENT_PARAMETERS d3dpp;
1218 IDirect3DDevice8 *device = NULL;
1219 IDirect3D8 *d3d8;
1220 HWND hwnd;
1221 HRESULT hr;
1222 D3DDISPLAYMODE d3ddm;
1224 struct nvertex
1226 float x, y, z;
1227 float nx, ny, nz;
1228 DWORD diffuse;
1229 } quad[] =
1231 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
1232 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
1233 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
1234 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
1237 d3d8 = pDirect3DCreate8( D3D_SDK_VERSION );
1238 ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n");
1239 hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
1240 ok(hwnd != NULL, "Failed to create window\n");
1241 if (!d3d8 || !hwnd) goto cleanup;
1243 IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm );
1244 ZeroMemory( &d3dpp, sizeof(d3dpp) );
1245 d3dpp.Windowed = TRUE;
1246 d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
1247 d3dpp.BackBufferWidth = 800;
1248 d3dpp.BackBufferHeight = 600;
1249 d3dpp.BackBufferFormat = d3ddm.Format;
1250 d3dpp.EnableAutoDepthStencil = TRUE;
1251 d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
1253 hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL /* no NULLREF here */, hwnd,
1254 D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device );
1255 ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
1256 "IDirect3D8_CreateDevice failed with %08x\n", hr);
1257 if(!device)
1259 skip("Failed to create a d3d device\n");
1260 goto cleanup;
1263 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1264 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
1266 hr = IDirect3DDevice8_BeginScene(device);
1267 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
1268 if(hr == D3D_OK)
1270 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */,
1271 0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
1272 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
1274 IDirect3DDevice8_EndScene(device);
1275 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
1278 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1280 cleanup:
1281 if(device) IDirect3DDevice8_Release(device);
1282 if(d3d8) IDirect3D8_Release(d3d8);
1285 static void test_depth_stencil_reset(void)
1287 D3DPRESENT_PARAMETERS present_parameters;
1288 D3DDISPLAYMODE display_mode;
1289 IDirect3DSurface8 *surface;
1290 IDirect3DDevice8 *device = NULL;
1291 IDirect3D8 *d3d8;
1292 HRESULT hr;
1293 HWND hwnd;
1295 d3d8 = pDirect3DCreate8(D3D_SDK_VERSION);
1296 ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n");
1297 hwnd = CreateWindow("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL);
1298 ok(hwnd != NULL, "Failed to create window\n");
1299 if (!d3d8 || !hwnd) goto cleanup;
1301 IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &display_mode);
1302 memset(&present_parameters, 0, sizeof(present_parameters));
1303 present_parameters.Windowed = TRUE;
1304 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
1305 present_parameters.BackBufferFormat = display_mode.Format;
1306 present_parameters.EnableAutoDepthStencil = TRUE;
1307 present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
1309 hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
1310 D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
1311 if(FAILED(hr))
1313 skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
1314 goto cleanup;
1317 hr = IDirect3DDevice8_TestCooperativeLevel(device);
1318 ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr);
1320 hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL);
1321 ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr);
1323 hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
1324 ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr);
1325 ok(surface != NULL, "Render target should not be NULL\n");
1326 if (surface) IDirect3DSurface8_Release(surface);
1328 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
1329 ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
1330 ok(surface == NULL, "Depth stencil should be NULL\n");
1332 present_parameters.EnableAutoDepthStencil = TRUE;
1333 present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
1334 hr = IDirect3DDevice8_Reset(device, &present_parameters);
1335 ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
1337 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
1338 ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
1339 ok(surface != NULL, "Depth stencil should not be NULL\n");
1340 if (surface) IDirect3DSurface8_Release(surface);
1342 present_parameters.EnableAutoDepthStencil = FALSE;
1343 hr = IDirect3DDevice8_Reset(device, &present_parameters);
1344 ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
1346 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
1347 ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
1348 ok(surface == NULL, "Depth stencil should be NULL\n");
1350 cleanup:
1351 if(d3d8) IDirect3D8_Release(d3d8);
1352 if(device) IDirect3D8_Release(device);
1355 START_TEST(device)
1357 HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
1358 if (!d3d8_handle)
1360 skip("Could not load d3d8.dll\n");
1361 return;
1364 pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" );
1365 ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n");
1366 if (pDirect3DCreate8)
1368 test_display_modes();
1369 test_shader_versions();
1370 test_swapchain();
1371 test_refcount();
1372 test_mipmap_levels();
1373 test_cursor();
1374 test_states();
1375 test_scene();
1376 test_shader();
1377 test_limits();
1378 test_lights();
1379 test_render_zero_triangles();
1380 test_depth_stencil_reset();