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 */
24 #include "wine/test.h"
26 static HMODULE d3d8_handle
= 0;
28 static HWND
create_window(void)
32 wc
.lpfnWndProc
= DefWindowProc
;
33 wc
.lpszClassName
= "d3d8_test_wc";
36 ret
= CreateWindow("d3d8_test_wc", "d3d8_test",
37 WS_MAXIMIZE
| WS_VISIBLE
| WS_CAPTION
, 0, 0, 640, 480, 0, 0, 0, 0);
41 static BOOL
color_match(D3DCOLOR c1
, D3DCOLOR c2
, BYTE max_diff
)
43 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
45 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
47 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
49 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
53 static DWORD
getPixelColor(IDirect3DDevice8
*device
, UINT x
, UINT y
)
56 IDirect3DSurface8
*surf
;
57 IDirect3DTexture8
*tex
;
59 D3DLOCKED_RECT lockedRect
;
60 RECT rectToLock
= {x
, y
, x
+1, y
+1};
62 hr
= IDirect3DDevice8_CreateTexture(device
, 640, 480, 1 /* Levels */, 0 /* usage */, D3DFMT_A8R8G8B8
, D3DPOOL_SYSTEMMEM
, &tex
);
63 if(FAILED(hr
) || !tex
) /* This is not a test */
65 trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr
);
68 hr
= IDirect3DTexture8_GetSurfaceLevel(tex
, 0, &surf
);
69 if(FAILED(hr
) || !tex
) /* This is not a test */
71 trace("Can't get surface from texture, hr=%#08x\n", hr
);
76 hr
= IDirect3DDevice8_GetFrontBuffer(device
, surf
);
79 trace("Can't read the front buffer data, hr=%#08x\n", hr
);
84 hr
= IDirect3DSurface8_LockRect(surf
, &lockedRect
, &rectToLock
, D3DLOCK_READONLY
);
87 trace("Can't lock the offscreen surface, hr=%#08x\n", hr
);
91 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
92 * really important for these tests
94 ret
= ((DWORD
*) lockedRect
.pBits
)[0] & 0x00ffffff;
95 hr
= IDirect3DSurface8_UnlockRect(surf
);
98 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr
);
102 if(surf
) IDirect3DSurface8_Release(surf
);
103 if(tex
) IDirect3DTexture8_Release(tex
);
107 static IDirect3DDevice8
*init_d3d8(void)
109 IDirect3D8
* (__stdcall
* d3d8_create
)(UINT SDKVersion
) = 0;
110 IDirect3D8
*d3d8_ptr
= 0;
111 IDirect3DDevice8
*device_ptr
= 0;
112 D3DPRESENT_PARAMETERS present_parameters
;
115 d3d8_create
= (void *)GetProcAddress(d3d8_handle
, "Direct3DCreate8");
116 ok(d3d8_create
!= NULL
, "Failed to get address of Direct3DCreate8\n");
117 if (!d3d8_create
) return NULL
;
119 d3d8_ptr
= d3d8_create(D3D_SDK_VERSION
);
120 ok(d3d8_ptr
!= NULL
, "Failed to create IDirect3D8 object\n");
121 if (!d3d8_ptr
) return NULL
;
123 ZeroMemory(&present_parameters
, sizeof(present_parameters
));
124 present_parameters
.Windowed
= FALSE
;
125 present_parameters
.hDeviceWindow
= create_window();
126 present_parameters
.SwapEffect
= D3DSWAPEFFECT_DISCARD
;
127 present_parameters
.BackBufferWidth
= 640;
128 present_parameters
.BackBufferHeight
= 480;
129 present_parameters
.BackBufferFormat
= D3DFMT_A8R8G8B8
;
130 present_parameters
.EnableAutoDepthStencil
= TRUE
;
131 present_parameters
.AutoDepthStencilFormat
= D3DFMT_D16
;
133 hr
= IDirect3D8_CreateDevice(d3d8_ptr
, D3DADAPTER_DEFAULT
, D3DDEVTYPE_HAL
, present_parameters
.hDeviceWindow
, D3DCREATE_SOFTWARE_VERTEXPROCESSING
, &present_parameters
, &device_ptr
);
134 ok(hr
== D3D_OK
|| hr
== D3DERR_INVALIDCALL
, "IDirect3D_CreateDevice returned: %#08x\n", hr
);
152 static void lighting_test(IDirect3DDevice8
*device
)
155 DWORD fvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
;
156 DWORD nfvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_NORMAL
;
159 float mat
[16] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
,
160 0.0f
, 1.0f
, 0.0f
, 0.0f
,
161 0.0f
, 0.0f
, 1.0f
, 0.0f
,
162 0.0f
, 0.0f
, 0.0f
, 1.0f
};
164 struct vertex unlitquad
[] =
166 {-1.0f
, -1.0f
, 0.1f
, 0xffff0000},
167 {-1.0f
, 0.0f
, 0.1f
, 0xffff0000},
168 { 0.0f
, 0.0f
, 0.1f
, 0xffff0000},
169 { 0.0f
, -1.0f
, 0.1f
, 0xffff0000},
171 struct vertex litquad
[] =
173 {-1.0f
, 0.0f
, 0.1f
, 0xff00ff00},
174 {-1.0f
, 1.0f
, 0.1f
, 0xff00ff00},
175 { 0.0f
, 1.0f
, 0.1f
, 0xff00ff00},
176 { 0.0f
, 0.0f
, 0.1f
, 0xff00ff00},
178 struct nvertex unlitnquad
[] =
180 { 0.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
181 { 0.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
182 { 1.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
183 { 1.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
185 struct nvertex litnquad
[] =
187 { 0.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
188 { 0.0f
, 1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
189 { 1.0f
, 1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
190 { 1.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
192 WORD Indices
[] = {0, 1, 2, 2, 3, 0};
194 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.0, 0);
195 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
197 /* Setup some states that may cause issues */
198 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_WORLDMATRIX(0), (D3DMATRIX
*) mat
);
199 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
200 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_VIEW
, (D3DMATRIX
*)mat
);
201 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
202 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_PROJECTION
, (D3DMATRIX
*) mat
);
203 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
204 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CLIPPING
, FALSE
);
205 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
206 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, FALSE
);
207 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
208 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
209 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
210 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_STENCILENABLE
, FALSE
);
211 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
212 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHATESTENABLE
, FALSE
);
213 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
214 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
215 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
216 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CULLMODE
, D3DCULL_NONE
);
217 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr
);
218 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_RED
| D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_BLUE
);
219 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr
);
221 hr
= IDirect3DDevice8_SetVertexShader(device
, fvf
);
222 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
224 hr
= IDirect3DDevice8_BeginScene(device
);
225 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr
);
228 /* No lights are defined... That means, lit vertices should be entirely black */
229 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
230 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
231 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
232 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unlitquad
, sizeof(unlitquad
[0]));
233 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
235 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, TRUE
);
236 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
237 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
238 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, litquad
, sizeof(litquad
[0]));
239 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
241 hr
= IDirect3DDevice8_SetVertexShader(device
, nfvf
);
242 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr
);
244 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
245 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
246 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
247 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unlitnquad
, sizeof(unlitnquad
[0]));
248 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
250 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, TRUE
);
251 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
252 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
253 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, litnquad
, sizeof(litnquad
[0]));
254 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
256 IDirect3DDevice8_EndScene(device
);
257 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed with %#08x\n", hr
);
260 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
262 color
= getPixelColor(device
, 160, 360); /* lower left quad - unlit without normals */
263 ok(color
== 0x00ff0000, "Unlit quad without normals has color %08x\n", color
);
264 color
= getPixelColor(device
, 160, 120); /* upper left quad - lit without normals */
265 ok(color
== 0x00000000, "Lit quad without normals has color %08x\n", color
);
266 color
= getPixelColor(device
, 480, 360); /* lower left quad - unlit width normals */
267 ok(color
== 0x000000ff, "Unlit quad width normals has color %08x\n", color
);
268 color
= getPixelColor(device
, 480, 120); /* upper left quad - lit width normals */
269 ok(color
== 0x00000000, "Lit quad width normals has color %08x\n", color
);
271 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
272 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
275 static void clear_test(IDirect3DDevice8
*device
)
277 /* Tests the correctness of clearing parameters */
283 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.0, 0);
284 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
286 /* Positive x, negative y */
292 /* Positive x, positive y */
297 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
298 * is ignored, the positive is still cleared afterwards
300 hr
= IDirect3DDevice8_Clear(device
, 2, rect
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
301 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
303 /* negative x, negative y */
304 rect_negneg
.x1
= 640;
305 rect_negneg
.y1
= 240;
306 rect_negneg
.x2
= 320;
308 hr
= IDirect3DDevice8_Clear(device
, 1, &rect_negneg
, D3DCLEAR_TARGET
, 0xff00ff00, 0.0, 0);
309 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
311 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
313 color
= getPixelColor(device
, 160, 360); /* lower left quad */
314 ok(color
== 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color
);
315 color
= getPixelColor(device
, 160, 120); /* upper left quad */
316 ok(color
== 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color
);
317 color
= getPixelColor(device
, 480, 360); /* lower right quad */
318 ok(color
== 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color
);
319 color
= getPixelColor(device
, 480, 120); /* upper right quad */
320 ok(color
== 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color
);
335 static void fog_test(IDirect3DDevice8
*device
)
339 float start
= 0.0, end
= 1.0;
341 /* Gets full z based fog with linear fog, no fog with specular color */
342 struct sVertex unstransformed_1
[] = {
343 {-1, -1, 0.1f
, 0xFFFF0000, 0xFF000000 },
344 {-1, 0, 0.1f
, 0xFFFF0000, 0xFF000000 },
345 { 0, 0, 0.1f
, 0xFFFF0000, 0xFF000000 },
346 { 0, -1, 0.1f
, 0xFFFF0000, 0xFF000000 },
348 /* Ok, I am too lazy to deal with transform matrices */
349 struct sVertex unstransformed_2
[] = {
350 {-1, 0, 1.0f
, 0xFFFF0000, 0xFF000000 },
351 {-1, 1, 1.0f
, 0xFFFF0000, 0xFF000000 },
352 { 0, 1, 1.0f
, 0xFFFF0000, 0xFF000000 },
353 { 0, 0, 1.0f
, 0xFFFF0000, 0xFF000000 },
355 /* Untransformed ones. Give them a different diffuse color to make the test look
356 * nicer. It also makes making sure that they are drawn correctly easier.
358 struct sVertexT transformed_1
[] = {
359 {320, 0, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
360 {640, 0, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
361 {640, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
362 {320, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
364 struct sVertexT transformed_2
[] = {
365 {320, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
366 {640, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
367 {640, 480, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
368 {320, 480, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
370 WORD Indices
[] = {0, 1, 2, 2, 3, 0};
372 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
373 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear returned %#08x\n", hr
);
375 /* Setup initial states: No lighting, fog on, fog color */
376 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
377 ok(hr
== D3D_OK
, "Turning off lighting returned %#08x\n", hr
);
378 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, TRUE
);
379 ok(hr
== D3D_OK
, "Turning on fog calculations returned %#08x\n", hr
);
380 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGCOLOR
, 0xFF00FF00 /* A nice green */);
381 ok(hr
== D3D_OK
, "Turning on fog calculations returned %#08x\n", hr
);
383 /* First test: Both table fog and vertex fog off */
384 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
385 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
386 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
387 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
389 /* Start = 0, end = 1. Should be default, but set them */
390 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGSTART
, *((DWORD
*) &start
));
391 ok(hr
== D3D_OK
, "Setting fog start returned %#08x\n", hr
);
392 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGEND
, *((DWORD
*) &end
));
393 ok(hr
== D3D_OK
, "Setting fog start returned %#08x\n", hr
);
395 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
)
397 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
398 ok( hr
== D3D_OK
, "SetVertexShader returned %#08x\n", hr
);
399 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
400 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
401 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_1
,
402 sizeof(unstransformed_1
[0]));
403 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
405 /* That makes it use the Z value */
406 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_LINEAR
);
407 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
408 /* Untransformed, vertex fog != none (or table fog != none):
409 * Use the Z value as input into the equation
411 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
412 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_2
,
413 sizeof(unstransformed_1
[0]));
414 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
416 /* transformed verts */
417 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZRHW
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
418 ok( hr
== D3D_OK
, "SetVertexShader returned %#08x\n", hr
);
419 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
420 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
421 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_1
,
422 sizeof(transformed_1
[0]));
423 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
425 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_LINEAR
);
426 ok( hr
== D3D_OK
, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr
);
427 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
430 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
431 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_2
,
432 sizeof(transformed_2
[0]));
434 hr
= IDirect3DDevice8_EndScene(device
);
435 ok(hr
== D3D_OK
, "EndScene returned %#08x\n", hr
);
439 ok(FALSE
, "BeginScene failed\n");
442 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
443 color
= getPixelColor(device
, 160, 360);
444 ok(color
== 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color
);
445 color
= getPixelColor(device
, 160, 120);
446 ok(color
== 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color
);
447 color
= getPixelColor(device
, 480, 120);
448 ok(color
== 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color
);
449 color
= getPixelColor(device
, 480, 360);
450 ok(color
== 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color
);
452 /* Turn off the fog master switch to avoid confusing other tests */
453 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
454 ok(hr
== D3D_OK
, "Turning off fog calculations returned %#08x\n", hr
);
457 static void present_test(IDirect3DDevice8
*device
)
459 struct vertex quad
[] =
461 {-1.0f
, -1.0f
, 0.9f
, 0xffff0000},
462 {-1.0f
, 1.0f
, 0.9f
, 0xffff0000},
463 { 1.0f
, -1.0f
, 0.1f
, 0xffff0000},
464 { 1.0f
, 1.0f
, 0.1f
, 0xffff0000},
469 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
470 * then call Present. Then clear the color buffer to make sure it has some defined content
471 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
472 * by the depth value.
474 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xffffffff, 0.75, 0);
475 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear returned %08x\n", hr
);
476 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
477 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.4, 0);
479 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, D3DZB_TRUE
);
480 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
481 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZFUNC
, D3DCMP_GREATER
);
482 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
483 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
);
484 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetFVF returned %08x\n", hr
);
486 hr
= IDirect3DDevice8_BeginScene(device
);
487 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed with %08x\n", hr
);
490 /* No lights are defined... That means, lit vertices should be entirely black */
491 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2 /*PrimCount */, quad
, sizeof(quad
[0]));
492 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr
);
494 hr
= IDirect3DDevice8_EndScene(device
);
495 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed with %08x\n", hr
);
498 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, D3DZB_FALSE
);
499 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
501 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
502 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
503 color
= getPixelColor(device
, 512, 240);
504 ok(color
== 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
505 color
= getPixelColor(device
, 64, 240);
506 ok(color
== 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
509 static void test_rcp_rsq(IDirect3DDevice8
*device
)
514 unsigned char c1
, c2
, c3
;
515 float constant
[4] = {1.0, 1.0, 1.0, 2.0};
517 static const float quad
[][3] = {
518 {-1.0f
, -1.0f
, 0.0f
},
520 { 1.0f
, -1.0f
, 0.0f
},
524 const DWORD rcp_test
[] = {
525 0xfffe0101, /* vs.1.1 */
527 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
528 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
529 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
530 0x00303030, /* enough to make windows happy */
532 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
533 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
537 const DWORD rsq_test
[] = {
538 0xfffe0101, /* vs.1.1 */
540 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
541 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
542 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
543 0x00303030, /* enough to make windows happy */
545 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
546 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
553 D3DVSD_REG(D3DVSDE_POSITION
, D3DVSDT_FLOAT3
), /* D3DVSDE_POSITION, Register v0 */
557 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xff800080, 0.0, 0);
558 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
560 hr
= IDirect3DDevice8_CreateVertexShader(device
, decl
, rcp_test
, &shader
, 0);
561 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr
);
563 IDirect3DDevice8_SetVertexShader(device
, shader
);
564 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
565 IDirect3DDevice8_SetVertexShaderConstant(device
, 0, constant
, 1);
567 hr
= IDirect3DDevice8_BeginScene(device
);
568 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene returned %#08x\n", hr
);
571 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], 3 * sizeof(float));
572 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%#08x)\n", hr
);
573 hr
= IDirect3DDevice8_EndScene(device
);
574 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene returned %#08x\n", hr
);
577 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
578 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
579 color
= getPixelColor(device
, 320, 240);
580 c1
= (color
& 0x00ff0000 )>> 16;
581 c2
= (color
& 0x0000ff00 )>> 8;
582 c3
= (color
& 0x000000ff )>> 0;
583 ok(c1
== c2
&& c2
== c3
, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
585 ok(c1
>= 0x7c && c1
<= 0x84, "Color component value is %02x\n", c1
);
587 IDirect3DDevice8_SetVertexShader(device
, 0);
588 IDirect3DDevice8_DeleteVertexShader(device
, shader
);
590 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xff800080, 0.0, 0);
591 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
593 hr
= IDirect3DDevice8_CreateVertexShader(device
, decl
, rsq_test
, &shader
, 0);
594 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr
);
596 IDirect3DDevice8_SetVertexShader(device
, shader
);
597 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
598 IDirect3DDevice8_SetVertexShaderConstant(device
, 0, constant
, 1);
600 hr
= IDirect3DDevice8_BeginScene(device
);
601 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene returned %#08x\n", hr
);
604 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], 3 * sizeof(float));
605 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%#08x)\n", hr
);
606 hr
= IDirect3DDevice8_EndScene(device
);
607 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene returned %#08x\n", hr
);
610 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
611 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
612 color
= getPixelColor(device
, 320, 240);
613 c1
= (color
& 0x00ff0000 )>> 16;
614 c2
= (color
& 0x0000ff00 )>> 8;
615 c3
= (color
& 0x000000ff )>> 0;
616 ok(c1
== c2
&& c2
== c3
, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
618 ok(c1
>= 0xb0 && c1
<= 0xb8, "Color component value is %02x\n", c1
);
620 IDirect3DDevice8_SetVertexShader(device
, 0);
621 IDirect3DDevice8_DeleteVertexShader(device
, shader
);
624 static void offscreen_test(IDirect3DDevice8
*device
)
627 IDirect3DTexture8
*offscreenTexture
= NULL
;
628 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
631 static const float quad
[][5] = {
632 {-0.5f
, -0.5f
, 0.1f
, 0.0f
, 0.0f
},
633 {-0.5f
, 0.5f
, 0.1f
, 0.0f
, 1.0f
},
634 { 0.5f
, -0.5f
, 0.1f
, 1.0f
, 0.0f
},
635 { 0.5f
, 0.5f
, 0.1f
, 1.0f
, 1.0f
},
638 hr
= IDirect3DDevice8_GetDepthStencilSurface(device
, &depthstencil
);
639 ok(hr
== D3D_OK
, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr
);
641 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
642 ok(hr
== D3D_OK
, "Clear failed, hr = %#08x\n", hr
);
644 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_X8R8G8B8
, D3DPOOL_DEFAULT
, &offscreenTexture
);
645 ok(hr
== D3D_OK
|| D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
646 if(!offscreenTexture
) {
647 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
648 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_R5G6B5
, D3DPOOL_DEFAULT
, &offscreenTexture
);
649 ok(hr
== D3D_OK
|| D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
650 if(!offscreenTexture
) {
651 skip("Cannot create an offscreen render target\n");
656 hr
= IDirect3DDevice8_GetBackBuffer(device
, 0, D3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
657 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %#08x\n", hr
);
662 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
663 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
668 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
669 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
671 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, D3DTOP_SELECTARG1
);
672 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
673 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
674 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
675 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MINFILTER
, D3DTEXF_NONE
);
676 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr
);
677 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MAGFILTER
, D3DTEXF_NONE
);
678 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr
);
679 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
680 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
682 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
) {
683 hr
= IDirect3DDevice8_SetRenderTarget(device
, offscreen
, depthstencil
);
684 ok(hr
== D3D_OK
, "SetRenderTarget failed, hr = %#08x\n", hr
);
685 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
686 ok(hr
== D3D_OK
, "Clear failed, hr = %#08x\n", hr
);
688 /* Draw without textures - Should result in a white quad */
689 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(quad
[0]));
690 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
692 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
693 ok(hr
== D3D_OK
, "SetRenderTarget failed, hr = %#08x\n", hr
);
694 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) offscreenTexture
);
695 ok(hr
== D3D_OK
, "SetTexture failed, %08x\n", hr
);
697 /* This time with the texture */
698 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(quad
[0]));
699 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
701 IDirect3DDevice8_EndScene(device
);
704 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
706 /* Center quad - should be white */
707 color
= getPixelColor(device
, 320, 240);
708 ok(color
== 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
709 /* Some quad in the cleared part of the texture */
710 color
= getPixelColor(device
, 170, 240);
711 ok(color
== 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color
);
712 /* Part of the originally cleared back buffer */
713 color
= getPixelColor(device
, 10, 10);
714 ok(color
== 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
716 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
717 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
718 * the offscreen rendering mode this test would succeed or fail
720 color
= getPixelColor(device
, 10, 470);
721 ok(color
== 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
725 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
729 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
730 IDirect3DSurface8_Release(backbuffer
);
732 if(offscreenTexture
) {
733 IDirect3DTexture8_Release(offscreenTexture
);
736 IDirect3DSurface8_Release(offscreen
);
739 IDirect3DSurface8_Release(depthstencil
);
743 static void alpha_test(IDirect3DDevice8
*device
)
746 IDirect3DTexture8
*offscreenTexture
;
747 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
750 struct vertex quad1
[] =
752 {-1.0f
, -1.0f
, 0.1f
, 0x4000ff00},
753 {-1.0f
, 0.0f
, 0.1f
, 0x4000ff00},
754 { 1.0f
, -1.0f
, 0.1f
, 0x4000ff00},
755 { 1.0f
, 0.0f
, 0.1f
, 0x4000ff00},
757 struct vertex quad2
[] =
759 {-1.0f
, 0.0f
, 0.1f
, 0xc00000ff},
760 {-1.0f
, 1.0f
, 0.1f
, 0xc00000ff},
761 { 1.0f
, 0.0f
, 0.1f
, 0xc00000ff},
762 { 1.0f
, 1.0f
, 0.1f
, 0xc00000ff},
764 static const float composite_quad
[][5] = {
765 { 0.0f
, -1.0f
, 0.1f
, 0.0f
, 1.0f
},
766 { 0.0f
, 1.0f
, 0.1f
, 0.0f
, 0.0f
},
767 { 1.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
},
768 { 1.0f
, 1.0f
, 0.1f
, 1.0f
, 0.0f
},
771 /* Clear the render target with alpha = 0.5 */
772 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0x80ff0000, 0.0, 0);
773 ok(hr
== D3D_OK
, "Clear failed, hr = %08x\n", hr
);
775 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_X8R8G8B8
, D3DPOOL_DEFAULT
, &offscreenTexture
);
776 ok(hr
== D3D_OK
|| D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
778 hr
= IDirect3DDevice8_GetDepthStencilSurface(device
, &depthstencil
);
779 ok(hr
== D3D_OK
, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr
);
781 hr
= IDirect3DDevice8_GetBackBuffer(device
, 0, D3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
782 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %#08x\n", hr
);
786 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
787 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
792 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
);
793 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
795 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, D3DTOP_SELECTARG1
);
796 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
797 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
798 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
799 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MINFILTER
, D3DTEXF_NONE
);
800 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr
);
801 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MAGFILTER
, D3DTEXF_NONE
);
802 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr
);
803 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
804 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
806 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
807 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
808 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
) {
810 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
811 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
812 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
813 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
814 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
815 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad1
, sizeof(quad1
[0]));
816 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
818 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_DESTALPHA
);
819 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
820 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVDESTALPHA
);
821 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
822 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, sizeof(quad2
[0]));
823 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
825 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
826 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
827 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
828 hr
= IDirect3DDevice8_SetRenderTarget(device
, offscreen
, 0);
829 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %08x\n", hr
);
830 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0x80ff0000, 0.0, 0);
831 ok(hr
== D3D_OK
, "Clear failed, hr = %08x\n", hr
);
833 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
834 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
835 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
836 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
837 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad1
, sizeof(quad1
[0]));
838 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
840 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_DESTALPHA
);
841 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
842 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVDESTALPHA
);
843 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
844 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, sizeof(quad2
[0]));
845 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
847 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
848 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %08x\n", hr
);
850 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
851 * Disable alpha blending for the final composition
853 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
854 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
855 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
856 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
858 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) offscreenTexture
);
859 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
860 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, composite_quad
, sizeof(float) * 5);
861 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
862 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
863 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
865 hr
= IDirect3DDevice8_EndScene(device
);
866 ok(hr
== D3D_OK
, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr
);
869 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
871 color
= getPixelColor(device
, 160, 360);
872 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
873 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color
);
875 color
= getPixelColor(device
, 160, 120);
876 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
877 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color
);
879 color
= getPixelColor(device
, 480, 360);
880 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
881 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color
);
883 color
= getPixelColor(device
, 480, 120);
884 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
885 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color
);
890 IDirect3DSurface8_Release(backbuffer
);
892 if(offscreenTexture
) {
893 IDirect3DTexture8_Release(offscreenTexture
);
896 IDirect3DSurface8_Release(offscreen
);
899 IDirect3DSurface8_Release(depthstencil
);
903 static void p8_texture_test(IDirect3DDevice8
*device
)
905 IDirect3D8
*d3d
= NULL
;
907 IDirect3DTexture8
*texture
= NULL
, *texture2
= NULL
;
910 DWORD color
, red
, green
, blue
;
911 PALETTEENTRY table
[256];
915 -1.0, 0, 0.1, 0.0, 0.0,
916 -1.0, 1.0, 0.1, 0.0, 1.0,
917 1.0, 0, 0.1, 1.0, 0.0,
918 1.0, 1.0, 0.1, 1.0, 1.0,
921 -1.0, -1.0, 0.1, 0.0, 0.0,
922 -1.0, 0, 0.1, 0.0, 1.0,
923 1.0, -1.0, 0.1, 1.0, 0.0,
924 1.0, 0, 0.1, 1.0, 1.0,
927 IDirect3DDevice8_GetDirect3D(device
, &d3d
);
929 if(IDirect3D8_CheckDeviceFormat(d3d
, 0, D3DDEVTYPE_HAL
, D3DFMT_X8R8G8B8
, 0,
930 D3DRTYPE_TEXTURE
, D3DFMT_P8
) != D3D_OK
) {
931 skip("D3DFMT_P8 textures not supported\n");
935 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_P8
,
936 D3DPOOL_MANAGED
, &texture2
);
937 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr
);
939 skip("Failed to create D3DFMT_P8 texture\n");
943 memset(&lr
, 0, sizeof(lr
));
944 hr
= IDirect3DTexture8_LockRect(texture2
, 0, &lr
, NULL
, 0);
945 ok(hr
== D3D_OK
, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr
);
949 hr
= IDirect3DTexture8_UnlockRect(texture2
, 0);
950 ok(hr
== D3D_OK
, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr
);
952 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_P8
,
953 D3DPOOL_MANAGED
, &texture
);
954 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr
);
956 skip("Failed to create D3DFMT_P8 texture\n");
960 memset(&lr
, 0, sizeof(lr
));
961 hr
= IDirect3DTexture8_LockRect(texture
, 0, &lr
, NULL
, 0);
962 ok(hr
== D3D_OK
, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr
);
966 hr
= IDirect3DTexture8_UnlockRect(texture
, 0);
967 ok(hr
== D3D_OK
, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr
);
969 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
970 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
972 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
973 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
975 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
976 alpha of every entry is set to 1.0, which MS says is required when there's no
977 D3DPTEXTURECAPS_ALPHAPALETTE capability */
978 for (i
= 0; i
< 256; i
++) {
979 table
[i
].peRed
= table
[i
].peGreen
= table
[i
].peBlue
= 0;
980 table
[i
].peFlags
= 0xff;
982 table
[1].peRed
= 0xff;
983 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 0, table
);
984 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
987 table
[1].peBlue
= 0xff;
988 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 1, table
);
989 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
991 hr
= IDirect3DDevice8_BeginScene(device
);
992 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
994 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
995 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
996 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
997 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
999 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
1000 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
1002 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 0);
1003 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1005 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture2
);
1006 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1007 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1008 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1010 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture
);
1011 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1012 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1013 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1015 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 1);
1016 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1017 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, 5 * sizeof(float));
1018 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1020 hr
= IDirect3DDevice8_EndScene(device
);
1021 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1024 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1025 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1027 color
= getPixelColor(device
, 32, 32);
1028 red
= (color
& 0x00ff0000) >> 16;
1029 green
= (color
& 0x0000ff00) >> 8;
1030 blue
= (color
& 0x000000ff) >> 0;
1031 ok(red
== 0xff && blue
== 0 && green
== 0,
1032 "got color %08x, expected 0x00ff0000\n", color
);
1034 color
= getPixelColor(device
, 32, 320);
1035 red
= (color
& 0x00ff0000) >> 16;
1036 green
= (color
& 0x0000ff00) >> 8;
1037 blue
= (color
& 0x000000ff) >> 0;
1038 ok(red
== 0 && blue
== 0xff && green
== 0,
1039 "got color %08x, expected 0x000000ff\n", color
);
1041 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
1042 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
1044 hr
= IDirect3DDevice8_BeginScene(device
);
1045 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
1047 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture2
);
1048 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1050 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1051 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1053 hr
= IDirect3DDevice8_EndScene(device
);
1054 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1057 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1058 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1060 color
= getPixelColor(device
, 32, 32);
1061 red
= (color
& 0x00ff0000) >> 16;
1062 green
= (color
& 0x0000ff00) >> 8;
1063 blue
= (color
& 0x000000ff) >> 0;
1064 ok(red
== 0 && blue
== 0xff && green
== 0,
1065 "got color %08x, expected 0x000000ff\n", color
);
1067 /* Test palettes with alpha */
1068 IDirect3DDevice8_GetDeviceCaps(device
, &caps
);
1069 if (!(caps
.TextureCaps
& D3DPTEXTURECAPS_ALPHAPALETTE
)) {
1070 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1072 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
1073 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
1075 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
1076 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1078 for (i
= 0; i
< 256; i
++) {
1079 table
[i
].peRed
= table
[i
].peGreen
= table
[i
].peBlue
= 0;
1080 table
[i
].peFlags
= 0xff;
1082 table
[1].peRed
= 0xff;
1083 table
[1].peFlags
= 0x80;
1084 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 0, table
);
1085 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1088 table
[1].peBlue
= 0xff;
1089 table
[1].peFlags
= 0x80;
1090 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 1, table
);
1091 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1093 hr
= IDirect3DDevice8_BeginScene(device
);
1094 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
1096 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
1097 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1098 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
1099 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1101 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
1102 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
1104 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 0);
1105 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1107 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1108 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1110 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 1);
1111 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1113 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, 5 * sizeof(float));
1114 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1116 hr
= IDirect3DDevice8_EndScene(device
);
1117 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1120 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1121 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1123 color
= getPixelColor(device
, 32, 32);
1124 red
= (color
& 0x00ff0000) >> 16;
1125 green
= (color
& 0x0000ff00) >> 8;
1126 blue
= (color
& 0x000000ff) >> 0;
1127 ok(red
>= 0x7e && red
<= 0x81 && blue
== 0 && green
== 0,
1128 "got color %08x, expected 0x00800000 or near\n", color
);
1130 color
= getPixelColor(device
, 32, 320);
1131 red
= (color
& 0x00ff0000) >> 16;
1132 green
= (color
& 0x0000ff00) >> 8;
1133 blue
= (color
& 0x000000ff) >> 0;
1134 ok(red
== 0 && blue
>= 0x7e && blue
<= 0x81 && green
== 0,
1135 "got color %08x, expected 0x00000080 or near\n", color
);
1138 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
1139 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1140 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
1141 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1144 if(texture
) IDirect3DTexture8_Release(texture
);
1145 if(texture2
) IDirect3DTexture8_Release(texture2
);
1146 IDirect3D8_Release(d3d
);
1149 static void texop_test(IDirect3DDevice8
*device
)
1151 IDirect3DTexture8
*texture
= NULL
;
1152 D3DLOCKED_RECT locked_rect
;
1158 static const struct {
1163 {-1.0f
, -1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f
, -1.0f
},
1164 {-1.0f
, 1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f
, 1.0f
},
1165 { 1.0f
, -1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f
, -1.0f
},
1166 { 1.0f
, 1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f
, 1.0f
}
1169 static const struct {
1175 {D3DTOP_SELECTARG1
, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1
, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1176 {D3DTOP_SELECTARG2
, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2
, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1177 {D3DTOP_MODULATE
, "MODULATE", D3DTEXOPCAPS_MODULATE
, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1178 {D3DTOP_MODULATE2X
, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X
, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1179 {D3DTOP_MODULATE4X
, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X
, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1180 {D3DTOP_ADD
, "ADD", D3DTEXOPCAPS_ADD
, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1181 {D3DTOP_ADDSIGNED
, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED
, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1182 {D3DTOP_ADDSIGNED2X
, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X
, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1183 {D3DTOP_SUBTRACT
, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT
, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1184 {D3DTOP_ADDSMOOTH
, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH
, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1185 {D3DTOP_BLENDDIFFUSEALPHA
, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA
, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1186 {D3DTOP_BLENDTEXTUREALPHA
, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA
, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1187 {D3DTOP_BLENDFACTORALPHA
, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA
, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1188 {D3DTOP_BLENDTEXTUREALPHAPM
, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM
, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1189 {D3DTOP_BLENDCURRENTALPHA
, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA
, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1190 {D3DTOP_MODULATEALPHA_ADDCOLOR
, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1191 {D3DTOP_MODULATECOLOR_ADDALPHA
, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1192 {D3DTOP_MODULATEINVALPHA_ADDCOLOR
, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1193 {D3DTOP_MODULATEINVCOLOR_ADDALPHA
, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1194 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1195 {D3DTOP_DOTPRODUCT3
, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3
, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1196 {D3DTOP_MULTIPLYADD
, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD
, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1197 {D3DTOP_LERP
, "LERP", D3DTEXOPCAPS_LERP
, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1200 memset(&caps
, 0, sizeof(caps
));
1201 hr
= IDirect3DDevice8_GetDeviceCaps(device
, &caps
);
1202 ok(SUCCEEDED(hr
), "GetDeviceCaps failed with 0x%08x\n", hr
);
1204 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_TEX0
);
1205 ok(SUCCEEDED(hr
), "SetVertexShader failed with 0x%08x\n", hr
);
1207 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_A8R8G8B8
, D3DPOOL_MANAGED
, &texture
);
1208 ok(SUCCEEDED(hr
), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr
);
1209 hr
= IDirect3DTexture8_LockRect(texture
, 0, &locked_rect
, NULL
, 0);
1210 ok(SUCCEEDED(hr
), "LockRect failed with 0x%08x\n", hr
);
1211 *((DWORD
*)locked_rect
.pBits
) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1212 hr
= IDirect3DTexture8_UnlockRect(texture
, 0);
1213 ok(SUCCEEDED(hr
), "LockRect failed with 0x%08x\n", hr
);
1214 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*)texture
);
1215 ok(SUCCEEDED(hr
), "SetTexture failed with 0x%08x\n", hr
);
1217 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG0
, D3DTA_DIFFUSE
);
1218 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1219 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
1220 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1221 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG2
, D3DTA_TFACTOR
);
1222 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1224 hr
= IDirect3DDevice8_SetTextureStageState(device
, 1, D3DTSS_COLOROP
, D3DTOP_DISABLE
);
1225 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1227 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
1228 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1229 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_TEXTUREFACTOR
, 0xdd333333);
1230 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1231 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_RED
| D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_BLUE
| D3DCOLORWRITEENABLE_ALPHA
);
1232 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1234 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0x00000000, 1.0f
, 0);
1235 ok(SUCCEEDED(hr
), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr
);
1237 for (i
= 0; i
< sizeof(test_data
) / sizeof(*test_data
); ++i
)
1239 if (!(caps
.TextureOpCaps
& test_data
[i
].caps_flag
))
1241 skip("tex operation %s not supported\n", test_data
[i
].name
);
1245 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, test_data
[i
].op
);
1246 ok(SUCCEEDED(hr
), "SetTextureStageState (%s) failed with 0x%08x\n", test_data
[i
].name
, hr
);
1248 hr
= IDirect3DDevice8_BeginScene(device
);
1249 ok(SUCCEEDED(hr
), "BeginScene failed with 0x%08x\n", hr
);
1251 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(*quad
));
1252 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed with 0x%08x\n", hr
);
1254 hr
= IDirect3DDevice8_EndScene(device
);
1255 ok(SUCCEEDED(hr
), "EndScene failed with 0x%08x\n", hr
);
1257 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1258 ok(SUCCEEDED(hr
), "Present failed with 0x%08x\n", hr
);
1260 color
= getPixelColor(device
, 320, 240);
1261 ok(color_match(color
, test_data
[i
].result
, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1262 test_data
[i
].name
, color
, test_data
[i
].result
);
1265 if (texture
) IDirect3DTexture8_Release(texture
);
1270 IDirect3DDevice8
*device_ptr
;
1275 d3d8_handle
= LoadLibraryA("d3d8.dll");
1278 skip("Could not load d3d8.dll\n");
1282 device_ptr
= init_d3d8();
1285 skip("Could not initialize direct3d\n");
1289 IDirect3DDevice8_GetDeviceCaps(device_ptr
, &caps
);
1291 /* Check for the reliability of the returned data */
1292 hr
= IDirect3DDevice8_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
1295 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1298 IDirect3DDevice8_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1300 color
= getPixelColor(device_ptr
, 1, 1);
1301 if(color
!=0x00ff0000)
1303 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color
);
1307 hr
= IDirect3DDevice8_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xff00ddee, 0.0, 0);
1310 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1313 IDirect3DDevice8_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1315 color
= getPixelColor(device_ptr
, 639, 479);
1316 if(color
!= 0x0000ddee)
1318 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color
);
1322 /* Now run the real test */
1323 lighting_test(device_ptr
);
1324 clear_test(device_ptr
);
1325 fog_test(device_ptr
);
1326 present_test(device_ptr
);
1327 offscreen_test(device_ptr
);
1328 alpha_test(device_ptr
);
1330 if (caps
.VertexShaderVersion
>= D3DVS_VERSION(1, 1))
1332 test_rcp_rsq(device_ptr
);
1336 skip("No vs.1.1 support\n");
1339 p8_texture_test(device_ptr
);
1340 texop_test(device_ptr
);
1344 D3DDEVICE_CREATION_PARAMETERS creation_parameters
;
1345 IDirect3DDevice8_GetCreationParameters(device_ptr
, &creation_parameters
);
1346 IDirect3DDevice8_Release(device_ptr
);
1347 DestroyWindow(creation_parameters
.hFocusWindow
);