d3d8/tests: Rename a variable.
[wine/wine-gecko.git] / dlls / d3d8 / tests / visual.c
blob2c04ce724ca01a4894f824843c93a4567d399dde
1 /*
2 * Copyright (C) 2005 Henri Verbeet
3 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
22 #define COBJMACROS
23 #include <d3d8.h>
24 #include "wine/test.h"
26 static HMODULE d3d8_handle = 0;
28 static HWND create_window(void)
30 WNDCLASS wc = {0};
31 HWND ret;
32 wc.lpfnWndProc = DefWindowProc;
33 wc.lpszClassName = "d3d8_test_wc";
34 RegisterClass(&wc);
36 ret = CreateWindow("d3d8_test_wc", "d3d8_test",
37 WS_POPUP | WS_SYSMENU , 20, 20, 640, 480, 0, 0, 0, 0);
38 ShowWindow(ret, SW_SHOW);
39 return ret;
42 static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
44 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
45 c1 >>= 8; c2 >>= 8;
46 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
47 c1 >>= 8; c2 >>= 8;
48 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
49 c1 >>= 8; c2 >>= 8;
50 if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
51 return TRUE;
54 static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y)
56 DWORD ret;
57 IDirect3DTexture8 *tex = NULL;
58 IDirect3DSurface8 *surf = NULL, *backbuf = NULL;
59 HRESULT hr;
60 D3DLOCKED_RECT lockedRect;
61 RECT rectToLock = {x, y, x+1, y+1};
63 hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1 /* Levels */, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &tex);
64 if(FAILED(hr) || !tex ) /* This is not a test */
66 trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr);
67 return 0xdeadbeef;
69 hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &surf);
70 if(FAILED(hr) || !tex ) /* This is not a test */
72 trace("Can't get surface from texture, hr=%#08x\n", hr);
73 ret = 0xdeadbeee;
74 goto out;
77 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuf);
78 if(FAILED(hr))
80 trace("Can't get the render target, hr=%#08x\n", hr);
81 ret = 0xdeadbeed;
82 goto out;
84 hr = IDirect3DDevice8_CopyRects(device, backbuf, NULL, 0, surf, NULL);
85 if(FAILED(hr))
87 trace("Can't read the render target, hr=%#08x\n", hr);
88 ret = 0xdeadbeec;
89 goto out;
92 hr = IDirect3DSurface8_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
93 if(FAILED(hr))
95 trace("Can't lock the offscreen surface, hr=%#08x\n", hr);
96 ret = 0xdeadbeeb;
97 goto out;
99 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
100 * really important for these tests
102 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
103 hr = IDirect3DSurface8_UnlockRect(surf);
104 if(FAILED(hr))
106 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr);
109 out:
110 if(backbuf) IDirect3DSurface8_Release(backbuf);
111 if(surf) IDirect3DSurface8_Release(surf);
112 if(tex) IDirect3DTexture8_Release(tex);
113 return ret;
116 static IDirect3DDevice8 *init_d3d8(void)
118 IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
119 IDirect3D8 *d3d8_ptr = 0;
120 IDirect3DDevice8 *device_ptr = 0;
121 D3DPRESENT_PARAMETERS present_parameters;
122 HRESULT hr;
124 d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
125 ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
126 if (!d3d8_create) return NULL;
128 d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
129 if (!d3d8_ptr)
131 skip("could not create D3D8\n");
132 return NULL;
135 ZeroMemory(&present_parameters, sizeof(present_parameters));
136 present_parameters.Windowed = TRUE;
137 present_parameters.hDeviceWindow = create_window();
138 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
139 present_parameters.BackBufferWidth = 640;
140 present_parameters.BackBufferHeight = 480;
141 present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
142 present_parameters.EnableAutoDepthStencil = TRUE;
143 present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
145 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
146 present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
147 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
149 return device_ptr;
152 struct vertex
154 float x, y, z;
155 DWORD diffuse;
158 struct tvertex
160 float x, y, z, w;
161 DWORD diffuse;
164 struct nvertex
166 float x, y, z;
167 float nx, ny, nz;
168 DWORD diffuse;
171 static void lighting_test(IDirect3DDevice8 *device)
173 HRESULT hr;
174 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
175 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
176 DWORD color;
178 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
179 0.0f, 1.0f, 0.0f, 0.0f,
180 0.0f, 0.0f, 1.0f, 0.0f,
181 0.0f, 0.0f, 0.0f, 1.0f };
183 struct vertex unlitquad[] =
185 {-1.0f, -1.0f, 0.1f, 0xffff0000},
186 {-1.0f, 0.0f, 0.1f, 0xffff0000},
187 { 0.0f, 0.0f, 0.1f, 0xffff0000},
188 { 0.0f, -1.0f, 0.1f, 0xffff0000},
190 struct vertex litquad[] =
192 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
193 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
194 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
195 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
197 struct nvertex unlitnquad[] =
199 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
200 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
201 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
202 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
204 struct nvertex litnquad[] =
206 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
207 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
208 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
209 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
211 WORD Indices[] = {0, 1, 2, 2, 3, 0};
213 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
214 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
216 /* Setup some states that may cause issues */
217 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
218 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
219 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
220 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
221 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
222 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
223 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
224 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
225 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
226 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
227 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
228 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
229 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
230 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
231 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
232 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
233 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
234 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
235 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
236 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
237 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
238 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
240 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
241 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
243 hr = IDirect3DDevice8_BeginScene(device);
244 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
245 if(hr == D3D_OK)
247 /* No lights are defined... That means, lit vertices should be entirely black */
248 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
249 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
250 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
251 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
252 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
254 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
255 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
256 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
257 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
258 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
260 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
261 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
263 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
264 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
265 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
266 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
267 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
269 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
270 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
271 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
272 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
273 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
275 IDirect3DDevice8_EndScene(device);
276 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
279 color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
280 ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
281 color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
282 ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
283 color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */
284 ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
285 color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */
286 ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
288 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
290 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
291 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
294 static void clear_test(IDirect3DDevice8 *device)
296 /* Tests the correctness of clearing parameters */
297 HRESULT hr;
298 D3DRECT rect[2];
299 D3DRECT rect_negneg;
300 DWORD color;
302 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
303 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
305 /* Positive x, negative y */
306 rect[0].x1 = 0;
307 rect[0].y1 = 480;
308 rect[0].x2 = 320;
309 rect[0].y2 = 240;
311 /* Positive x, positive y */
312 rect[1].x1 = 0;
313 rect[1].y1 = 0;
314 rect[1].x2 = 320;
315 rect[1].y2 = 240;
316 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
317 * is ignored, the positive is still cleared afterwards
319 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
320 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
322 /* negative x, negative y */
323 rect_negneg.x1 = 640;
324 rect_negneg.y1 = 240;
325 rect_negneg.x2 = 320;
326 rect_negneg.y2 = 0;
327 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
328 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
330 color = getPixelColor(device, 160, 360); /* lower left quad */
331 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
332 color = getPixelColor(device, 160, 120); /* upper left quad */
333 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
334 color = getPixelColor(device, 480, 360); /* lower right quad */
335 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
336 color = getPixelColor(device, 480, 120); /* upper right quad */
337 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
339 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
342 struct sVertex {
343 float x, y, z;
344 DWORD diffuse;
345 DWORD specular;
348 struct sVertexT {
349 float x, y, z, rhw;
350 DWORD diffuse;
351 DWORD specular;
354 static void fog_test(IDirect3DDevice8 *device)
356 HRESULT hr;
357 DWORD color;
358 float start = 0.0, end = 1.0;
360 /* Gets full z based fog with linear fog, no fog with specular color */
361 struct sVertex untransformed_1[] = {
362 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
363 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
364 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
365 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
367 /* Ok, I am too lazy to deal with transform matrices */
368 struct sVertex untransformed_2[] = {
369 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
370 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
371 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
372 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
374 /* Untransformed ones. Give them a different diffuse color to make the test look
375 * nicer. It also makes making sure that they are drawn correctly easier.
377 struct sVertexT transformed_1[] = {
378 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
379 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
380 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
381 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
383 struct sVertexT transformed_2[] = {
384 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
385 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
386 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
387 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
389 WORD Indices[] = {0, 1, 2, 2, 3, 0};
391 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
392 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
394 /* Setup initial states: No lighting, fog on, fog color */
395 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
396 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
397 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
398 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
399 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
400 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
402 /* First test: Both table fog and vertex fog off */
403 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
404 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
405 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
406 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
408 /* Start = 0, end = 1. Should be default, but set them */
409 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
410 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
411 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
412 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
414 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
416 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
417 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
418 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
419 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
420 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1,
421 sizeof(untransformed_1[0]));
422 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
424 /* That makes it use the Z value */
425 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
426 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
427 /* Untransformed, vertex fog != none (or table fog != none):
428 * Use the Z value as input into the equation
430 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
431 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2,
432 sizeof(untransformed_2[0]));
433 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
435 /* transformed verts */
436 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
437 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
438 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
439 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
440 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
441 sizeof(transformed_1[0]));
442 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
444 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
445 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
446 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
447 * equation
449 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
450 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
451 sizeof(transformed_2[0]));
452 ok(SUCCEEDED(hr), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr);
454 hr = IDirect3DDevice8_EndScene(device);
455 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
457 else
459 ok(FALSE, "BeginScene failed\n");
462 color = getPixelColor(device, 160, 360);
463 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
464 color = getPixelColor(device, 160, 120);
465 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
466 color = getPixelColor(device, 480, 120);
467 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
468 color = getPixelColor(device, 480, 360);
469 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
471 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
473 /* Turn off the fog master switch to avoid confusing other tests */
474 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
475 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
478 static void present_test(IDirect3DDevice8 *device)
480 struct vertex quad[] =
482 {-1.0f, -1.0f, 0.9f, 0xffff0000},
483 {-1.0f, 1.0f, 0.9f, 0xffff0000},
484 { 1.0f, -1.0f, 0.1f, 0xffff0000},
485 { 1.0f, 1.0f, 0.1f, 0xffff0000},
487 HRESULT hr;
488 DWORD color;
490 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
491 * then call Present. Then clear the color buffer to make sure it has some defined content
492 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
493 * by the depth value.
495 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
496 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
497 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
498 ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
499 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
500 ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
502 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
503 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
504 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
505 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
506 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
507 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
509 hr = IDirect3DDevice8_BeginScene(device);
510 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
511 if(hr == D3D_OK)
513 /* No lights are defined... That means, lit vertices should be entirely black */
514 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
515 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
517 hr = IDirect3DDevice8_EndScene(device);
518 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
521 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
522 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
524 color = getPixelColor(device, 512, 240);
525 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
526 color = getPixelColor(device, 64, 240);
527 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
529 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
530 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
533 static void test_rcp_rsq(IDirect3DDevice8 *device)
535 HRESULT hr;
536 DWORD shader;
537 DWORD color;
538 float constant[4] = {1.0, 1.0, 1.0, 2.0};
540 static const float quad[][3] = {
541 {-1.0f, -1.0f, 0.0f},
542 {-1.0f, 1.0f, 0.0f},
543 { 1.0f, -1.0f, 0.0f},
544 { 1.0f, 1.0f, 0.0f},
547 const DWORD rcp_test[] = {
548 0xfffe0101, /* vs.1.1 */
550 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
551 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
552 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
553 0x00303030, /* enough to make windows happy */
555 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
556 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
557 0x0000ffff /* END */
560 const DWORD rsq_test[] = {
561 0xfffe0101, /* vs.1.1 */
563 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
564 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
565 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
566 0x00303030, /* enough to make windows happy */
568 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
569 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
570 0x0000ffff /* END */
573 DWORD decl[] =
575 D3DVSD_STREAM(0),
576 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
577 D3DVSD_END()
580 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
581 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
583 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
584 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
586 IDirect3DDevice8_SetVertexShader(device, shader);
587 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
588 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
590 hr = IDirect3DDevice8_BeginScene(device);
591 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
592 if(SUCCEEDED(hr))
594 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
595 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
596 hr = IDirect3DDevice8_EndScene(device);
597 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
600 color = getPixelColor(device, 320, 240);
601 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4),
602 "RCP test returned color 0x%08x, expected 0x00808080.\n", color);
604 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
605 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
607 IDirect3DDevice8_SetVertexShader(device, 0);
608 IDirect3DDevice8_DeleteVertexShader(device, shader);
610 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 0);
611 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
613 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
614 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
616 IDirect3DDevice8_SetVertexShader(device, shader);
617 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
618 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
620 hr = IDirect3DDevice8_BeginScene(device);
621 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
622 if(SUCCEEDED(hr))
624 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
625 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
626 hr = IDirect3DDevice8_EndScene(device);
627 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
630 color = getPixelColor(device, 320, 240);
631 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4),
632 "RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color);
634 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
635 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
637 IDirect3DDevice8_SetVertexShader(device, 0);
638 IDirect3DDevice8_DeleteVertexShader(device, shader);
641 static void offscreen_test(IDirect3DDevice8 *device)
643 HRESULT hr;
644 IDirect3DTexture8 *offscreenTexture = NULL;
645 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
646 DWORD color;
648 static const float quad[][5] = {
649 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
650 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
651 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
652 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
655 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
656 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
658 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
659 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
661 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
662 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
663 if(!offscreenTexture) {
664 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
665 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
666 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
667 if(!offscreenTexture) {
668 skip("Cannot create an offscreen render target\n");
669 goto out;
673 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
674 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
675 if(!backbuffer) {
676 goto out;
679 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
680 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
681 if(!offscreen) {
682 goto out;
685 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
686 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
688 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
689 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
690 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
691 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
692 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
693 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
694 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
695 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
696 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
697 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
699 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
700 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
701 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
702 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
703 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
705 /* Draw without textures - Should result in a white quad */
706 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
707 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
709 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
710 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
711 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
712 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
714 /* This time with the texture */
715 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
716 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
718 IDirect3DDevice8_EndScene(device);
721 /* Center quad - should be white */
722 color = getPixelColor(device, 320, 240);
723 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
724 /* Some quad in the cleared part of the texture */
725 color = getPixelColor(device, 170, 240);
726 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
727 /* Part of the originally cleared back buffer */
728 color = getPixelColor(device, 10, 10);
729 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
730 if(0) {
731 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
732 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
733 * the offscreen rendering mode this test would succeed or fail
735 color = getPixelColor(device, 10, 470);
736 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
739 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
741 out:
742 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
743 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
745 /* restore things */
746 if(backbuffer) {
747 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
748 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
749 IDirect3DSurface8_Release(backbuffer);
751 if(offscreenTexture) {
752 IDirect3DTexture8_Release(offscreenTexture);
754 if(offscreen) {
755 IDirect3DSurface8_Release(offscreen);
757 if(depthstencil) {
758 IDirect3DSurface8_Release(depthstencil);
762 static void alpha_test(IDirect3DDevice8 *device)
764 HRESULT hr;
765 IDirect3DTexture8 *offscreenTexture;
766 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
767 DWORD color;
769 struct vertex quad1[] =
771 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
772 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
773 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
774 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
776 struct vertex quad2[] =
778 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
779 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
780 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
781 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
783 static const float composite_quad[][5] = {
784 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
785 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
786 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
787 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
790 /* Clear the render target with alpha = 0.5 */
791 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
792 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
794 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
795 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
797 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
798 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
800 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
801 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
802 if(!backbuffer) {
803 goto out;
805 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
806 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
807 if(!offscreen) {
808 goto out;
811 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
812 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
814 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
815 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
816 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
817 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
818 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
819 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
820 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
821 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
822 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
823 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
825 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
826 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
827 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
829 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
830 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
831 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
832 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
833 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
834 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
835 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
837 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
838 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
839 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
840 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
841 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
842 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
844 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
845 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
846 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
847 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
848 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
849 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
850 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
852 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
853 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
854 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
855 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
856 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
857 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
859 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
860 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
861 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
862 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
863 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
864 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
866 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
867 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
869 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
870 * Disable alpha blending for the final composition
872 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
873 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
874 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
875 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
877 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
878 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
879 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
880 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
881 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
882 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
884 hr = IDirect3DDevice8_EndScene(device);
885 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
888 color = getPixelColor(device, 160, 360);
889 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
890 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
892 color = getPixelColor(device, 160, 120);
893 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
894 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
896 color = getPixelColor(device, 480, 360);
897 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
898 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
900 color = getPixelColor(device, 480, 120);
901 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
902 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
904 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
906 out:
907 /* restore things */
908 if(backbuffer) {
909 IDirect3DSurface8_Release(backbuffer);
911 if(offscreenTexture) {
912 IDirect3DTexture8_Release(offscreenTexture);
914 if(offscreen) {
915 IDirect3DSurface8_Release(offscreen);
917 if(depthstencil) {
918 IDirect3DSurface8_Release(depthstencil);
922 static void p8_texture_test(IDirect3DDevice8 *device)
924 IDirect3D8 *d3d = NULL;
925 HRESULT hr;
926 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
927 D3DLOCKED_RECT lr;
928 unsigned char *data;
929 DWORD color, red, green, blue;
930 PALETTEENTRY table[256];
931 D3DCAPS8 caps;
932 UINT i;
933 float quad[] = {
934 -1.0f, 0.0f, 0.1f, 0.0f, 0.0f,
935 -1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
936 1.0f, 0.0f, 0.1f, 1.0f, 0.0f,
937 1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
939 float quad2[] = {
940 -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
941 -1.0f, 0.0f, 0.1f, 0.0f, 1.0f,
942 1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
943 1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
946 IDirect3DDevice8_GetDirect3D(device, &d3d);
948 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
949 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
950 skip("D3DFMT_P8 textures not supported\n");
951 goto out;
954 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
955 D3DPOOL_MANAGED, &texture2);
956 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
957 if(!texture2) {
958 skip("Failed to create D3DFMT_P8 texture\n");
959 goto out;
962 memset(&lr, 0, sizeof(lr));
963 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
964 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
965 data = lr.pBits;
966 *data = 1;
968 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
969 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
971 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
972 D3DPOOL_MANAGED, &texture);
973 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
974 if(!texture) {
975 skip("Failed to create D3DFMT_P8 texture\n");
976 goto out;
979 memset(&lr, 0, sizeof(lr));
980 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
981 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
982 data = lr.pBits;
983 *data = 1;
985 hr = IDirect3DTexture8_UnlockRect(texture, 0);
986 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
988 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
989 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
991 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
992 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
994 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
995 alpha of every entry is set to 1.0, which MS says is required when there's no
996 D3DPTEXTURECAPS_ALPHAPALETTE capability */
997 for (i = 0; i < 256; i++) {
998 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
999 table[i].peFlags = 0xff;
1001 table[1].peRed = 0xff;
1002 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1003 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1005 table[1].peRed = 0;
1006 table[1].peBlue = 0xff;
1007 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1008 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1010 hr = IDirect3DDevice8_BeginScene(device);
1011 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1012 if(SUCCEEDED(hr)) {
1013 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1014 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1015 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1016 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1018 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1019 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1021 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1022 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1024 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1025 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1026 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1027 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1029 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1030 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1031 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1032 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1034 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1035 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1036 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1037 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1039 hr = IDirect3DDevice8_EndScene(device);
1040 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1043 color = getPixelColor(device, 32, 32);
1044 red = (color & 0x00ff0000) >> 16;
1045 green = (color & 0x0000ff00) >> 8;
1046 blue = (color & 0x000000ff) >> 0;
1047 ok(red == 0xff && blue == 0 && green == 0,
1048 "got color %08x, expected 0x00ff0000\n", color);
1050 color = getPixelColor(device, 32, 320);
1051 red = (color & 0x00ff0000) >> 16;
1052 green = (color & 0x0000ff00) >> 8;
1053 blue = (color & 0x000000ff) >> 0;
1054 ok(red == 0 && blue == 0xff && green == 0,
1055 "got color %08x, expected 0x000000ff\n", color);
1057 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1058 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1060 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1061 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1063 hr = IDirect3DDevice8_BeginScene(device);
1064 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1065 if(SUCCEEDED(hr)) {
1066 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1067 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1069 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1070 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1072 hr = IDirect3DDevice8_EndScene(device);
1073 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1077 color = getPixelColor(device, 32, 32);
1078 red = (color & 0x00ff0000) >> 16;
1079 green = (color & 0x0000ff00) >> 8;
1080 blue = (color & 0x000000ff) >> 0;
1081 ok(red == 0 && blue == 0xff && green == 0,
1082 "got color %08x, expected 0x000000ff\n", color);
1084 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1085 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1087 /* Test palettes with alpha */
1088 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1089 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1090 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1091 } else {
1092 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1093 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1095 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1096 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1098 for (i = 0; i < 256; i++) {
1099 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1100 table[i].peFlags = 0xff;
1102 table[1].peRed = 0xff;
1103 table[1].peFlags = 0x80;
1104 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1105 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1107 table[1].peRed = 0;
1108 table[1].peBlue = 0xff;
1109 table[1].peFlags = 0x80;
1110 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1111 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1113 hr = IDirect3DDevice8_BeginScene(device);
1114 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1115 if(SUCCEEDED(hr)) {
1116 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1117 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1118 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1119 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1121 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1122 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1124 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1125 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1127 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1128 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1130 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1131 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1133 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1134 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1136 hr = IDirect3DDevice8_EndScene(device);
1137 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1140 color = getPixelColor(device, 32, 32);
1141 red = (color & 0x00ff0000) >> 16;
1142 green = (color & 0x0000ff00) >> 8;
1143 blue = (color & 0x000000ff) >> 0;
1144 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1145 "got color %08x, expected 0x00800000 or near\n", color);
1147 color = getPixelColor(device, 32, 320);
1148 red = (color & 0x00ff0000) >> 16;
1149 green = (color & 0x0000ff00) >> 8;
1150 blue = (color & 0x000000ff) >> 0;
1151 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1152 "got color %08x, expected 0x00000080 or near\n", color);
1154 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1155 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1158 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1159 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1160 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1161 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1163 out:
1164 if(texture) IDirect3DTexture8_Release(texture);
1165 if(texture2) IDirect3DTexture8_Release(texture2);
1166 IDirect3D8_Release(d3d);
1169 static void texop_test(IDirect3DDevice8 *device)
1171 IDirect3DTexture8 *texture = NULL;
1172 D3DLOCKED_RECT locked_rect;
1173 D3DCOLOR color;
1174 D3DCAPS8 caps;
1175 HRESULT hr;
1176 unsigned int i;
1178 static const struct {
1179 float x, y, z;
1180 D3DCOLOR diffuse;
1181 float s, t;
1182 } quad[] = {
1183 {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
1184 {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
1185 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1186 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1189 static const struct {
1190 D3DTEXTUREOP op;
1191 const char *name;
1192 DWORD caps_flag;
1193 D3DCOLOR result;
1194 } test_data[] = {
1195 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1196 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1197 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1198 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1199 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1200 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1202 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1203 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1205 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1206 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1207 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1208 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1209 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1210 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1211 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1212 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1213 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1214 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1215 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1216 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1217 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1218 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1219 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1222 memset(&caps, 0, sizeof(caps));
1223 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1224 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
1226 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1227 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
1229 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1230 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
1231 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1232 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1233 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1234 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1235 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1236 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1237 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1239 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1240 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1241 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1242 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1243 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1244 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1246 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1247 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1249 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1250 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1251 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1252 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1253 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1254 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1256 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1257 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1259 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1261 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1263 skip("tex operation %s not supported\n", test_data[i].name);
1264 continue;
1267 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1268 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
1270 hr = IDirect3DDevice8_BeginScene(device);
1271 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
1273 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1274 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
1276 hr = IDirect3DDevice8_EndScene(device);
1277 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
1279 color = getPixelColor(device, 320, 240);
1280 ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1281 test_data[i].name, color, test_data[i].result);
1283 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1284 ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
1286 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1287 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1290 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1291 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1292 if (texture) IDirect3DTexture8_Release(texture);
1295 /* This test tests depth clamping / clipping behaviour:
1296 * - With software vertex processing, depth values are clamped to the
1297 * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
1298 * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
1299 * same as regular vertices here.
1300 * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
1301 * Normal vertices are always clipped. Pretransformed vertices are
1302 * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
1303 * - The viewport's MinZ/MaxZ is irrelevant for this.
1305 static void depth_clamp_test(IDirect3DDevice8 *device)
1307 const struct tvertex quad1[] =
1309 { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
1310 {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
1311 { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
1312 {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
1314 const struct tvertex quad2[] =
1316 { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
1317 {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
1318 { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
1319 {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
1321 const struct tvertex quad3[] =
1323 {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
1324 {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
1325 {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
1326 {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
1328 const struct tvertex quad4[] =
1330 { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
1331 {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
1332 { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
1333 {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
1335 const struct vertex quad5[] =
1337 { -0.5f, 0.5f, 10.0f, 0xff14f914},
1338 { 0.5f, 0.5f, 10.0f, 0xff14f914},
1339 { -0.5f, -0.5f, 10.0f, 0xff14f914},
1340 { 0.5f, -0.5f, 10.0f, 0xff14f914},
1342 const struct vertex quad6[] =
1344 { -1.0f, 0.5f, 10.0f, 0xfff91414},
1345 { 1.0f, 0.5f, 10.0f, 0xfff91414},
1346 { -1.0f, 0.25f, 10.0f, 0xfff91414},
1347 { 1.0f, 0.25f, 10.0f, 0xfff91414},
1350 D3DVIEWPORT8 vp;
1351 D3DCOLOR color;
1352 D3DCAPS8 caps;
1353 HRESULT hr;
1355 vp.X = 0;
1356 vp.Y = 0;
1357 vp.Width = 640;
1358 vp.Height = 480;
1359 vp.MinZ = 0.0;
1360 vp.MaxZ = 7.5;
1362 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1363 ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
1365 hr = IDirect3DDevice8_SetViewport(device, &vp);
1366 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1368 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
1369 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1371 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
1372 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1373 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1374 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1375 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1376 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1377 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1378 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1380 hr = IDirect3DDevice8_BeginScene(device);
1381 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1383 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1384 ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
1386 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1387 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1388 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1389 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1391 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1392 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1394 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1395 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1396 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
1397 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1399 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
1400 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1401 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1402 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1404 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
1405 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1407 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1408 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1410 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
1411 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1413 hr = IDirect3DDevice8_EndScene(device);
1414 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1416 if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
1418 color = getPixelColor(device, 75, 75);
1419 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1420 color = getPixelColor(device, 150, 150);
1421 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1422 color = getPixelColor(device, 320, 240);
1423 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1424 color = getPixelColor(device, 320, 330);
1425 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1426 color = getPixelColor(device, 320, 330);
1427 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1429 else
1431 color = getPixelColor(device, 75, 75);
1432 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1433 color = getPixelColor(device, 150, 150);
1434 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1435 color = getPixelColor(device, 320, 240);
1436 ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
1437 color = getPixelColor(device, 320, 330);
1438 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1439 color = getPixelColor(device, 320, 330);
1440 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1443 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1444 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1446 vp.MinZ = 0.0;
1447 vp.MaxZ = 1.0;
1448 hr = IDirect3DDevice8_SetViewport(device, &vp);
1449 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1452 static void depth_buffer_test(IDirect3DDevice8 *device)
1454 static const struct vertex quad1[] =
1456 { -1.0, 1.0, 0.33f, 0xff00ff00},
1457 { 1.0, 1.0, 0.33f, 0xff00ff00},
1458 { -1.0, -1.0, 0.33f, 0xff00ff00},
1459 { 1.0, -1.0, 0.33f, 0xff00ff00},
1461 static const struct vertex quad2[] =
1463 { -1.0, 1.0, 0.50f, 0xffff00ff},
1464 { 1.0, 1.0, 0.50f, 0xffff00ff},
1465 { -1.0, -1.0, 0.50f, 0xffff00ff},
1466 { 1.0, -1.0, 0.50f, 0xffff00ff},
1468 static const struct vertex quad3[] =
1470 { -1.0, 1.0, 0.66f, 0xffff0000},
1471 { 1.0, 1.0, 0.66f, 0xffff0000},
1472 { -1.0, -1.0, 0.66f, 0xffff0000},
1473 { 1.0, -1.0, 0.66f, 0xffff0000},
1475 static const DWORD expected_colors[4][4] =
1477 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1478 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1479 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
1480 {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
1483 IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
1484 IDirect3DSurface8 *depth_stencil;
1485 unsigned int i, j;
1486 D3DVIEWPORT8 vp;
1487 D3DCOLOR color;
1488 HRESULT hr;
1490 vp.X = 0;
1491 vp.Y = 0;
1492 vp.Width = 640;
1493 vp.Height = 480;
1494 vp.MinZ = 0.0;
1495 vp.MaxZ = 1.0;
1497 hr = IDirect3DDevice8_SetViewport(device, &vp);
1498 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1500 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1501 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1502 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1503 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1504 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1505 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1506 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1507 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1508 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1509 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1511 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
1512 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1513 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
1514 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1515 hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
1516 D3DMULTISAMPLE_NONE, FALSE, &rt1);
1517 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1518 hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
1519 D3DMULTISAMPLE_NONE, FALSE, &rt2);
1520 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1521 hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
1522 D3DMULTISAMPLE_NONE, FALSE, &rt3);
1523 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1525 hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil);
1526 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1527 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
1528 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1530 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1531 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1532 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
1533 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1535 hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
1536 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1537 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
1538 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1540 hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
1541 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1542 hr = IDirect3DDevice8_BeginScene(device);
1543 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1544 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1545 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1546 hr = IDirect3DDevice8_EndScene(device);
1547 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1549 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1550 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1551 IDirect3DSurface8_Release(depth_stencil);
1552 IDirect3DSurface8_Release(backbuffer);
1553 IDirect3DSurface8_Release(rt3);
1554 IDirect3DSurface8_Release(rt2);
1555 IDirect3DSurface8_Release(rt1);
1557 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1558 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1560 hr = IDirect3DDevice8_BeginScene(device);
1561 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1562 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1563 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1564 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1565 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1566 hr = IDirect3DDevice8_EndScene(device);
1567 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1569 for (i = 0; i < 4; ++i)
1571 for (j = 0; j < 4; ++j)
1573 unsigned int x = 80 * ((2 * j) + 1);
1574 unsigned int y = 60 * ((2 * i) + 1);
1575 color = getPixelColor(device, x, y);
1576 ok(color_match(color, expected_colors[i][j], 0),
1577 "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
1581 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1582 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1585 /* Test that partial depth copies work the way they're supposed to. The clear
1586 * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
1587 * the following draw should only copy back the part that was modified. */
1588 static void depth_buffer2_test(IDirect3DDevice8 *device)
1590 static const struct vertex quad[] =
1592 { -1.0, 1.0, 0.66f, 0xffff0000},
1593 { 1.0, 1.0, 0.66f, 0xffff0000},
1594 { -1.0, -1.0, 0.66f, 0xffff0000},
1595 { 1.0, -1.0, 0.66f, 0xffff0000},
1598 IDirect3DSurface8 *backbuffer, *rt1, *rt2;
1599 IDirect3DSurface8 *depth_stencil;
1600 unsigned int i, j;
1601 D3DVIEWPORT8 vp;
1602 D3DCOLOR color;
1603 HRESULT hr;
1605 vp.X = 0;
1606 vp.Y = 0;
1607 vp.Width = 640;
1608 vp.Height = 480;
1609 vp.MinZ = 0.0;
1610 vp.MaxZ = 1.0;
1612 hr = IDirect3DDevice8_SetViewport(device, &vp);
1613 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1615 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1616 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1617 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1618 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1619 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1620 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1621 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1622 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1623 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1624 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1626 hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
1627 D3DMULTISAMPLE_NONE, FALSE, &rt1);
1628 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1629 hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
1630 D3DMULTISAMPLE_NONE, FALSE, &rt2);
1631 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1632 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
1633 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1634 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
1635 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1637 hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
1638 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1639 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
1640 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1642 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1643 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1644 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
1645 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1647 hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
1648 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1649 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
1650 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1652 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1653 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1654 IDirect3DSurface8_Release(depth_stencil);
1655 IDirect3DSurface8_Release(backbuffer);
1656 IDirect3DSurface8_Release(rt2);
1657 IDirect3DSurface8_Release(rt1);
1659 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1660 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1662 hr = IDirect3DDevice8_BeginScene(device);
1663 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1664 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1665 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1666 hr = IDirect3DDevice8_EndScene(device);
1667 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1669 for (i = 0; i < 4; ++i)
1671 for (j = 0; j < 4; ++j)
1673 unsigned int x = 80 * ((2 * j) + 1);
1674 unsigned int y = 60 * ((2 * i) + 1);
1675 color = getPixelColor(device, x, y);
1676 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
1677 "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color);
1681 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1682 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1685 static void intz_test(IDirect3DDevice8 *device)
1687 static const DWORD ps_code[] =
1689 0xffff0101, /* ps_1_1 */
1690 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
1691 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
1692 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
1693 0x00000042, 0xb00f0000, /* tex t0 */
1694 0x00000042, 0xb00f0001, /* tex t1 */
1695 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
1696 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
1697 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
1698 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
1699 0x0000ffff, /* end */
1701 struct
1703 float x, y, z;
1704 float s0, t0, p0;
1705 float s1, t1, p1, q1;
1707 quad[] =
1709 { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
1710 { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
1711 { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
1712 { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
1714 struct
1716 UINT x, y;
1717 D3DCOLOR color;
1719 expected_colors[] =
1721 { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
1722 {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
1723 {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
1724 {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
1725 { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
1726 {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
1727 {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
1728 {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
1731 IDirect3DSurface8 *original_ds, *original_rt, *rt;
1732 IDirect3DTexture8 *texture;
1733 IDirect3DSurface8 *ds;
1734 IDirect3D8 *d3d8;
1735 D3DCAPS8 caps;
1736 HRESULT hr;
1737 DWORD ps;
1738 UINT i;
1740 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1741 ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
1742 if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
1744 skip("No pixel shader 1.1 support, skipping INTZ test.\n");
1745 return;
1748 hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
1749 ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
1751 hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
1752 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
1753 if (FAILED(hr))
1755 skip("No INTZ support, skipping INTZ test.\n");
1756 return;
1759 IDirect3D8_Release(d3d8);
1761 hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
1762 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1763 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
1764 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1766 hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
1767 D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
1768 ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
1769 hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
1770 D3DMULTISAMPLE_NONE, FALSE, &rt);
1771 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1772 hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
1773 ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
1775 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
1776 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
1777 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1778 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1779 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1780 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
1781 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1782 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1783 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1784 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1785 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1787 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
1788 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1789 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1790 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1791 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1792 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1793 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
1794 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1796 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
1797 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1798 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
1799 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1800 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1801 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1802 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
1803 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1804 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1805 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1806 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
1807 D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
1808 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1810 hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
1811 ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
1812 hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
1813 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1814 IDirect3DDevice8_SetPixelShader(device, 0);
1815 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1817 /* Setup the depth/stencil surface. */
1818 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
1819 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1821 hr = IDirect3DDevice8_BeginScene(device);
1822 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1823 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1824 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1825 hr = IDirect3DDevice8_EndScene(device);
1826 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1828 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
1829 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1830 IDirect3DSurface8_Release(ds);
1831 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1832 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1833 hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
1834 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1835 hr = IDirect3DDevice8_SetPixelShader(device, ps);
1836 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1838 /* Read the depth values back. */
1839 hr = IDirect3DDevice8_BeginScene(device);
1840 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1841 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1842 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1843 hr = IDirect3DDevice8_EndScene(device);
1844 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1846 for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
1848 D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
1849 ok(color_match(color, expected_colors[i].color, 1),
1850 "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
1851 expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
1854 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1855 ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
1857 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
1858 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1859 IDirect3DSurface8_Release(original_ds);
1860 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1861 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1862 hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
1863 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1864 IDirect3DTexture8_Release(texture);
1865 hr = IDirect3DDevice8_SetPixelShader(device, 0);
1866 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1867 hr = IDirect3DDevice8_DeletePixelShader(device, ps);
1868 ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
1870 IDirect3DSurface8_Release(original_rt);
1871 IDirect3DSurface8_Release(rt);
1874 static void shadow_test(IDirect3DDevice8 *device)
1876 static const DWORD ps_code[] =
1878 0xffff0101, /* ps_1_1 */
1879 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
1880 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
1881 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
1882 0x00000042, 0xb00f0000, /* tex t0 */
1883 0x00000042, 0xb00f0001, /* tex t1 */
1884 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
1885 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
1886 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
1887 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
1888 0x0000ffff, /* end */
1890 struct
1892 D3DFORMAT format;
1893 const char *name;
1895 formats[] =
1897 {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
1898 {D3DFMT_D32, "D3DFMT_D32"},
1899 {D3DFMT_D15S1, "D3DFMT_D15S1"},
1900 {D3DFMT_D24S8, "D3DFMT_D24S8"},
1901 {D3DFMT_D24X8, "D3DFMT_D24X8"},
1902 {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
1903 {D3DFMT_D16, "D3DFMT_D16"},
1905 struct
1907 float x, y, z;
1908 float s0, t0, p0;
1909 float s1, t1, p1, q1;
1911 quad[] =
1913 { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
1914 { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
1915 { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
1916 { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
1918 struct
1920 UINT x, y;
1921 D3DCOLOR color;
1923 expected_colors[] =
1925 {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1926 {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
1927 {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
1928 {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
1929 {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
1930 { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1931 { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1932 {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1935 IDirect3DSurface8 *original_ds, *original_rt, *rt;
1936 IDirect3D8 *d3d8;
1937 D3DCAPS8 caps;
1938 HRESULT hr;
1939 DWORD ps;
1940 UINT i;
1942 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1943 ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
1944 if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
1946 skip("No pixel shader 1.1 support, skipping shadow test.\n");
1947 return;
1950 hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
1951 ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
1952 hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
1953 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1954 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
1955 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1957 hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
1958 D3DMULTISAMPLE_NONE, FALSE, &rt);
1959 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1960 hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
1961 ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
1963 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
1964 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
1965 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1966 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1967 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1968 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
1969 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1970 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1971 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1972 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1973 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1975 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
1976 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1977 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1978 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1979 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1980 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1981 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
1982 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1984 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
1985 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1986 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
1987 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1988 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1989 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1990 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
1991 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1992 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1993 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1994 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
1995 D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
1996 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1998 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2000 D3DFORMAT format = formats[i].format;
2001 IDirect3DTexture8 *texture;
2002 IDirect3DSurface8 *ds;
2003 unsigned int j;
2005 hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
2006 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
2007 if (FAILED(hr)) continue;
2009 hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
2010 D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
2011 ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
2013 hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
2014 ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
2016 hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
2017 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2019 IDirect3DDevice8_SetPixelShader(device, 0);
2020 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2022 /* Setup the depth/stencil surface. */
2023 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
2024 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
2026 hr = IDirect3DDevice8_BeginScene(device);
2027 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
2028 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
2029 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
2030 hr = IDirect3DDevice8_EndScene(device);
2031 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
2033 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
2034 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2035 IDirect3DSurface8_Release(ds);
2037 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
2038 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2039 hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
2040 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2042 hr = IDirect3DDevice8_SetPixelShader(device, ps);
2043 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2045 /* Do the actual shadow mapping. */
2046 hr = IDirect3DDevice8_BeginScene(device);
2047 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
2048 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
2049 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
2050 hr = IDirect3DDevice8_EndScene(device);
2051 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
2053 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
2054 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2055 hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
2056 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2057 IDirect3DTexture8_Release(texture);
2059 for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
2061 D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
2062 ok(color_match(color, expected_colors[j].color, 0),
2063 "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
2064 expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
2065 formats[i].name, color);
2068 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
2069 ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
2072 hr = IDirect3DDevice8_SetPixelShader(device, 0);
2073 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2074 hr = IDirect3DDevice8_DeletePixelShader(device, ps);
2075 ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
2077 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
2078 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2079 IDirect3DSurface8_Release(original_ds);
2081 IDirect3DSurface8_Release(original_rt);
2082 IDirect3DSurface8_Release(rt);
2084 IDirect3D8_Release(d3d8);
2087 START_TEST(visual)
2089 IDirect3DDevice8 *device_ptr;
2090 HRESULT hr;
2091 DWORD color;
2092 D3DCAPS8 caps;
2094 d3d8_handle = LoadLibraryA("d3d8.dll");
2095 if (!d3d8_handle)
2097 win_skip("Could not load d3d8.dll\n");
2098 return;
2101 device_ptr = init_d3d8();
2102 if (!device_ptr)
2104 win_skip("Could not initialize direct3d\n");
2105 return;
2108 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
2110 /* Check for the reliability of the returned data */
2111 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
2112 if(FAILED(hr))
2114 skip("Clear failed, can't assure correctness of the test results\n");
2115 goto cleanup;
2118 color = getPixelColor(device_ptr, 1, 1);
2119 if(color !=0x00ff0000)
2121 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
2122 goto cleanup;
2124 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
2126 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
2127 if(FAILED(hr))
2129 skip("Clear failed, can't assure correctness of the test results\n");
2130 goto cleanup;
2133 color = getPixelColor(device_ptr, 639, 479);
2134 if(color != 0x0000ddee)
2136 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
2137 goto cleanup;
2139 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
2141 /* Now run the real test */
2142 depth_clamp_test(device_ptr);
2143 lighting_test(device_ptr);
2144 clear_test(device_ptr);
2145 fog_test(device_ptr);
2146 present_test(device_ptr);
2147 offscreen_test(device_ptr);
2148 alpha_test(device_ptr);
2150 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
2152 test_rcp_rsq(device_ptr);
2154 else
2156 skip("No vs.1.1 support\n");
2159 p8_texture_test(device_ptr);
2160 texop_test(device_ptr);
2161 depth_buffer_test(device_ptr);
2162 depth_buffer2_test(device_ptr);
2163 intz_test(device_ptr);
2164 shadow_test(device_ptr);
2166 cleanup:
2167 if(device_ptr) {
2168 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
2169 ULONG refcount;
2171 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
2172 DestroyWindow(creation_parameters.hFocusWindow);
2173 refcount = IDirect3DDevice8_Release(device_ptr);
2174 ok(!refcount, "Device has %u references left\n", refcount);