From 5d49dea3735b1904fa27b1a22237a5b4ce4be719 Mon Sep 17 00:00:00 2001 From: =?utf8?q?Stefan=20D=C3=B6singer?= Date: Wed, 23 Apr 2008 16:19:19 +0200 Subject: [PATCH] d3d9: Add a test for NP2 stretchrect. --- dlls/d3d9/tests/visual.c | 104 +++++++++++++++++++++++++++++++++++++++++++++++ dlls/wined3d/surface.c | 7 +++- 2 files changed, 109 insertions(+), 2 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index e977930e1cd..4fe3cd98816 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -8951,6 +8951,109 @@ out: if(shader)IDirect3DVertexShader9_Release(shader); } +static void np2_stretch_rect_test(IDirect3DDevice9 *device) { + IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL; + IDirect3DTexture9 *dsttex = NULL; + HRESULT hr; + DWORD color; + D3DRECT r1 = {0, 0, 50, 50 }; + D3DRECT r2 = {50, 0, 100, 50 }; + D3DRECT r3 = {50, 50, 100, 100}; + D3DRECT r4 = {0, 50, 50, 100}; + const float quad[] = { + -1.0, -1.0, 0.1, 0.0, 0.0, + 1.0, -1.0, 0.1, 1.0, 0.0, + -1.0, 1.0, 0.1, 0.0, 1.0, + 1.0, 1.0, 0.1, 1.0, 1.0, + }; + + hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); + ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL ); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %s\n", DXGetErrorString9(hr)); + + if(!src || !dsttex) { + skip("One or more test resources could not be created\n"); + goto cleanup; + } + + hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst); + ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + + /* Clear the StretchRect destination for debugging */ + hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, src); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); + ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); + + /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use + * the target -> texture GL blit path + */ + hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT); + ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %s\n", DXGetErrorString9(hr)); + IDirect3DSurface9_Release(dst); + + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); + ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr)); + if(SUCCEEDED(hr)) { + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); + } + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr)); + color = getPixelColor(device, 160, 360); + ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color); + color = getPixelColor(device, 480, 360); + ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color); + color = getPixelColor(device, 480, 120); + ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color); + color = getPixelColor(device, 160, 120); + ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color); + + hr = IDirect3DDevice9_SetTexture(device, 0, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %s\n", DXGetErrorString9(hr)); + +cleanup: + if(src) IDirect3DSurface9_Release(src); + if(backbuffer) IDirect3DSurface9_Release(backbuffer); + if(dsttex) IDirect3DTexture9_Release(dsttex); +} + START_TEST(visual) { IDirect3DDevice9 *device_ptr; @@ -9045,6 +9148,7 @@ START_TEST(visual) } pointsize_test(device_ptr); tssargtemp_test(device_ptr); + np2_stretch_rect_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { diff --git a/dlls/wined3d/surface.c b/dlls/wined3d/surface.c index a52e82225bf..c462bd2e26f 100644 --- a/dlls/wined3d/surface.c +++ b/dlls/wined3d/surface.c @@ -2791,8 +2791,11 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine Src->Flags &= ~SFLAG_INTEXTURE; } - glReadBuffer(GL_BACK); - checkGLcall("glReadBuffer(GL_BACK)"); + if(swapchain) { + glReadBuffer(surface_get_gl_buffer(SrcSurface, (IWineD3DSwapChain *)swapchain)); + } else { + glReadBuffer(myDevice->offscreenBuffer); + } /* TODO: Only back up the part that will be overwritten */ glCopyTexSubImage2D(texture_target, 0, -- 2.11.4.GIT