Release 0.9.39.
[wine/gsoc-2012-control.git] / dlls / d3d9 / tests / visual.c
blob3ab45e1f50c12888cfbaafd13abc322a341fffb1
1 /*
2 * Copyright 2005, 2007 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 /* This test framework allows limited testing of rendering results. Things are rendered, shown on
21 * the framebuffer, read back from there and compared to expected colors.
23 * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
24 * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
25 * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
26 * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
27 * causes visible results in games can be tested in a way that does not depend on pixel exactness
30 #define COBJMACROS
31 #include <d3d9.h>
32 #include <dxerr9.h>
33 #include "wine/test.h"
35 static HMODULE d3d9_handle = 0;
37 static HWND create_window(void)
39 WNDCLASS wc = {0};
40 HWND ret;
41 wc.lpfnWndProc = &DefWindowProc;
42 wc.lpszClassName = "d3d9_test_wc";
43 RegisterClass(&wc);
45 ret = CreateWindow("d3d9_test_wc", "d3d9_test",
46 WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
47 return ret;
50 static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
52 DWORD ret;
53 IDirect3DSurface9 *surf;
54 HRESULT hr;
55 D3DLOCKED_RECT lockedRect;
56 RECT rectToLock = {x, y, x+1, y+1};
58 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
59 if(FAILED(hr) || !surf ) /* This is not a test */
61 trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr));
62 return 0xdeadbeef;
65 hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
66 if(FAILED(hr))
68 trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr));
69 ret = 0xdeadbeed;
70 goto out;
73 hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
74 if(FAILED(hr))
76 trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
77 ret = 0xdeadbeec;
78 goto out;
81 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
82 * really important for these tests
84 ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
85 hr = IDirect3DSurface9_UnlockRect(surf);
86 if(FAILED(hr))
88 trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
91 out:
92 if(surf) IDirect3DSurface9_Release(surf);
93 return ret;
96 static IDirect3DDevice9 *init_d3d9(void)
98 IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
99 IDirect3D9 *d3d9_ptr = 0;
100 IDirect3DDevice9 *device_ptr = 0;
101 D3DPRESENT_PARAMETERS present_parameters;
102 HRESULT hr;
104 d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
105 ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
106 if (!d3d9_create) return NULL;
108 d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
109 ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
110 if (!d3d9_ptr) return NULL;
112 ZeroMemory(&present_parameters, sizeof(present_parameters));
113 present_parameters.Windowed = FALSE;
114 present_parameters.hDeviceWindow = create_window();
115 present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
116 present_parameters.BackBufferWidth = 640;
117 present_parameters.BackBufferHeight = 480;
118 present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
119 present_parameters.EnableAutoDepthStencil = TRUE;
120 present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
122 hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
123 ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr));
125 return device_ptr;
128 struct vertex
130 float x, y, z;
131 DWORD diffuse;
134 struct nvertex
136 float x, y, z;
137 float nx, ny, nz;
138 DWORD diffuse;
141 static void lighting_test(IDirect3DDevice9 *device)
143 HRESULT hr;
144 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
145 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
146 DWORD color;
148 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
149 0.0f, 1.0f, 0.0f, 0.0f,
150 0.0f, 0.0f, 1.0f, 0.0f,
151 0.0f, 0.0f, 0.0f, 1.0f };
153 struct vertex unlitquad[] =
155 {-1.0f, -1.0f, 0.1f, 0xffff0000},
156 {-1.0f, 0.0f, 0.1f, 0xffff0000},
157 { 0.0f, 0.0f, 0.1f, 0xffff0000},
158 { 0.0f, -1.0f, 0.1f, 0xffff0000},
160 struct vertex litquad[] =
162 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
163 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
164 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
165 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
167 struct nvertex unlitnquad[] =
169 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
170 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
171 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
172 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
174 struct nvertex litnquad[] =
176 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
177 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
178 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
179 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
181 WORD Indices[] = {0, 1, 2, 2, 3, 0};
183 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
184 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
186 /* Setup some states that may cause issues */
187 hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
188 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
189 hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
190 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
191 hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
192 ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
193 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
194 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
195 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
196 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
197 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
198 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
199 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
200 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
201 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
202 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
203 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
204 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
205 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
206 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
207 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
208 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
209 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
210 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
212 hr = IDirect3DDevice9_SetFVF(device, fvf);
213 ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
215 hr = IDirect3DDevice9_BeginScene(device);
216 ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
217 if(hr == D3D_OK)
219 /* No lights are defined... That means, lit vertices should be entirely black */
220 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
221 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
222 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
223 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
224 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
226 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
227 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
228 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
229 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
230 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
232 hr = IDirect3DDevice9_SetFVF(device, nfvf);
233 ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
235 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
236 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
237 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
238 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
239 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
241 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
242 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
243 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
244 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
245 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
247 IDirect3DDevice9_EndScene(device);
248 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
251 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
253 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
254 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
255 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
256 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
257 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
258 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
259 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
260 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
262 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
263 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
266 static void clear_test(IDirect3DDevice9 *device)
268 /* Tests the correctness of clearing parameters */
269 HRESULT hr;
270 D3DRECT rect[2];
271 D3DRECT rect_negneg;
272 DWORD color;
274 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
275 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
277 /* Positive x, negative y */
278 rect[0].x1 = 0;
279 rect[0].y1 = 480;
280 rect[0].x2 = 320;
281 rect[0].y2 = 240;
283 /* Positive x, positive y */
284 rect[1].x1 = 0;
285 rect[1].y1 = 0;
286 rect[1].x2 = 320;
287 rect[1].y2 = 240;
288 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
289 * is ignored, the positive is still cleared afterwards
291 hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
292 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
294 /* negative x, negative y */
295 rect_negneg.x1 = 640;
296 rect_negneg.x1 = 240;
297 rect_negneg.x2 = 320;
298 rect_negneg.y2 = 0;
299 hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
300 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
302 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
304 color = getPixelColor(device, 160, 360); /* lower left quad */
305 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
306 color = getPixelColor(device, 160, 120); /* upper left quad */
307 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
308 color = getPixelColor(device, 480, 360); /* lower right quad */
309 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
310 color = getPixelColor(device, 480, 120); /* upper right quad */
311 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
314 typedef struct {
315 float in[4];
316 DWORD out;
317 } test_data_t;
320 * c7 rounded ARGB
321 * -2.4 -2 0x00ffff00
322 * -1.6 -2 0x00ffff00
323 * -0.4 0 0x0000ffff
324 * 0.4 0 0x0000ffff
325 * 1.6 2 0x00ff00ff
326 * 2.4 2 0x00ff00ff
328 static void test_mova(IDirect3DDevice9 *device)
330 static const DWORD mova_test[] = {
331 0xfffe0200, /* vs_2_0 */
332 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
333 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
334 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */
335 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */
336 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */
337 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */
338 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */
339 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */
340 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */
341 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */
342 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
343 0x0000ffff /* END */
346 static const test_data_t test_data[] = {
347 {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
348 {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
349 {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
350 {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
351 {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
352 {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
355 static const float quad[][3] = {
356 {-1.0f, -1.0f, 0.0f},
357 {-1.0f, 1.0f, 0.0f},
358 { 1.0f, -1.0f, 0.0f},
359 { 1.0f, 1.0f, 0.0f},
362 static const D3DVERTEXELEMENT9 decl_elements[] = {
363 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
364 D3DDECL_END()
367 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
368 IDirect3DVertexShader9 *mova_shader = NULL;
369 HRESULT hr;
370 int i;
372 hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
373 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
374 hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
375 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
377 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
378 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
379 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
380 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
382 for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
384 DWORD color;
386 hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
387 ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
389 hr = IDirect3DDevice9_BeginScene(device);
390 ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
392 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
393 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
395 hr = IDirect3DDevice9_EndScene(device);
396 ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
398 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
399 ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
401 color = getPixelColor(device, 320, 240);
402 ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
404 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
405 ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
408 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
409 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
411 IDirect3DVertexDeclaration9_Release(vertex_declaration);
412 IDirect3DVertexShader9_Release(mova_shader);
415 struct sVertex {
416 float x, y, z;
417 DWORD diffuse;
418 DWORD specular;
421 struct sVertexT {
422 float x, y, z, rhw;
423 DWORD diffuse;
424 DWORD specular;
427 static void fog_test(IDirect3DDevice9 *device)
429 HRESULT hr;
430 DWORD color;
431 float start = 0.0f, end = 1.0f;
433 /* Gets full z based fog with linear fog, no fog with specular color */
434 struct sVertex unstransformed_1[] = {
435 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
436 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
437 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
438 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
440 /* Ok, I am too lazy to deal with transform matrices */
441 struct sVertex unstransformed_2[] = {
442 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
443 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
444 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
445 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
447 /* Untransformed ones. Give them a different diffuse color to make the test look
448 * nicer. It also makes making sure that they are drawn correctly easier.
450 struct sVertexT transformed_1[] = {
451 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
452 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
453 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
454 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
456 struct sVertexT transformed_2[] = {
457 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
458 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
459 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
460 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
462 WORD Indices[] = {0, 1, 2, 2, 3, 0};
464 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
465 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
467 /* Setup initial states: No lighting, fog on, fog color */
468 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
469 ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString9(hr));
470 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
471 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
472 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
473 ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
475 /* First test: Both table fog and vertex fog off */
476 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
477 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
478 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
479 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
481 /* Start = 0, end = 1. Should be default, but set them */
482 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
483 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
484 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
485 ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
487 if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
489 hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
490 ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
491 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
492 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
493 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
494 sizeof(unstransformed_1[0]));
495 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
497 /* That makes it use the Z value */
498 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
499 ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
500 /* Untransformed, vertex fog != none (or table fog != none):
501 * Use the Z value as input into the equation
503 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
504 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
505 sizeof(unstransformed_1[0]));
506 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
508 /* transformed verts */
509 hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
510 ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
511 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
512 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
513 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
514 sizeof(transformed_1[0]));
515 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
517 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
518 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr));
519 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
520 * equation
522 hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
523 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
524 sizeof(transformed_2[0]));
526 hr = IDirect3DDevice9_EndScene(device);
527 ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
529 else
531 ok(FALSE, "BeginScene failed\n");
534 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
535 color = getPixelColor(device, 160, 360);
536 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
537 color = getPixelColor(device, 160, 120);
538 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
539 color = getPixelColor(device, 480, 120);
540 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
541 color = getPixelColor(device, 480, 360);
542 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
544 /* Turn off the fog master switch to avoid confusing other tests */
545 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
546 ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));
549 /* This test verifies the behaviour of cube maps wrt. texture wrapping.
550 * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
551 * regardless of the actual addressing mode set. */
552 static void test_cube_wrap(IDirect3DDevice9 *device)
554 static const float quad[][6] = {
555 {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
556 {-1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
557 { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
558 { 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
561 static const D3DVERTEXELEMENT9 decl_elements[] = {
562 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
563 {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
564 D3DDECL_END()
567 static const struct {
568 D3DTEXTUREADDRESS mode;
569 const char *name;
570 } address_modes[] = {
571 {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
572 {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
573 {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
574 {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
575 {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
578 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
579 IDirect3DCubeTexture9 *texture = NULL;
580 IDirect3DSurface9 *surface = NULL;
581 D3DLOCKED_RECT locked_rect;
582 HRESULT hr;
583 INT x, y, face;
585 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
586 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
587 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
588 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
590 hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
591 D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
592 ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
594 hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD);
595 ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
597 for (y = 0; y < 128; ++y)
599 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
600 for (x = 0; x < 64; ++x)
602 *ptr++ = 0xffff0000;
604 for (x = 64; x < 128; ++x)
606 *ptr++ = 0xff0000ff;
610 hr = IDirect3DSurface9_UnlockRect(surface);
611 ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
613 hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
614 D3DPOOL_DEFAULT, &texture, NULL);
615 ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
617 /* Create cube faces */
618 for (face = 0; face < 6; ++face)
620 IDirect3DSurface9 *face_surface = NULL;
622 hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
623 ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
625 hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
626 ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
628 IDirect3DSurface9_Release(face_surface);
631 hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
632 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
634 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
635 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
636 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
637 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
638 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
639 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
641 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
642 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
644 for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
646 DWORD color;
648 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
649 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
650 hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
651 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
653 hr = IDirect3DDevice9_BeginScene(device);
654 ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
656 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
657 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
659 hr = IDirect3DDevice9_EndScene(device);
660 ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
662 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
663 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
665 /* Due to the nature of this test, we sample essentially at the edge
666 * between two faces. Because of this it's undefined from which face
667 * the driver will sample. Furtunately that's not important for this
668 * test, since all we care about is that it doesn't sample from the
669 * other side of the surface or from the border. */
670 color = getPixelColor(device, 320, 240);
671 ok(color == 0x00ff0000 || color == 0x000000ff,
672 "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
673 color, address_modes[x].name);
675 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
676 ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
679 hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
680 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
682 IDirect3DVertexDeclaration9_Release(vertex_declaration);
683 IDirect3DCubeTexture9_Release(texture);
684 IDirect3DSurface9_Release(surface);
687 /* This test tests fog in combination with shaders.
688 * What's tested: linear fog (vertex and table) with pixel shader
689 * linear table fog with non foggy vertex shader
690 * vertex fog with foggy vertex shader
691 * What's not tested: non linear fog with shader
692 * table fog with foggy vertex shader
694 static void fog_with_shader_test(IDirect3DDevice9 *device)
696 HRESULT hr;
697 DWORD color;
698 union {
699 float f;
700 DWORD i;
701 } start, end;
702 unsigned int i, j;
704 /* basic vertex shader without fog computation ("non foggy") */
705 static const DWORD vertex_shader_code1[] = {
706 0xfffe0101, /* vs_1_1 */
707 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
708 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
709 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
710 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
711 0x0000ffff
713 /* basic vertex shader with reversed fog computation ("foggy") */
714 static const DWORD vertex_shader_code2[] = {
715 0xfffe0101, /* vs_1_1 */
716 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
717 0x0000001f, 0x8000000a, 0x900f0001, /* dcl_color0 v1 */
718 0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
719 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
720 0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
721 0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000, /* add r0, v0.z, c0.z */
722 0x00000005, 0xc00f0001, 0x80000000, 0xa0000000, /* mul oFog, r0.x, c0.x */
723 0x0000ffff
725 /* basic pixel shader */
726 static const DWORD pixel_shader_code[] = {
727 0xffff0101, /* ps_1_1 */
728 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, vo */
729 0x0000ffff
732 static struct vertex quad[] = {
733 {-1.0f, -1.0f, 0.0f, 0xFFFF0000 },
734 {-1.0f, 1.0f, 0.0f, 0xFFFF0000 },
735 { 1.0f, -1.0f, 0.0f, 0xFFFF0000 },
736 { 1.0f, 1.0f, 0.0f, 0xFFFF0000 },
739 static const D3DVERTEXELEMENT9 decl_elements[] = {
740 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
741 {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
742 D3DDECL_END()
745 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
746 IDirect3DVertexShader9 *vertex_shader[3] = {NULL, NULL, NULL};
747 IDirect3DPixelShader9 *pixel_shader[2] = {NULL, NULL};
749 /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
750 static const struct test_data_t {
751 int vshader;
752 int pshader;
753 D3DFOGMODE vfog;
754 D3DFOGMODE tfog;
755 unsigned int color[11];
756 } test_data[] = {
757 /* only pixel shader: */
758 {0, 1, 0, 3,
759 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
760 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
761 {0, 1, 1, 3,
762 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
763 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
764 {0, 1, 2, 3,
765 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
766 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
767 {0, 1, 3, 0,
768 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
769 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
770 {0, 1, 3, 3,
771 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
772 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
774 /* vertex shader */
775 {1, 0, 0, 0,
776 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
777 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
778 {1, 0, 0, 3,
779 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
780 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
781 {1, 0, 1, 3,
782 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
783 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
784 {1, 0, 2, 3,
785 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
786 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
787 {1, 0, 3, 3,
788 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
789 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
791 /* vertex shader and pixel shader */
792 {1, 1, 0, 3,
793 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
794 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
795 {1, 1, 1, 3,
796 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
797 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
798 {1, 1, 2, 3,
799 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
800 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
801 {1, 1, 3, 3,
802 {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
803 0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00ff0000}},
805 /* foggy vertex shader */
806 {2, 0, 0, 0,
807 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
808 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
809 {2, 0, 1, 0,
810 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
811 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
812 {2, 0, 2, 0,
813 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
814 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
815 {2, 0, 3, 0,
816 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
817 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
819 /* foggy vertex shader and pixel shader */
820 {2, 1, 0, 0,
821 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
822 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
823 {2, 1, 1, 0,
824 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
825 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
826 {2, 1, 2, 0,
827 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
828 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
829 {2, 1, 3, 0,
830 {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
831 0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
835 /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
836 start.f=0.9f;
837 end.f=0.1f;
839 hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
840 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
841 hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
842 ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
843 hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
844 ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
845 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
846 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
848 /* Setup initial states: No lighting, fog on, fog color */
849 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
850 ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
851 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
852 ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
853 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
854 ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
855 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
856 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
858 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
859 ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
860 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
861 ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
863 /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
864 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
865 ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
866 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
867 ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
869 for (i = 0; i < 22; i++)
871 hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
872 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
873 hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
874 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
875 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
876 ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
877 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
878 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
880 for(j=0; j < 11; j++)
882 /* Don't use the whole zrange to prevent rounding errors */
883 quad[0].z = 0.001f + (float)j / 10.02f;
884 quad[1].z = 0.001f + (float)j / 10.02f;
885 quad[2].z = 0.001f + (float)j / 10.02f;
886 quad[3].z = 0.001f + (float)j / 10.02f;
888 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
889 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
891 hr = IDirect3DDevice9_BeginScene(device);
892 ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
894 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
895 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
897 hr = IDirect3DDevice9_EndScene(device);
898 ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
900 IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
902 /* As the red and green component are the result of blending use 5% tolerance on the expected value */
903 color = getPixelColor(device, 128, 240);
904 ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j])
905 && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13
906 && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13,
907 "fog ps%i vs%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
911 /* reset states */
912 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
913 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
914 hr = IDirect3DDevice9_SetPixelShader(device, NULL);
915 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
916 hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
917 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
918 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
919 ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
921 IDirect3DVertexShader9_Release(vertex_shader[1]);
922 IDirect3DVertexShader9_Release(vertex_shader[2]);
923 IDirect3DPixelShader9_Release(pixel_shader[1]);
924 IDirect3DVertexDeclaration9_Release(vertex_declaration);
927 /* test the behavior of the texbem instruction
928 * with normal 2D and projective 2D textures
930 static void texbem_test(IDirect3DDevice9 *device)
932 HRESULT hr;
933 DWORD color;
934 unsigned int i, x, y;
936 static const DWORD pixel_shader_code[] = {
937 0xffff0101, /* ps_1_1*/
938 0x00000042, 0xb00f0000, /* tex t0*/
939 0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
940 0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
941 0x0000ffff
944 static const float quad[][7] = {
945 {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
946 {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
947 { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
948 { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
950 static const float quad_proj[][9] = {
951 {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 128.0f},
952 {-128.0f/640.0f, 128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 128.0f, 0.0f, 128.0f},
953 { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f, 0.0f, 0.0f, 128.0f},
954 { 128.0f/640.0f, 128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
957 static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
958 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
959 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
960 {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
961 D3DDECL_END()
963 {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
964 {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
965 {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
966 D3DDECL_END()
967 } };
969 /* use assymetric matrix to test loading */
970 float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
972 IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
973 IDirect3DPixelShader9 *pixel_shader = NULL;
974 IDirect3DTexture9 *texture[2] = {NULL, NULL};
975 D3DLOCKED_RECT locked_rect;
977 /* Generate the textures */
978 for(i=0; i<2; i++)
980 hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
981 D3DPOOL_MANAGED, &texture[i], NULL);
982 ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
984 hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
985 ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
986 for (y = 0; y < 128; ++y)
988 if(i)
989 { /* Set up black texture with 2x2 texel white spot in the middle */
990 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
991 for (x = 0; x < 128; ++x)
993 if(y>62 && y<66 && x>62 && x<66)
994 *ptr++ = 0xffffffff;
995 else
996 *ptr++ = 0xff000000;
999 else
1000 { /* Set up a displacement map which points away from the center parallel to the closest axis.
1001 * (if multiplied with bumpenvmat)
1003 WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
1004 for (x = 0; x < 128; ++x)
1006 if(abs(x-64)>abs(y-64))
1008 if(x < 64)
1009 *ptr++ = 0xc000;
1010 else
1011 *ptr++ = 0x4000;
1013 else
1015 if(y < 64)
1016 *ptr++ = 0x0040;
1017 else
1018 *ptr++ = 0x00c0;
1023 hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
1024 ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
1026 hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
1027 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1029 /* Disable texture filtering */
1030 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
1031 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1032 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
1033 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1035 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1036 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
1037 hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1038 ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
1041 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1042 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1043 IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1044 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1045 ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
1047 hr = IDirect3DDevice9_SetVertexShader(device, NULL);
1048 ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1050 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1051 ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
1053 for(i=0; i<2; i++)
1055 if(i)
1057 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
1058 ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1061 hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
1062 ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
1063 hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1064 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
1066 hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
1067 ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1068 hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
1069 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1071 hr = IDirect3DDevice9_BeginScene(device);
1072 ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1074 if(!i)
1075 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1076 else
1077 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
1078 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1080 hr = IDirect3DDevice9_EndScene(device);
1081 ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1083 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1084 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1086 color = getPixelColor(device, 320-32, 240);
1087 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1088 color = getPixelColor(device, 320+32, 240);
1089 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1090 color = getPixelColor(device, 320, 240-32);
1091 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1092 color = getPixelColor(device, 320, 240+32);
1093 ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1095 hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1096 ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1097 IDirect3DPixelShader9_Release(pixel_shader);
1099 hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1100 ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1101 IDirect3DVertexDeclaration9_Release(vertex_declaration);
1104 /* clean up */
1105 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
1106 ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
1108 hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
1109 ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1111 for(i=0; i<2; i++)
1113 hr = IDirect3DDevice9_SetTexture(device, i, NULL);
1114 ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1115 IDirect3DCubeTexture9_Release(texture[i]);
1119 static void present_test(IDirect3DDevice9 *device)
1121 struct vertex quad[] =
1123 {-1.0f, -1.0f, 0.9f, 0xffff0000},
1124 {-1.0f, 1.0f, 0.9f, 0xffff0000},
1125 { 1.0f, -1.0f, 0.1f, 0xffff0000},
1126 { 1.0f, 1.0f, 0.1f, 0xffff0000},
1128 HRESULT hr;
1129 DWORD color;
1131 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
1132 * then call Present. Then clear the color buffer to make sure it has some defined content
1133 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
1134 * by the depth value.
1136 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
1137 ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
1138 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1139 hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
1141 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1142 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
1143 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
1144 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
1145 hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1146 ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
1148 hr = IDirect3DDevice9_BeginScene(device);
1149 ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
1150 if(hr == D3D_OK)
1152 /* No lights are defined... That means, lit vertices should be entirely black */
1153 hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
1154 ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
1156 hr = IDirect3DDevice9_EndScene(device);
1157 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
1160 hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
1161 ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
1163 hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1164 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1165 color = getPixelColor(device, 512, 240);
1166 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1167 color = getPixelColor(device, 64, 240);
1168 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
1171 START_TEST(visual)
1173 IDirect3DDevice9 *device_ptr;
1174 D3DCAPS9 caps;
1175 HRESULT hr;
1176 DWORD color;
1178 d3d9_handle = LoadLibraryA("d3d9.dll");
1179 if (!d3d9_handle)
1181 skip("Could not load d3d9.dll\n");
1182 return;
1185 device_ptr = init_d3d9();
1186 if (!device_ptr) return;
1188 IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
1190 /* Check for the reliability of the returned data */
1191 hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1192 if(FAILED(hr))
1194 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1195 goto cleanup;
1197 IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1199 color = getPixelColor(device_ptr, 1, 1);
1200 if(color !=0x00ff0000)
1202 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1203 goto cleanup;
1206 hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1207 if(FAILED(hr))
1209 trace("Clear failed, can't assure correctness of the test results, skipping\n");
1210 goto cleanup;
1212 IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1214 color = getPixelColor(device_ptr, 639, 479);
1215 if(color != 0x0000ddee)
1217 trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1218 goto cleanup;
1221 /* Now execute the real tests */
1222 lighting_test(device_ptr);
1223 clear_test(device_ptr);
1224 fog_test(device_ptr);
1225 test_cube_wrap(device_ptr);
1226 present_test(device_ptr);
1228 if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
1230 test_mova(device_ptr);
1232 else skip("No vs_2_0 support\n");
1234 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1236 fog_with_shader_test(device_ptr);
1238 else skip("No vs_1_1 and ps_1_1 support\n");
1240 if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1242 texbem_test(device_ptr);
1244 else skip("No ps_1_1 support\n");
1246 cleanup:
1247 if(device_ptr) IDirect3DDevice9_Release(device_ptr);