Release 1.1.37.
[wine/gsoc-2012-control.git] / dlls / d3d8 / tests / visual.c
blobad5c4c542f5fe1a72fb12f01245683e898c229a1
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_D16;
145 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
146 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
148 return device_ptr;
151 struct vertex
153 float x, y, z;
154 DWORD diffuse;
157 struct nvertex
159 float x, y, z;
160 float nx, ny, nz;
161 DWORD diffuse;
164 static void lighting_test(IDirect3DDevice8 *device)
166 HRESULT hr;
167 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
168 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
169 DWORD color;
171 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
172 0.0f, 1.0f, 0.0f, 0.0f,
173 0.0f, 0.0f, 1.0f, 0.0f,
174 0.0f, 0.0f, 0.0f, 1.0f };
176 struct vertex unlitquad[] =
178 {-1.0f, -1.0f, 0.1f, 0xffff0000},
179 {-1.0f, 0.0f, 0.1f, 0xffff0000},
180 { 0.0f, 0.0f, 0.1f, 0xffff0000},
181 { 0.0f, -1.0f, 0.1f, 0xffff0000},
183 struct vertex litquad[] =
185 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
186 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
187 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
188 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
190 struct nvertex unlitnquad[] =
192 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
193 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
194 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
195 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
197 struct nvertex litnquad[] =
199 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
200 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
201 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
202 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
204 WORD Indices[] = {0, 1, 2, 2, 3, 0};
206 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
207 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
209 /* Setup some states that may cause issues */
210 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
211 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
212 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
213 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
214 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
215 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
216 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
217 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
218 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
219 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
220 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
221 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
222 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
223 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
224 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
225 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
226 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
227 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
228 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
229 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
230 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
231 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
233 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
234 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
236 hr = IDirect3DDevice8_BeginScene(device);
237 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
238 if(hr == D3D_OK)
240 /* No lights are defined... That means, lit vertices should be entirely black */
241 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
242 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
243 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
244 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
245 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
247 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
248 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
249 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
250 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
251 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
253 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
254 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
256 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
257 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
258 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
259 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
260 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
262 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
263 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
264 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
265 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
266 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
268 IDirect3DDevice8_EndScene(device);
269 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
272 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
273 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
274 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
275 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
276 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
277 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
278 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
279 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
281 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
283 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
284 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
287 static void clear_test(IDirect3DDevice8 *device)
289 /* Tests the correctness of clearing parameters */
290 HRESULT hr;
291 D3DRECT rect[2];
292 D3DRECT rect_negneg;
293 DWORD color;
295 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
296 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
298 /* Positive x, negative y */
299 rect[0].x1 = 0;
300 rect[0].y1 = 480;
301 rect[0].x2 = 320;
302 rect[0].y2 = 240;
304 /* Positive x, positive y */
305 rect[1].x1 = 0;
306 rect[1].y1 = 0;
307 rect[1].x2 = 320;
308 rect[1].y2 = 240;
309 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
310 * is ignored, the positive is still cleared afterwards
312 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
313 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
315 /* negative x, negative y */
316 rect_negneg.x1 = 640;
317 rect_negneg.y1 = 240;
318 rect_negneg.x2 = 320;
319 rect_negneg.y2 = 0;
320 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
321 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
323 color = getPixelColor(device, 160, 360); /* lower left quad */
324 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
325 color = getPixelColor(device, 160, 120); /* upper left quad */
326 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
327 color = getPixelColor(device, 480, 360); /* lower right quad */
328 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
329 color = getPixelColor(device, 480, 120); /* upper right quad */
330 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
332 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
335 struct sVertex {
336 float x, y, z;
337 DWORD diffuse;
338 DWORD specular;
341 struct sVertexT {
342 float x, y, z, rhw;
343 DWORD diffuse;
344 DWORD specular;
347 static void fog_test(IDirect3DDevice8 *device)
349 HRESULT hr;
350 DWORD color;
351 float start = 0.0, end = 1.0;
353 /* Gets full z based fog with linear fog, no fog with specular color */
354 struct sVertex unstransformed_1[] = {
355 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
356 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
357 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
358 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
360 /* Ok, I am too lazy to deal with transform matrices */
361 struct sVertex unstransformed_2[] = {
362 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
363 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
364 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
365 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
367 /* Untransformed ones. Give them a different diffuse color to make the test look
368 * nicer. It also makes making sure that they are drawn correctly easier.
370 struct sVertexT transformed_1[] = {
371 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
372 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
373 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
374 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
376 struct sVertexT transformed_2[] = {
377 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
378 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
379 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
380 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
382 WORD Indices[] = {0, 1, 2, 2, 3, 0};
384 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
385 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
387 /* Setup initial states: No lighting, fog on, fog color */
388 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
389 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
390 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
391 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
392 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
393 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
395 /* First test: Both table fog and vertex fog off */
396 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
397 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
398 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
399 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
401 /* Start = 0, end = 1. Should be default, but set them */
402 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
403 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
404 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
405 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
407 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
409 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
410 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
411 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
412 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
413 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
414 sizeof(unstransformed_1[0]));
415 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
417 /* That makes it use the Z value */
418 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
419 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
420 /* Untransformed, vertex fog != none (or table fog != none):
421 * Use the Z value as input into the equation
423 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
424 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
425 sizeof(unstransformed_1[0]));
426 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
428 /* transformed verts */
429 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
430 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
431 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
432 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
433 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
434 sizeof(transformed_1[0]));
435 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
437 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
438 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
439 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
440 * equation
442 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
443 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
444 sizeof(transformed_2[0]));
445 ok(SUCCEEDED(hr), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr);
447 hr = IDirect3DDevice8_EndScene(device);
448 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
450 else
452 ok(FALSE, "BeginScene failed\n");
455 color = getPixelColor(device, 160, 360);
456 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
457 color = getPixelColor(device, 160, 120);
458 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
459 color = getPixelColor(device, 480, 120);
460 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
461 color = getPixelColor(device, 480, 360);
462 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
464 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
466 /* Turn off the fog master switch to avoid confusing other tests */
467 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
468 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
471 static void present_test(IDirect3DDevice8 *device)
473 struct vertex quad[] =
475 {-1.0f, -1.0f, 0.9f, 0xffff0000},
476 {-1.0f, 1.0f, 0.9f, 0xffff0000},
477 { 1.0f, -1.0f, 0.1f, 0xffff0000},
478 { 1.0f, 1.0f, 0.1f, 0xffff0000},
480 HRESULT hr;
481 DWORD color;
483 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
484 * then call Present. Then clear the color buffer to make sure it has some defined content
485 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
486 * by the depth value.
488 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
489 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
490 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
491 ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
492 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
493 ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
495 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
496 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
497 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
498 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
499 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
500 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
502 hr = IDirect3DDevice8_BeginScene(device);
503 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
504 if(hr == D3D_OK)
506 /* No lights are defined... That means, lit vertices should be entirely black */
507 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
508 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
510 hr = IDirect3DDevice8_EndScene(device);
511 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
514 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
515 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
517 color = getPixelColor(device, 512, 240);
518 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
519 color = getPixelColor(device, 64, 240);
520 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
522 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
523 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
526 static void test_rcp_rsq(IDirect3DDevice8 *device)
528 HRESULT hr;
529 DWORD shader;
530 DWORD color;
531 unsigned char c1, c2, c3;
532 float constant[4] = {1.0, 1.0, 1.0, 2.0};
534 static const float quad[][3] = {
535 {-1.0f, -1.0f, 0.0f},
536 {-1.0f, 1.0f, 0.0f},
537 { 1.0f, -1.0f, 0.0f},
538 { 1.0f, 1.0f, 0.0f},
541 const DWORD rcp_test[] = {
542 0xfffe0101, /* vs.1.1 */
544 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
545 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
546 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
547 0x00303030, /* enough to make windows happy */
549 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
550 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
551 0x0000ffff /* END */
554 const DWORD rsq_test[] = {
555 0xfffe0101, /* vs.1.1 */
557 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
558 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
559 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
560 0x00303030, /* enough to make windows happy */
562 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
563 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
564 0x0000ffff /* END */
567 DWORD decl[] =
569 D3DVSD_STREAM(0),
570 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
571 D3DVSD_END()
574 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
575 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
577 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
578 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
580 IDirect3DDevice8_SetVertexShader(device, shader);
581 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
582 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
584 hr = IDirect3DDevice8_BeginScene(device);
585 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
586 if(SUCCEEDED(hr))
588 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
589 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
590 hr = IDirect3DDevice8_EndScene(device);
591 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
594 color = getPixelColor(device, 320, 240);
595 c1 = (color & 0x00ff0000 )>> 16;
596 c2 = (color & 0x0000ff00 )>> 8;
597 c3 = (color & 0x000000ff )>> 0;
598 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
599 c1, c2, c3);
600 ok(c1 >= 0x7c && c1 <= 0x84, "Color component value is %02x\n", c1);
602 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
603 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
605 IDirect3DDevice8_SetVertexShader(device, 0);
606 IDirect3DDevice8_DeleteVertexShader(device, shader);
608 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff800080, 0.0, 0);
609 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
611 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
612 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
614 IDirect3DDevice8_SetVertexShader(device, shader);
615 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
616 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
618 hr = IDirect3DDevice8_BeginScene(device);
619 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
620 if(SUCCEEDED(hr))
622 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
623 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
624 hr = IDirect3DDevice8_EndScene(device);
625 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
628 color = getPixelColor(device, 320, 240);
629 c1 = (color & 0x00ff0000 )>> 16;
630 c2 = (color & 0x0000ff00 )>> 8;
631 c3 = (color & 0x000000ff )>> 0;
632 ok(c1 == c2 && c2 == c3, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
633 c1, c2, c3);
634 ok(c1 >= 0xb0 && c1 <= 0xb8, "Color component value is %02x\n", c1);
636 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
637 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
639 IDirect3DDevice8_SetVertexShader(device, 0);
640 IDirect3DDevice8_DeleteVertexShader(device, shader);
643 static void offscreen_test(IDirect3DDevice8 *device)
645 HRESULT hr;
646 IDirect3DTexture8 *offscreenTexture = NULL;
647 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
648 DWORD color;
650 static const float quad[][5] = {
651 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
652 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
653 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
654 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
657 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
658 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
660 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
661 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
663 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
664 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
665 if(!offscreenTexture) {
666 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
667 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
668 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
669 if(!offscreenTexture) {
670 skip("Cannot create an offscreen render target\n");
671 goto out;
675 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
676 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
677 if(!backbuffer) {
678 goto out;
681 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
682 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
683 if(!offscreen) {
684 goto out;
687 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
688 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
690 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
691 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
692 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
693 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
694 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
695 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
696 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
697 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
698 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
699 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
701 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
702 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
703 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
704 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
705 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
707 /* Draw without textures - Should result in a white quad */
708 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
709 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
711 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
712 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
713 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
714 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
716 /* This time with the texture */
717 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
718 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
720 IDirect3DDevice8_EndScene(device);
723 /* Center quad - should be white */
724 color = getPixelColor(device, 320, 240);
725 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
726 /* Some quad in the cleared part of the texture */
727 color = getPixelColor(device, 170, 240);
728 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
729 /* Part of the originally cleared back buffer */
730 color = getPixelColor(device, 10, 10);
731 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
732 if(0) {
733 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
734 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
735 * the offscreen rendering mode this test would succeed or fail
737 color = getPixelColor(device, 10, 470);
738 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
741 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
743 out:
744 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
745 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
747 /* restore things */
748 if(backbuffer) {
749 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
750 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
751 IDirect3DSurface8_Release(backbuffer);
753 if(offscreenTexture) {
754 IDirect3DTexture8_Release(offscreenTexture);
756 if(offscreen) {
757 IDirect3DSurface8_Release(offscreen);
759 if(depthstencil) {
760 IDirect3DSurface8_Release(depthstencil);
764 static void alpha_test(IDirect3DDevice8 *device)
766 HRESULT hr;
767 IDirect3DTexture8 *offscreenTexture;
768 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
769 DWORD color;
771 struct vertex quad1[] =
773 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
774 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
775 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
776 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
778 struct vertex quad2[] =
780 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
781 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
782 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
783 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
785 static const float composite_quad[][5] = {
786 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
787 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
788 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
789 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
792 /* Clear the render target with alpha = 0.5 */
793 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
794 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
796 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
797 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
799 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
800 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
802 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
803 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
804 if(!backbuffer) {
805 goto out;
807 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
808 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
809 if(!offscreen) {
810 goto out;
813 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
814 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
816 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
817 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
818 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
819 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
820 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
821 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
822 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
823 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
824 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
825 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
827 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
828 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
829 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
831 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
832 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
833 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
834 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
835 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
836 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
837 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
839 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
840 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
841 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
842 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
843 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
844 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
846 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
847 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
848 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
849 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
850 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
851 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
852 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
854 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
855 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
856 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
857 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
858 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
859 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
861 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
862 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
863 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
864 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
865 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
866 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
868 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
869 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
871 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
872 * Disable alpha blending for the final composition
874 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
875 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
876 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
877 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
879 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
880 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
881 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
882 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
883 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
884 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
886 hr = IDirect3DDevice8_EndScene(device);
887 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
890 color = getPixelColor(device, 160, 360);
891 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
892 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
894 color = getPixelColor(device, 160, 120);
895 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
896 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
898 color = getPixelColor(device, 480, 360);
899 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
900 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
902 color = getPixelColor(device, 480, 120);
903 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
904 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
906 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
908 out:
909 /* restore things */
910 if(backbuffer) {
911 IDirect3DSurface8_Release(backbuffer);
913 if(offscreenTexture) {
914 IDirect3DTexture8_Release(offscreenTexture);
916 if(offscreen) {
917 IDirect3DSurface8_Release(offscreen);
919 if(depthstencil) {
920 IDirect3DSurface8_Release(depthstencil);
924 static void p8_texture_test(IDirect3DDevice8 *device)
926 IDirect3D8 *d3d = NULL;
927 HRESULT hr;
928 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
929 D3DLOCKED_RECT lr;
930 unsigned char *data;
931 DWORD color, red, green, blue;
932 PALETTEENTRY table[256];
933 D3DCAPS8 caps;
934 UINT i;
935 float quad[] = {
936 -1.0, 0, 0.1, 0.0, 0.0,
937 -1.0, 1.0, 0.1, 0.0, 1.0,
938 1.0, 0, 0.1, 1.0, 0.0,
939 1.0, 1.0, 0.1, 1.0, 1.0,
941 float quad2[] = {
942 -1.0, -1.0, 0.1, 0.0, 0.0,
943 -1.0, 0, 0.1, 0.0, 1.0,
944 1.0, -1.0, 0.1, 1.0, 0.0,
945 1.0, 0, 0.1, 1.0, 1.0,
948 IDirect3DDevice8_GetDirect3D(device, &d3d);
950 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
951 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
952 skip("D3DFMT_P8 textures not supported\n");
953 goto out;
956 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
957 D3DPOOL_MANAGED, &texture2);
958 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
959 if(!texture2) {
960 skip("Failed to create D3DFMT_P8 texture\n");
961 goto out;
964 memset(&lr, 0, sizeof(lr));
965 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
966 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
967 data = lr.pBits;
968 *data = 1;
970 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
971 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
973 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
974 D3DPOOL_MANAGED, &texture);
975 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
976 if(!texture) {
977 skip("Failed to create D3DFMT_P8 texture\n");
978 goto out;
981 memset(&lr, 0, sizeof(lr));
982 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
983 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
984 data = lr.pBits;
985 *data = 1;
987 hr = IDirect3DTexture8_UnlockRect(texture, 0);
988 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
990 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
991 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
993 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
994 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
996 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
997 alpha of every entry is set to 1.0, which MS says is required when there's no
998 D3DPTEXTURECAPS_ALPHAPALETTE capability */
999 for (i = 0; i < 256; i++) {
1000 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1001 table[i].peFlags = 0xff;
1003 table[1].peRed = 0xff;
1004 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1005 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1007 table[1].peRed = 0;
1008 table[1].peBlue = 0xff;
1009 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1010 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1012 hr = IDirect3DDevice8_BeginScene(device);
1013 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1014 if(SUCCEEDED(hr)) {
1015 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1016 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1017 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1018 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1020 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1021 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1023 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1024 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1026 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1027 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1028 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1029 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1031 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1032 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1033 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1034 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1036 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1037 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1038 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1039 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1041 hr = IDirect3DDevice8_EndScene(device);
1042 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1045 color = getPixelColor(device, 32, 32);
1046 red = (color & 0x00ff0000) >> 16;
1047 green = (color & 0x0000ff00) >> 8;
1048 blue = (color & 0x000000ff) >> 0;
1049 ok(red == 0xff && blue == 0 && green == 0,
1050 "got color %08x, expected 0x00ff0000\n", color);
1052 color = getPixelColor(device, 32, 320);
1053 red = (color & 0x00ff0000) >> 16;
1054 green = (color & 0x0000ff00) >> 8;
1055 blue = (color & 0x000000ff) >> 0;
1056 ok(red == 0 && blue == 0xff && green == 0,
1057 "got color %08x, expected 0x000000ff\n", color);
1059 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1060 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1062 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1063 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1065 hr = IDirect3DDevice8_BeginScene(device);
1066 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1067 if(SUCCEEDED(hr)) {
1068 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1069 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1071 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1072 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1074 hr = IDirect3DDevice8_EndScene(device);
1075 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1079 color = getPixelColor(device, 32, 32);
1080 red = (color & 0x00ff0000) >> 16;
1081 green = (color & 0x0000ff00) >> 8;
1082 blue = (color & 0x000000ff) >> 0;
1083 ok(red == 0 && blue == 0xff && green == 0,
1084 "got color %08x, expected 0x000000ff\n", color);
1086 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1087 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1089 /* Test palettes with alpha */
1090 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1091 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1092 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1093 } else {
1094 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1095 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1097 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1098 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1100 for (i = 0; i < 256; i++) {
1101 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1102 table[i].peFlags = 0xff;
1104 table[1].peRed = 0xff;
1105 table[1].peFlags = 0x80;
1106 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1107 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1109 table[1].peRed = 0;
1110 table[1].peBlue = 0xff;
1111 table[1].peFlags = 0x80;
1112 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1113 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1115 hr = IDirect3DDevice8_BeginScene(device);
1116 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1117 if(SUCCEEDED(hr)) {
1118 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1119 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1120 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1121 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1123 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1124 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1126 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1127 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1129 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1130 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1132 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1133 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1135 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1136 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1138 hr = IDirect3DDevice8_EndScene(device);
1139 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1142 color = getPixelColor(device, 32, 32);
1143 red = (color & 0x00ff0000) >> 16;
1144 green = (color & 0x0000ff00) >> 8;
1145 blue = (color & 0x000000ff) >> 0;
1146 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1147 "got color %08x, expected 0x00800000 or near\n", color);
1149 color = getPixelColor(device, 32, 320);
1150 red = (color & 0x00ff0000) >> 16;
1151 green = (color & 0x0000ff00) >> 8;
1152 blue = (color & 0x000000ff) >> 0;
1153 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1154 "got color %08x, expected 0x00000080 or near\n", color);
1156 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1157 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1160 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1161 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1162 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1163 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1165 out:
1166 if(texture) IDirect3DTexture8_Release(texture);
1167 if(texture2) IDirect3DTexture8_Release(texture2);
1168 IDirect3D8_Release(d3d);
1171 static void texop_test(IDirect3DDevice8 *device)
1173 IDirect3DTexture8 *texture = NULL;
1174 D3DLOCKED_RECT locked_rect;
1175 D3DCOLOR color;
1176 D3DCAPS8 caps;
1177 HRESULT hr;
1178 unsigned int i;
1180 static const struct {
1181 float x, y, z;
1182 D3DCOLOR diffuse;
1183 float s, t;
1184 } quad[] = {
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},
1187 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1188 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1191 static const struct {
1192 D3DTEXTUREOP op;
1193 const char *name;
1194 DWORD caps_flag;
1195 D3DCOLOR result;
1196 } test_data[] = {
1197 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1198 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1199 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1200 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1201 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1202 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1204 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1205 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1207 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1208 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1209 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1210 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1211 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1212 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1213 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1214 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1215 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1216 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1217 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1218 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1219 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1220 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1221 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1224 memset(&caps, 0, sizeof(caps));
1225 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1226 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
1228 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1229 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
1231 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1232 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
1233 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1234 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1235 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1236 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1237 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1238 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1239 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1241 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1242 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1243 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1244 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1245 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1246 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1248 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1249 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1251 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1252 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1253 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1254 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1255 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1256 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1258 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1259 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1261 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1263 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1265 skip("tex operation %s not supported\n", test_data[i].name);
1266 continue;
1269 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1270 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
1272 hr = IDirect3DDevice8_BeginScene(device);
1273 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
1275 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1276 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
1278 hr = IDirect3DDevice8_EndScene(device);
1279 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
1281 color = getPixelColor(device, 320, 240);
1282 ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1283 test_data[i].name, color, test_data[i].result);
1285 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1286 ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
1288 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1289 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1292 if (texture) IDirect3DTexture8_Release(texture);
1295 START_TEST(visual)
1297 IDirect3DDevice8 *device_ptr;
1298 HRESULT hr;
1299 DWORD color;
1300 D3DCAPS8 caps;
1302 d3d8_handle = LoadLibraryA("d3d8.dll");
1303 if (!d3d8_handle)
1305 win_skip("Could not load d3d8.dll\n");
1306 return;
1309 device_ptr = init_d3d8();
1310 if (!device_ptr)
1312 win_skip("Could not initialize direct3d\n");
1313 return;
1316 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
1318 /* Check for the reliability of the returned data */
1319 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1320 if(FAILED(hr))
1322 skip("Clear failed, can't assure correctness of the test results\n");
1323 goto cleanup;
1326 color = getPixelColor(device_ptr, 1, 1);
1327 if(color !=0x00ff0000)
1329 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1330 goto cleanup;
1332 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1334 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1335 if(FAILED(hr))
1337 skip("Clear failed, can't assure correctness of the test results\n");
1338 goto cleanup;
1341 color = getPixelColor(device_ptr, 639, 479);
1342 if(color != 0x0000ddee)
1344 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1345 goto cleanup;
1347 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1349 /* Now run the real test */
1350 lighting_test(device_ptr);
1351 clear_test(device_ptr);
1352 fog_test(device_ptr);
1353 present_test(device_ptr);
1354 offscreen_test(device_ptr);
1355 alpha_test(device_ptr);
1357 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
1359 test_rcp_rsq(device_ptr);
1361 else
1363 skip("No vs.1.1 support\n");
1366 p8_texture_test(device_ptr);
1367 texop_test(device_ptr);
1369 cleanup:
1370 if(device_ptr) {
1371 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
1372 ULONG refcount;
1374 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
1375 DestroyWindow(creation_parameters.hFocusWindow);
1376 refcount = IDirect3DDevice8_Release(device_ptr);
1377 ok(!refcount, "Device has %u references left\n", refcount);