2 * Copyright (C) 2005 Henri Verbeet
3 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
24 #include "wine/test.h"
26 static HMODULE d3d8_handle
= 0;
28 static HWND
create_window(void)
32 wc
.lpfnWndProc
= DefWindowProc
;
33 wc
.lpszClassName
= "d3d8_test_wc";
36 ret
= CreateWindow("d3d8_test_wc", "d3d8_test",
37 WS_POPUP
| WS_SYSMENU
, 20, 20, 640, 480, 0, 0, 0, 0);
38 ShowWindow(ret
, SW_SHOW
);
42 static BOOL
color_match(D3DCOLOR c1
, D3DCOLOR c2
, BYTE max_diff
)
44 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
46 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
48 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
50 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
54 static DWORD
getPixelColor(IDirect3DDevice8
*device
, UINT x
, UINT y
)
57 IDirect3DTexture8
*tex
= NULL
;
58 IDirect3DSurface8
*surf
= NULL
, *backbuf
= NULL
;
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
);
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
);
77 hr
= IDirect3DDevice8_GetRenderTarget(device
, &backbuf
);
80 trace("Can't get the render target, hr=%#08x\n", hr
);
84 hr
= IDirect3DDevice8_CopyRects(device
, backbuf
, NULL
, 0, surf
, NULL
);
87 trace("Can't read the render target, hr=%#08x\n", hr
);
92 hr
= IDirect3DSurface8_LockRect(surf
, &lockedRect
, &rectToLock
, D3DLOCK_READONLY
);
95 trace("Can't lock the offscreen surface, hr=%#08x\n", hr
);
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
);
106 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr
);
110 if(backbuf
) IDirect3DSurface8_Release(backbuf
);
111 if(surf
) IDirect3DSurface8_Release(surf
);
112 if(tex
) IDirect3DTexture8_Release(tex
);
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
;
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
);
131 skip("could not create D3D8\n");
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
);
164 static void lighting_test(IDirect3DDevice8
*device
)
167 DWORD fvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
;
168 DWORD nfvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_NORMAL
;
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
);
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 */
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 */
304 /* Positive x, positive y */
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;
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
);
347 static void fog_test(IDirect3DDevice8
*device
)
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
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
);
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},
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
);
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
)
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
},
537 { 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 */
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 */
570 D3DVSD_REG(D3DVSDE_POSITION
, D3DVSDT_FLOAT3
), /* D3DVSDE_POSITION, Register v0 */
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
);
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",
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
);
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",
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
)
646 IDirect3DTexture8
*offscreenTexture
= NULL
;
647 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
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");
675 hr
= IDirect3DDevice8_GetBackBuffer(device
, 0, D3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
676 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %#08x\n", hr
);
681 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
682 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
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
);
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
);
744 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
745 ok(SUCCEEDED(hr
), "IDirect3DDevice8_SetTexture returned %#x.\n", hr
);
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
);
757 IDirect3DSurface8_Release(offscreen
);
760 IDirect3DSurface8_Release(depthstencil
);
764 static void alpha_test(IDirect3DDevice8
*device
)
767 IDirect3DTexture8
*offscreenTexture
;
768 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
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
);
807 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
808 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
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
);
911 IDirect3DSurface8_Release(backbuffer
);
913 if(offscreenTexture
) {
914 IDirect3DTexture8_Release(offscreenTexture
);
917 IDirect3DSurface8_Release(offscreen
);
920 IDirect3DSurface8_Release(depthstencil
);
924 static void p8_texture_test(IDirect3DDevice8
*device
)
926 IDirect3D8
*d3d
= NULL
;
928 IDirect3DTexture8
*texture
= NULL
, *texture2
= NULL
;
931 DWORD color
, red
, green
, blue
;
932 PALETTEENTRY table
[256];
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,
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");
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
);
960 skip("Failed to create D3DFMT_P8 texture\n");
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
);
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
);
977 skip("Failed to create D3DFMT_P8 texture\n");
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
);
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
);
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
);
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
);
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");
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
);
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
);
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
);
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
;
1180 static const struct {
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 {
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
);
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
);
1297 IDirect3DDevice8
*device_ptr
;
1302 d3d8_handle
= LoadLibraryA("d3d8.dll");
1305 win_skip("Could not load d3d8.dll\n");
1309 device_ptr
= init_d3d8();
1312 win_skip("Could not initialize direct3d\n");
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);
1322 skip("Clear failed, can't assure correctness of the test results\n");
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
);
1332 IDirect3DDevice8_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1334 hr
= IDirect3DDevice8_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xff00ddee, 0.0, 0);
1337 skip("Clear failed, can't assure correctness of the test results\n");
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
);
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
);
1363 skip("No vs.1.1 support\n");
1366 p8_texture_test(device_ptr
);
1367 texop_test(device_ptr
);
1371 D3DDEVICE_CREATION_PARAMETERS creation_parameters
;
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
);