wined3d: read_from_framebuffer_texture() isn't suitable for readback of onscreen...
[wine/testsucceed.git] / dlls / d3d8 / tests / visual.c
blob69e9faf6bf84c67231d2a73e0125fd2acadd7bf8
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 tvertex
159 float x, y, z, w;
160 DWORD diffuse;
163 struct nvertex
165 float x, y, z;
166 float nx, ny, nz;
167 DWORD diffuse;
170 static void lighting_test(IDirect3DDevice8 *device)
172 HRESULT hr;
173 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
174 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
175 DWORD color;
177 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
178 0.0f, 1.0f, 0.0f, 0.0f,
179 0.0f, 0.0f, 1.0f, 0.0f,
180 0.0f, 0.0f, 0.0f, 1.0f };
182 struct vertex unlitquad[] =
184 {-1.0f, -1.0f, 0.1f, 0xffff0000},
185 {-1.0f, 0.0f, 0.1f, 0xffff0000},
186 { 0.0f, 0.0f, 0.1f, 0xffff0000},
187 { 0.0f, -1.0f, 0.1f, 0xffff0000},
189 struct vertex litquad[] =
191 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
192 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
193 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
194 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
196 struct nvertex unlitnquad[] =
198 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
199 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
200 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
201 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
203 struct nvertex litnquad[] =
205 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
206 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
207 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
208 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
210 WORD Indices[] = {0, 1, 2, 2, 3, 0};
212 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
213 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
215 /* Setup some states that may cause issues */
216 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
217 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
218 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
219 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
220 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
221 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
222 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
223 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
224 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
225 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
226 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
227 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
228 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
229 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
230 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
231 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
232 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
233 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
234 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
235 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
236 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
237 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
239 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
240 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
242 hr = IDirect3DDevice8_BeginScene(device);
243 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
244 if(hr == D3D_OK)
246 /* No lights are defined... That means, lit vertices should be entirely black */
247 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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, unlitquad, sizeof(unlitquad[0]));
251 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
253 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
254 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
255 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
256 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
257 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
259 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
260 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
262 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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, unlitnquad, sizeof(unlitnquad[0]));
266 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
268 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
269 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
270 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
271 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
272 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
274 IDirect3DDevice8_EndScene(device);
275 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
278 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
279 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
280 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
281 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
282 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
283 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
284 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
285 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
287 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
289 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
290 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
293 static void clear_test(IDirect3DDevice8 *device)
295 /* Tests the correctness of clearing parameters */
296 HRESULT hr;
297 D3DRECT rect[2];
298 D3DRECT rect_negneg;
299 DWORD color;
301 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
302 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
304 /* Positive x, negative y */
305 rect[0].x1 = 0;
306 rect[0].y1 = 480;
307 rect[0].x2 = 320;
308 rect[0].y2 = 240;
310 /* Positive x, positive y */
311 rect[1].x1 = 0;
312 rect[1].y1 = 0;
313 rect[1].x2 = 320;
314 rect[1].y2 = 240;
315 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
316 * is ignored, the positive is still cleared afterwards
318 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
319 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
321 /* negative x, negative y */
322 rect_negneg.x1 = 640;
323 rect_negneg.y1 = 240;
324 rect_negneg.x2 = 320;
325 rect_negneg.y2 = 0;
326 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
327 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
329 color = getPixelColor(device, 160, 360); /* lower left quad */
330 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
331 color = getPixelColor(device, 160, 120); /* upper left quad */
332 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
333 color = getPixelColor(device, 480, 360); /* lower right quad */
334 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
335 color = getPixelColor(device, 480, 120); /* upper right quad */
336 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
338 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
341 struct sVertex {
342 float x, y, z;
343 DWORD diffuse;
344 DWORD specular;
347 struct sVertexT {
348 float x, y, z, rhw;
349 DWORD diffuse;
350 DWORD specular;
353 static void fog_test(IDirect3DDevice8 *device)
355 HRESULT hr;
356 DWORD color;
357 float start = 0.0, end = 1.0;
359 /* Gets full z based fog with linear fog, no fog with specular color */
360 struct sVertex unstransformed_1[] = {
361 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
362 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
363 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
364 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
366 /* Ok, I am too lazy to deal with transform matrices */
367 struct sVertex unstransformed_2[] = {
368 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
369 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
370 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
371 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
373 /* Untransformed ones. Give them a different diffuse color to make the test look
374 * nicer. It also makes making sure that they are drawn correctly easier.
376 struct sVertexT transformed_1[] = {
377 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
378 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
379 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
380 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
382 struct sVertexT transformed_2[] = {
383 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
384 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
385 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
386 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
388 WORD Indices[] = {0, 1, 2, 2, 3, 0};
390 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
391 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
393 /* Setup initial states: No lighting, fog on, fog color */
394 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
395 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
396 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
397 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
398 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
399 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
401 /* First test: Both table fog and vertex fog off */
402 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
403 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
404 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
405 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
407 /* Start = 0, end = 1. Should be default, but set them */
408 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
409 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
410 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
411 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
413 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
415 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
416 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
417 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
418 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
419 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
420 sizeof(unstransformed_1[0]));
421 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
423 /* That makes it use the Z value */
424 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
425 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
426 /* Untransformed, vertex fog != none (or table fog != none):
427 * Use the Z value as input into the equation
429 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
430 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
431 sizeof(unstransformed_1[0]));
432 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
434 /* transformed verts */
435 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
436 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
437 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
438 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
439 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
440 sizeof(transformed_1[0]));
441 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
443 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
444 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
445 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
446 * equation
448 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
449 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
450 sizeof(transformed_2[0]));
451 ok(SUCCEEDED(hr), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr);
453 hr = IDirect3DDevice8_EndScene(device);
454 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
456 else
458 ok(FALSE, "BeginScene failed\n");
461 color = getPixelColor(device, 160, 360);
462 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
463 color = getPixelColor(device, 160, 120);
464 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
465 color = getPixelColor(device, 480, 120);
466 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
467 color = getPixelColor(device, 480, 360);
468 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
470 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
472 /* Turn off the fog master switch to avoid confusing other tests */
473 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
474 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
477 static void present_test(IDirect3DDevice8 *device)
479 struct vertex quad[] =
481 {-1.0f, -1.0f, 0.9f, 0xffff0000},
482 {-1.0f, 1.0f, 0.9f, 0xffff0000},
483 { 1.0f, -1.0f, 0.1f, 0xffff0000},
484 { 1.0f, 1.0f, 0.1f, 0xffff0000},
486 HRESULT hr;
487 DWORD color;
489 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
490 * then call Present. Then clear the color buffer to make sure it has some defined content
491 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
492 * by the depth value.
494 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
495 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
496 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
497 ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
498 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
499 ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
501 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
502 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
503 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
504 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
505 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
506 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
508 hr = IDirect3DDevice8_BeginScene(device);
509 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
510 if(hr == D3D_OK)
512 /* No lights are defined... That means, lit vertices should be entirely black */
513 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
514 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
516 hr = IDirect3DDevice8_EndScene(device);
517 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
520 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
521 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
523 color = getPixelColor(device, 512, 240);
524 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
525 color = getPixelColor(device, 64, 240);
526 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
528 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
529 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
532 static void test_rcp_rsq(IDirect3DDevice8 *device)
534 HRESULT hr;
535 DWORD shader;
536 DWORD color;
537 float constant[4] = {1.0, 1.0, 1.0, 2.0};
539 static const float quad[][3] = {
540 {-1.0f, -1.0f, 0.0f},
541 {-1.0f, 1.0f, 0.0f},
542 { 1.0f, -1.0f, 0.0f},
543 { 1.0f, 1.0f, 0.0f},
546 const DWORD rcp_test[] = {
547 0xfffe0101, /* vs.1.1 */
549 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
550 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
551 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
552 0x00303030, /* enough to make windows happy */
554 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
555 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
556 0x0000ffff /* END */
559 const DWORD rsq_test[] = {
560 0xfffe0101, /* vs.1.1 */
562 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
563 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
564 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
565 0x00303030, /* enough to make windows happy */
567 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
568 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
569 0x0000ffff /* END */
572 DWORD decl[] =
574 D3DVSD_STREAM(0),
575 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
576 D3DVSD_END()
579 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
580 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
582 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
583 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
585 IDirect3DDevice8_SetVertexShader(device, shader);
586 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
587 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
589 hr = IDirect3DDevice8_BeginScene(device);
590 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
591 if(SUCCEEDED(hr))
593 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
594 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
595 hr = IDirect3DDevice8_EndScene(device);
596 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
599 color = getPixelColor(device, 320, 240);
600 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4),
601 "RCP test returned color 0x%08x, expected 0x00808080.\n", color);
603 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
604 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
606 IDirect3DDevice8_SetVertexShader(device, 0);
607 IDirect3DDevice8_DeleteVertexShader(device, shader);
609 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 0);
610 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
612 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
613 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
615 IDirect3DDevice8_SetVertexShader(device, shader);
616 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
617 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
619 hr = IDirect3DDevice8_BeginScene(device);
620 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
621 if(SUCCEEDED(hr))
623 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
624 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
625 hr = IDirect3DDevice8_EndScene(device);
626 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
629 color = getPixelColor(device, 320, 240);
630 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4),
631 "RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color);
633 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
634 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
636 IDirect3DDevice8_SetVertexShader(device, 0);
637 IDirect3DDevice8_DeleteVertexShader(device, shader);
640 static void offscreen_test(IDirect3DDevice8 *device)
642 HRESULT hr;
643 IDirect3DTexture8 *offscreenTexture = NULL;
644 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
645 DWORD color;
647 static const float quad[][5] = {
648 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
649 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
650 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
651 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
654 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
655 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
657 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
658 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
660 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
661 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
662 if(!offscreenTexture) {
663 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
664 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
665 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
666 if(!offscreenTexture) {
667 skip("Cannot create an offscreen render target\n");
668 goto out;
672 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
673 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
674 if(!backbuffer) {
675 goto out;
678 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
679 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
680 if(!offscreen) {
681 goto out;
684 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
685 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
687 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
688 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
689 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
690 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
691 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
692 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
693 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
694 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
695 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
696 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
698 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
699 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
700 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
701 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
702 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
704 /* Draw without textures - Should result in a white quad */
705 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
706 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
708 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
709 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
710 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
711 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
713 /* This time with the texture */
714 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
715 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
717 IDirect3DDevice8_EndScene(device);
720 /* Center quad - should be white */
721 color = getPixelColor(device, 320, 240);
722 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
723 /* Some quad in the cleared part of the texture */
724 color = getPixelColor(device, 170, 240);
725 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
726 /* Part of the originally cleared back buffer */
727 color = getPixelColor(device, 10, 10);
728 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
729 if(0) {
730 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
731 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
732 * the offscreen rendering mode this test would succeed or fail
734 color = getPixelColor(device, 10, 470);
735 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
738 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
740 out:
741 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
742 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
744 /* restore things */
745 if(backbuffer) {
746 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
747 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
748 IDirect3DSurface8_Release(backbuffer);
750 if(offscreenTexture) {
751 IDirect3DTexture8_Release(offscreenTexture);
753 if(offscreen) {
754 IDirect3DSurface8_Release(offscreen);
756 if(depthstencil) {
757 IDirect3DSurface8_Release(depthstencil);
761 static void alpha_test(IDirect3DDevice8 *device)
763 HRESULT hr;
764 IDirect3DTexture8 *offscreenTexture;
765 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
766 DWORD color;
768 struct vertex quad1[] =
770 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
771 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
772 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
773 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
775 struct vertex quad2[] =
777 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
778 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
779 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
780 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
782 static const float composite_quad[][5] = {
783 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
784 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
785 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
786 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
789 /* Clear the render target with alpha = 0.5 */
790 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
791 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
793 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
794 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
796 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
797 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
799 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
800 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
801 if(!backbuffer) {
802 goto out;
804 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
805 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
806 if(!offscreen) {
807 goto out;
810 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
811 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
813 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
814 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
815 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
816 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
817 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
818 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
819 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
820 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
821 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
822 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
824 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
825 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
826 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
828 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
829 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
830 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
831 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
832 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
833 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
834 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
836 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
837 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
838 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
839 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
840 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
841 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
843 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
844 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
845 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
846 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
847 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
848 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
849 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
851 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
852 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
853 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
854 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
855 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
856 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
858 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
859 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
860 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
861 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
862 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
863 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
865 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
866 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
868 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
869 * Disable alpha blending for the final composition
871 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
872 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
873 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
874 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
876 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
877 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
878 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
879 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
880 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
881 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
883 hr = IDirect3DDevice8_EndScene(device);
884 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
887 color = getPixelColor(device, 160, 360);
888 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
889 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
891 color = getPixelColor(device, 160, 120);
892 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
893 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
895 color = getPixelColor(device, 480, 360);
896 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
897 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
899 color = getPixelColor(device, 480, 120);
900 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
901 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
903 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
905 out:
906 /* restore things */
907 if(backbuffer) {
908 IDirect3DSurface8_Release(backbuffer);
910 if(offscreenTexture) {
911 IDirect3DTexture8_Release(offscreenTexture);
913 if(offscreen) {
914 IDirect3DSurface8_Release(offscreen);
916 if(depthstencil) {
917 IDirect3DSurface8_Release(depthstencil);
921 static void p8_texture_test(IDirect3DDevice8 *device)
923 IDirect3D8 *d3d = NULL;
924 HRESULT hr;
925 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
926 D3DLOCKED_RECT lr;
927 unsigned char *data;
928 DWORD color, red, green, blue;
929 PALETTEENTRY table[256];
930 D3DCAPS8 caps;
931 UINT i;
932 float quad[] = {
933 -1.0, 0, 0.1, 0.0, 0.0,
934 -1.0, 1.0, 0.1, 0.0, 1.0,
935 1.0, 0, 0.1, 1.0, 0.0,
936 1.0, 1.0, 0.1, 1.0, 1.0,
938 float quad2[] = {
939 -1.0, -1.0, 0.1, 0.0, 0.0,
940 -1.0, 0, 0.1, 0.0, 1.0,
941 1.0, -1.0, 0.1, 1.0, 0.0,
942 1.0, 0, 0.1, 1.0, 1.0,
945 IDirect3DDevice8_GetDirect3D(device, &d3d);
947 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
948 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
949 skip("D3DFMT_P8 textures not supported\n");
950 goto out;
953 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
954 D3DPOOL_MANAGED, &texture2);
955 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
956 if(!texture2) {
957 skip("Failed to create D3DFMT_P8 texture\n");
958 goto out;
961 memset(&lr, 0, sizeof(lr));
962 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
963 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
964 data = lr.pBits;
965 *data = 1;
967 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
968 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
970 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
971 D3DPOOL_MANAGED, &texture);
972 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
973 if(!texture) {
974 skip("Failed to create D3DFMT_P8 texture\n");
975 goto out;
978 memset(&lr, 0, sizeof(lr));
979 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
980 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
981 data = lr.pBits;
982 *data = 1;
984 hr = IDirect3DTexture8_UnlockRect(texture, 0);
985 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
987 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
988 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
990 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
991 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
993 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
994 alpha of every entry is set to 1.0, which MS says is required when there's no
995 D3DPTEXTURECAPS_ALPHAPALETTE capability */
996 for (i = 0; i < 256; i++) {
997 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
998 table[i].peFlags = 0xff;
1000 table[1].peRed = 0xff;
1001 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1002 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1004 table[1].peRed = 0;
1005 table[1].peBlue = 0xff;
1006 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1007 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1009 hr = IDirect3DDevice8_BeginScene(device);
1010 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1011 if(SUCCEEDED(hr)) {
1012 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1013 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1014 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1015 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1017 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1018 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1020 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1021 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1023 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1024 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1025 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1026 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1028 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1029 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1030 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1031 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1033 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1034 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1035 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1036 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1038 hr = IDirect3DDevice8_EndScene(device);
1039 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1042 color = getPixelColor(device, 32, 32);
1043 red = (color & 0x00ff0000) >> 16;
1044 green = (color & 0x0000ff00) >> 8;
1045 blue = (color & 0x000000ff) >> 0;
1046 ok(red == 0xff && blue == 0 && green == 0,
1047 "got color %08x, expected 0x00ff0000\n", color);
1049 color = getPixelColor(device, 32, 320);
1050 red = (color & 0x00ff0000) >> 16;
1051 green = (color & 0x0000ff00) >> 8;
1052 blue = (color & 0x000000ff) >> 0;
1053 ok(red == 0 && blue == 0xff && green == 0,
1054 "got color %08x, expected 0x000000ff\n", color);
1056 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1057 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1059 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1060 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1062 hr = IDirect3DDevice8_BeginScene(device);
1063 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1064 if(SUCCEEDED(hr)) {
1065 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1066 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1068 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1069 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1071 hr = IDirect3DDevice8_EndScene(device);
1072 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1076 color = getPixelColor(device, 32, 32);
1077 red = (color & 0x00ff0000) >> 16;
1078 green = (color & 0x0000ff00) >> 8;
1079 blue = (color & 0x000000ff) >> 0;
1080 ok(red == 0 && blue == 0xff && green == 0,
1081 "got color %08x, expected 0x000000ff\n", color);
1083 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1084 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1086 /* Test palettes with alpha */
1087 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1088 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1089 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1090 } else {
1091 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1092 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1094 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1095 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1097 for (i = 0; i < 256; i++) {
1098 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1099 table[i].peFlags = 0xff;
1101 table[1].peRed = 0xff;
1102 table[1].peFlags = 0x80;
1103 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1104 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1106 table[1].peRed = 0;
1107 table[1].peBlue = 0xff;
1108 table[1].peFlags = 0x80;
1109 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1110 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1112 hr = IDirect3DDevice8_BeginScene(device);
1113 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1114 if(SUCCEEDED(hr)) {
1115 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1116 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1117 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1118 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1120 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1121 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1123 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1124 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1126 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1127 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1129 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1130 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1132 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1133 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1135 hr = IDirect3DDevice8_EndScene(device);
1136 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1139 color = getPixelColor(device, 32, 32);
1140 red = (color & 0x00ff0000) >> 16;
1141 green = (color & 0x0000ff00) >> 8;
1142 blue = (color & 0x000000ff) >> 0;
1143 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1144 "got color %08x, expected 0x00800000 or near\n", color);
1146 color = getPixelColor(device, 32, 320);
1147 red = (color & 0x00ff0000) >> 16;
1148 green = (color & 0x0000ff00) >> 8;
1149 blue = (color & 0x000000ff) >> 0;
1150 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1151 "got color %08x, expected 0x00000080 or near\n", color);
1153 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1154 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1157 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1158 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1159 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1160 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1162 out:
1163 if(texture) IDirect3DTexture8_Release(texture);
1164 if(texture2) IDirect3DTexture8_Release(texture2);
1165 IDirect3D8_Release(d3d);
1168 static void texop_test(IDirect3DDevice8 *device)
1170 IDirect3DTexture8 *texture = NULL;
1171 D3DLOCKED_RECT locked_rect;
1172 D3DCOLOR color;
1173 D3DCAPS8 caps;
1174 HRESULT hr;
1175 unsigned int i;
1177 static const struct {
1178 float x, y, z;
1179 D3DCOLOR diffuse;
1180 float s, t;
1181 } quad[] = {
1182 {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
1183 {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
1184 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1185 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1188 static const struct {
1189 D3DTEXTUREOP op;
1190 const char *name;
1191 DWORD caps_flag;
1192 D3DCOLOR result;
1193 } test_data[] = {
1194 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1195 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1196 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1197 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1198 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1199 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1201 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1202 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1204 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1205 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1206 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1207 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1208 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1209 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1210 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1211 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1212 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1213 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1214 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1215 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1216 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1217 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1218 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1221 memset(&caps, 0, sizeof(caps));
1222 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1223 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
1225 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1226 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
1228 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1229 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
1230 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1231 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1232 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1233 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1234 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1235 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1236 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1238 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1239 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1240 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1241 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1242 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1243 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1245 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1246 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1248 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1249 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1250 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1251 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1252 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1253 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1255 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1256 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1258 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1260 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1262 skip("tex operation %s not supported\n", test_data[i].name);
1263 continue;
1266 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1267 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
1269 hr = IDirect3DDevice8_BeginScene(device);
1270 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
1272 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1273 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
1275 hr = IDirect3DDevice8_EndScene(device);
1276 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
1278 color = getPixelColor(device, 320, 240);
1279 ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1280 test_data[i].name, color, test_data[i].result);
1282 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1283 ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
1285 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1286 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1289 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1290 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1291 if (texture) IDirect3DTexture8_Release(texture);
1294 /* This test tests depth clamping / clipping behaviour:
1295 * - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
1296 * minimum/maximum z value.
1297 * - The viewport's MinZ/MaxZ is irrelevant for this.
1298 * - When D3DRS_CLIPPING is enabled depth values are clipped.
1299 * - Pretransformed vertices behave the same as regular vertices.
1301 static void depth_clamp_test(IDirect3DDevice8 *device)
1303 const struct tvertex quad1[] =
1305 { 0, 0, 5.0f, 1.0, 0xff002b7f},
1306 { 640, 0, 5.0f, 1.0, 0xff002b7f},
1307 { 0, 480, 5.0f, 1.0, 0xff002b7f},
1308 { 640, 480, 5.0f, 1.0, 0xff002b7f},
1310 const struct tvertex quad2[] =
1312 { 0, 300, 10.0f, 1.0, 0xfff9e814},
1313 { 640, 300, 10.0f, 1.0, 0xfff9e814},
1314 { 0, 360, 10.0f, 1.0, 0xfff9e814},
1315 { 640, 360, 10.0f, 1.0, 0xfff9e814},
1317 const struct vertex quad3[] =
1319 {-0.65, 0.55, 5.0f, 0xffffffff},
1320 {-0.35, 0.55, 5.0f, 0xffffffff},
1321 {-0.65, 0.15, 5.0f, 0xffffffff},
1322 {-0.35, 0.15, 5.0f, 0xffffffff},
1324 const struct vertex quad4[] =
1326 {-0.87, 0.83, 10.0f, 0xffffffff},
1327 {-0.65, 0.83, 10.0f, 0xffffffff},
1328 {-0.87, 0.55, 10.0f, 0xffffffff},
1329 {-0.65, 0.55, 10.0f, 0xffffffff},
1331 const struct vertex quad5[] =
1333 { -0.5, 0.5, 10.0f, 0xff14f914},
1334 { 0.5, 0.5, 10.0f, 0xff14f914},
1335 { -0.5, -0.5, 10.0f, 0xff14f914},
1336 { 0.5, -0.5, 10.0f, 0xff14f914},
1338 const struct tvertex quad6[] =
1340 { 0, 120, 10.0f, 1.0, 0xfff91414},
1341 { 640, 120, 10.0f, 1.0, 0xfff91414},
1342 { 0, 180, 10.0f, 1.0, 0xfff91414},
1343 { 640, 180, 10.0f, 1.0, 0xfff91414},
1346 D3DVIEWPORT8 vp;
1347 D3DCOLOR color;
1348 HRESULT hr;
1350 vp.X = 0;
1351 vp.Y = 0;
1352 vp.Width = 640;
1353 vp.Height = 480;
1354 vp.MinZ = 0.0;
1355 vp.MaxZ = 7.5;
1357 hr = IDirect3DDevice8_SetViewport(device, &vp);
1358 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1360 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
1361 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1363 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
1364 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1365 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1366 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1367 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1368 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1369 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1370 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1372 hr = IDirect3DDevice8_BeginScene(device);
1373 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1375 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1376 ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
1378 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1379 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1380 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1381 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1383 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1384 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1386 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1387 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1388 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
1389 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1391 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1392 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1394 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
1395 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1397 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1398 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1400 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
1401 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1403 hr = IDirect3DDevice8_EndScene(device);
1404 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1406 color = getPixelColor(device, 75, 75);
1407 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1408 color = getPixelColor(device, 150, 150);
1409 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1410 color = getPixelColor(device, 320, 240);
1411 ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
1412 color = getPixelColor(device, 320, 330);
1413 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1414 color = getPixelColor(device, 320, 330);
1415 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1417 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1418 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1420 vp.MinZ = 0.0;
1421 vp.MaxZ = 1.0;
1422 hr = IDirect3DDevice8_SetViewport(device, &vp);
1423 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1426 static void depth_buffer_test(IDirect3DDevice8 *device)
1428 static const struct vertex quad1[] =
1430 { -1.0, 1.0, 0.33f, 0xff00ff00},
1431 { 1.0, 1.0, 0.33f, 0xff00ff00},
1432 { -1.0, -1.0, 0.33f, 0xff00ff00},
1433 { 1.0, -1.0, 0.33f, 0xff00ff00},
1435 static const struct vertex quad2[] =
1437 { -1.0, 1.0, 0.50f, 0xffff00ff},
1438 { 1.0, 1.0, 0.50f, 0xffff00ff},
1439 { -1.0, -1.0, 0.50f, 0xffff00ff},
1440 { 1.0, -1.0, 0.50f, 0xffff00ff},
1442 static const struct vertex quad3[] =
1444 { -1.0, 1.0, 0.66f, 0xffff0000},
1445 { 1.0, 1.0, 0.66f, 0xffff0000},
1446 { -1.0, -1.0, 0.66f, 0xffff0000},
1447 { 1.0, -1.0, 0.66f, 0xffff0000},
1449 static const DWORD expected_colors[4][4] =
1451 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1452 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1453 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
1454 {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
1457 IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
1458 IDirect3DSurface8 *depth_stencil;
1459 unsigned int i, j;
1460 D3DVIEWPORT8 vp;
1461 D3DCOLOR color;
1462 HRESULT hr;
1464 vp.X = 0;
1465 vp.Y = 0;
1466 vp.Width = 640;
1467 vp.Height = 480;
1468 vp.MinZ = 0.0;
1469 vp.MaxZ = 1.0;
1471 hr = IDirect3DDevice8_SetViewport(device, &vp);
1472 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1474 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1475 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1476 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1477 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1478 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1479 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1480 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1481 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1482 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1483 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1485 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
1486 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1487 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
1488 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1489 hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
1490 D3DMULTISAMPLE_NONE, FALSE, &rt1);
1491 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1492 hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
1493 D3DMULTISAMPLE_NONE, FALSE, &rt2);
1494 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1495 hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
1496 D3DMULTISAMPLE_NONE, FALSE, &rt3);
1497 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1499 hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil);
1500 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1501 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
1502 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1504 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1505 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1506 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
1507 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1509 hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
1510 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1511 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
1512 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1514 hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
1515 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1516 hr = IDirect3DDevice8_BeginScene(device);
1517 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1518 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1519 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1520 hr = IDirect3DDevice8_EndScene(device);
1521 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1523 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1524 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1525 IDirect3DSurface8_Release(depth_stencil);
1526 IDirect3DSurface8_Release(backbuffer);
1527 IDirect3DSurface8_Release(rt3);
1528 IDirect3DSurface8_Release(rt2);
1529 IDirect3DSurface8_Release(rt1);
1531 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1532 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1534 hr = IDirect3DDevice8_BeginScene(device);
1535 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1536 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1537 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1538 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1539 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1540 hr = IDirect3DDevice8_EndScene(device);
1541 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1543 for (i = 0; i < 4; ++i)
1545 for (j = 0; j < 4; ++j)
1547 unsigned int x = 80 * ((2 * j) + 1);
1548 unsigned int y = 60 * ((2 * i) + 1);
1549 color = getPixelColor(device, x, y);
1550 ok(color_match(color, expected_colors[i][j], 0),
1551 "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
1555 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1556 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1559 static void shadow_test(IDirect3DDevice8 *device)
1561 static const DWORD ps_code[] =
1563 0xffff0101, /* ps_1_1 */
1564 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
1565 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
1566 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
1567 0x00000042, 0xb00f0000, /* tex t0 */
1568 0x00000042, 0xb00f0001, /* tex t1 */
1569 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
1570 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
1571 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
1572 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
1573 0x0000ffff, /* end */
1575 struct
1577 D3DFORMAT format;
1578 const char *name;
1580 formats[] =
1582 {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
1583 {D3DFMT_D32, "D3DFMT_D32"},
1584 {D3DFMT_D15S1, "D3DFMT_D15S1"},
1585 {D3DFMT_D24S8, "D3DFMT_D24S8"},
1586 {D3DFMT_D24X8, "D3DFMT_D24X8"},
1587 {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
1588 {D3DFMT_D16, "D3DFMT_D16"},
1590 struct
1592 float x, y, z;
1593 float s0, t0, p0;
1594 float s1, t1, p1, q1;
1596 quad[] =
1598 { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
1599 { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
1600 { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
1601 { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
1603 struct
1605 UINT x, y;
1606 D3DCOLOR color;
1608 expected_colors[] =
1610 {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1611 {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
1612 {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
1613 {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
1614 {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
1615 { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1616 { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1617 {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
1620 IDirect3DSurface8 *original_ds, *original_rt, *rt;
1621 IDirect3D8 *d3d8;
1622 D3DCAPS8 caps;
1623 HRESULT hr;
1624 DWORD ps;
1625 UINT i;
1627 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1628 ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
1629 if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
1631 skip("No pixel shader 1.1 support, skipping shadow test.\n");
1632 return;
1635 hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
1636 ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
1637 hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
1638 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1639 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
1640 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1642 hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
1643 D3DMULTISAMPLE_NONE, FALSE, &rt);
1644 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1645 hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
1646 ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
1648 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
1649 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
1650 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1651 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1652 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1653 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
1654 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1655 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1656 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1657 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1658 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1660 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
1661 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1662 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1663 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1664 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1665 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1666 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
1667 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1669 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
1670 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1671 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
1672 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1673 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1674 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1675 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
1676 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1677 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1678 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1679 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
1680 D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
1681 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1683 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
1685 D3DFORMAT format = formats[i].format;
1686 IDirect3DTexture8 *texture;
1687 IDirect3DSurface8 *ds;
1688 unsigned int j;
1690 hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
1691 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
1692 if (FAILED(hr)) continue;
1694 hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
1695 D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
1696 ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
1698 hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
1699 ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
1701 hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
1702 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1704 IDirect3DDevice8_SetPixelShader(device, 0);
1705 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1707 /* Setup the depth/stencil surface. */
1708 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
1709 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1711 hr = IDirect3DDevice8_BeginScene(device);
1712 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1713 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1714 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1715 hr = IDirect3DDevice8_EndScene(device);
1716 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1718 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
1719 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1720 IDirect3DSurface8_Release(ds);
1722 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1723 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1724 hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
1725 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1727 hr = IDirect3DDevice8_SetPixelShader(device, ps);
1728 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1730 /* Do the actual shadow mapping. */
1731 hr = IDirect3DDevice8_BeginScene(device);
1732 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1733 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1734 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1735 hr = IDirect3DDevice8_EndScene(device);
1736 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1738 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1739 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1740 hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
1741 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1742 IDirect3DTexture8_Release(texture);
1744 for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
1746 D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
1747 ok(color_match(color, expected_colors[j].color, 0),
1748 "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
1749 expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
1750 formats[i].name, color);
1753 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1754 ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
1757 hr = IDirect3DDevice8_SetPixelShader(device, 0);
1758 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1759 hr = IDirect3DDevice8_DeletePixelShader(device, ps);
1760 ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
1762 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
1763 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1764 IDirect3DSurface8_Release(original_ds);
1766 IDirect3DSurface8_Release(original_rt);
1767 IDirect3DSurface8_Release(rt);
1769 IDirect3D8_Release(d3d8);
1772 START_TEST(visual)
1774 IDirect3DDevice8 *device_ptr;
1775 HRESULT hr;
1776 DWORD color;
1777 D3DCAPS8 caps;
1779 d3d8_handle = LoadLibraryA("d3d8.dll");
1780 if (!d3d8_handle)
1782 win_skip("Could not load d3d8.dll\n");
1783 return;
1786 device_ptr = init_d3d8();
1787 if (!device_ptr)
1789 win_skip("Could not initialize direct3d\n");
1790 return;
1793 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
1795 /* Check for the reliability of the returned data */
1796 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1797 if(FAILED(hr))
1799 skip("Clear failed, can't assure correctness of the test results\n");
1800 goto cleanup;
1803 color = getPixelColor(device_ptr, 1, 1);
1804 if(color !=0x00ff0000)
1806 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1807 goto cleanup;
1809 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1811 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1812 if(FAILED(hr))
1814 skip("Clear failed, can't assure correctness of the test results\n");
1815 goto cleanup;
1818 color = getPixelColor(device_ptr, 639, 479);
1819 if(color != 0x0000ddee)
1821 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
1822 goto cleanup;
1824 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
1826 /* Now run the real test */
1827 depth_clamp_test(device_ptr);
1828 lighting_test(device_ptr);
1829 clear_test(device_ptr);
1830 fog_test(device_ptr);
1831 present_test(device_ptr);
1832 offscreen_test(device_ptr);
1833 alpha_test(device_ptr);
1835 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
1837 test_rcp_rsq(device_ptr);
1839 else
1841 skip("No vs.1.1 support\n");
1844 p8_texture_test(device_ptr);
1845 texop_test(device_ptr);
1846 depth_buffer_test(device_ptr);
1847 shadow_test(device_ptr);
1849 cleanup:
1850 if(device_ptr) {
1851 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
1852 ULONG refcount;
1854 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
1855 DestroyWindow(creation_parameters.hFocusWindow);
1856 refcount = IDirect3DDevice8_Release(device_ptr);
1857 ok(!refcount, "Device has %u references left\n", refcount);