ieframe: Moved string and menu resources to ieframe.
[wine/testsucceed.git] / dlls / d3d8 / tests / visual.c
blob33e9841cb29337b0e5042c46474a1c2ce4747305
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_D24S8;
145 hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
146 present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
147 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
149 return device_ptr;
152 struct vertex
154 float x, y, z;
155 DWORD diffuse;
158 struct tvertex
160 float x, y, z, w;
161 DWORD diffuse;
164 struct nvertex
166 float x, y, z;
167 float nx, ny, nz;
168 DWORD diffuse;
171 static void lighting_test(IDirect3DDevice8 *device)
173 HRESULT hr;
174 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
175 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
176 DWORD color;
178 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
179 0.0f, 1.0f, 0.0f, 0.0f,
180 0.0f, 0.0f, 1.0f, 0.0f,
181 0.0f, 0.0f, 0.0f, 1.0f };
183 struct vertex unlitquad[] =
185 {-1.0f, -1.0f, 0.1f, 0xffff0000},
186 {-1.0f, 0.0f, 0.1f, 0xffff0000},
187 { 0.0f, 0.0f, 0.1f, 0xffff0000},
188 { 0.0f, -1.0f, 0.1f, 0xffff0000},
190 struct vertex litquad[] =
192 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
193 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
194 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
195 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
197 struct nvertex unlitnquad[] =
199 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
200 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
201 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
202 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
204 struct nvertex litnquad[] =
206 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
207 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
208 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
209 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
211 WORD Indices[] = {0, 1, 2, 2, 3, 0};
213 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
214 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
216 /* Setup some states that may cause issues */
217 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
218 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
219 hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
220 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
221 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
222 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
223 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
224 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
225 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
226 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
227 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
228 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
229 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
230 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
231 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
232 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
233 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
234 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
235 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
236 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
237 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
238 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr);
240 hr = IDirect3DDevice8_SetVertexShader(device, fvf);
241 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
243 hr = IDirect3DDevice8_BeginScene(device);
244 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr);
245 if(hr == D3D_OK)
247 /* No lights are defined... That means, lit vertices should be entirely black */
248 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
249 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
250 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
251 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
252 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
254 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
255 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
256 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
257 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
258 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
260 hr = IDirect3DDevice8_SetVertexShader(device, nfvf);
261 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr);
263 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
264 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
265 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
266 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
267 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
269 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
270 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
271 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
272 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
273 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
275 IDirect3DDevice8_EndScene(device);
276 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
279 color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */
280 ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
281 color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
282 ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
283 color = getPixelColor(device, 480, 360); /* Lower right quad - unlit with normals */
284 ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
285 color = getPixelColor(device, 480, 120); /* Upper right quad - lit with normals */
286 ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
288 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
290 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
291 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
294 static void clear_test(IDirect3DDevice8 *device)
296 /* Tests the correctness of clearing parameters */
297 HRESULT hr;
298 D3DRECT rect[2];
299 D3DRECT rect_negneg;
300 DWORD color;
302 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
303 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
305 /* Positive x, negative y */
306 rect[0].x1 = 0;
307 rect[0].y1 = 480;
308 rect[0].x2 = 320;
309 rect[0].y2 = 240;
311 /* Positive x, positive y */
312 rect[1].x1 = 0;
313 rect[1].y1 = 0;
314 rect[1].x2 = 320;
315 rect[1].y2 = 240;
316 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
317 * is ignored, the positive is still cleared afterwards
319 hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
320 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
322 /* negative x, negative y */
323 rect_negneg.x1 = 640;
324 rect_negneg.y1 = 240;
325 rect_negneg.x2 = 320;
326 rect_negneg.y2 = 0;
327 hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
328 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
330 color = getPixelColor(device, 160, 360); /* lower left quad */
331 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
332 color = getPixelColor(device, 160, 120); /* upper left quad */
333 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
334 color = getPixelColor(device, 480, 360); /* lower right quad */
335 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
336 color = getPixelColor(device, 480, 120); /* upper right quad */
337 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
339 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
342 struct sVertex {
343 float x, y, z;
344 DWORD diffuse;
345 DWORD specular;
348 struct sVertexT {
349 float x, y, z, rhw;
350 DWORD diffuse;
351 DWORD specular;
354 static void fog_test(IDirect3DDevice8 *device)
356 HRESULT hr;
357 DWORD color;
358 float start = 0.0, end = 1.0;
360 /* Gets full z based fog with linear fog, no fog with specular color */
361 struct sVertex untransformed_1[] = {
362 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
363 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
364 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
365 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
367 /* Ok, I am too lazy to deal with transform matrices */
368 struct sVertex untransformed_2[] = {
369 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
370 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
371 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
372 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
374 /* Untransformed ones. Give them a different diffuse color to make the test look
375 * nicer. It also makes making sure that they are drawn correctly easier.
377 struct sVertexT transformed_1[] = {
378 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
379 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
380 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
381 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
383 struct sVertexT transformed_2[] = {
384 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
385 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
386 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
387 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
389 WORD Indices[] = {0, 1, 2, 2, 3, 0};
391 D3DCAPS8 caps;
392 float ident_mat[16] =
394 1.0f, 0.0f, 0.0f, 0.0f,
395 0.0f, 1.0f, 0.0f, 0.0f,
396 0.0f, 0.0f, 1.0f, 0.0f,
397 0.0f, 0.0f, 0.0f, 1.0f
399 float world_mat1[16] =
401 1.0f, 0.0f, 0.0f, 0.0f,
402 0.0f, 1.0f, 0.0f, 0.0f,
403 0.0f, 0.0f, 1.0f, 0.0f,
404 0.0f, 0.0f, -0.5f, 1.0f
406 float world_mat2[16] =
408 1.0f, 0.0f, 0.0f, 0.0f,
409 0.0f, 1.0f, 0.0f, 0.0f,
410 0.0f, 0.0f, 1.0f, 0.0f,
411 0.0f, 0.0f, 1.0f, 1.0f
413 float proj_mat[16] =
415 1.0f, 0.0f, 0.0f, 0.0f,
416 0.0f, 1.0f, 0.0f, 0.0f,
417 0.0f, 0.0f, 1.0f, 0.0f,
418 0.0f, 0.0f, -1.0f, 1.0f
421 struct sVertex far_quad1[] =
423 {-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
424 {-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
425 { 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
426 { 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
428 struct sVertex far_quad2[] =
430 {-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
431 {-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
432 { 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
433 { 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
436 memset(&caps, 0, sizeof(caps));
437 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
438 ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr);
440 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
441 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
443 /* Setup initial states: No lighting, fog on, fog color */
444 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
445 ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
446 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
447 ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
448 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
449 ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
451 /* First test: Both table fog and vertex fog off */
452 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
453 ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr);
454 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
455 ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
457 /* Start = 0, end = 1. Should be default, but set them */
458 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
459 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
460 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
461 ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr);
463 if(IDirect3DDevice8_BeginScene(device) == D3D_OK)
465 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
466 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
467 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
468 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
469 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1,
470 sizeof(untransformed_1[0]));
471 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
473 /* That makes it use the Z value */
474 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
475 ok(hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR returned %#08x\n", hr);
476 /* Untransformed, vertex fog != none (or table fog != none):
477 * Use the Z value as input into the equation
479 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
480 2 /*PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2,
481 sizeof(untransformed_2[0]));
482 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
484 /* transformed verts */
485 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
486 ok( hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
487 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
488 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
489 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
490 sizeof(transformed_1[0]));
491 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
493 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
494 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
495 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
496 * equation
498 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
499 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
500 sizeof(transformed_2[0]));
501 ok(SUCCEEDED(hr), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr);
503 hr = IDirect3DDevice8_EndScene(device);
504 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
506 else
508 ok(FALSE, "BeginScene failed\n");
511 color = getPixelColor(device, 160, 360);
512 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
513 color = getPixelColor(device, 160, 120);
514 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
515 color = getPixelColor(device, 480, 120);
516 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
517 color = getPixelColor(device, 480, 360);
518 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
520 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
522 if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
524 /* A simple fog + non-identity world matrix test */
525 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) world_mat1);
526 ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr);
528 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
529 ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
530 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
531 ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
533 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
534 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
536 if (IDirect3DDevice8_BeginScene(device) == D3D_OK)
538 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
539 ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
541 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
542 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
543 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
545 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
546 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
547 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
549 hr = IDirect3DDevice8_EndScene(device);
550 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
552 else
554 ok(FALSE, "BeginScene failed\n");
557 color = getPixelColor(device, 160, 360);
558 ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color);
559 color = getPixelColor(device, 160, 120);
560 ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
562 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
564 /* Test fog behavior with an orthogonal (but not identity) projection matrix */
565 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) world_mat2);
566 ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
567 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) proj_mat);
568 ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
570 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
571 ok(hr == D3D_OK, "Clear returned %#08x\n", hr);
573 if (IDirect3DDevice8_BeginScene(device) == D3D_OK)
575 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
576 ok(hr == D3D_OK, "SetVertexShader returned %#08x\n", hr);
578 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
579 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
580 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
582 hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
583 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
584 ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %#08x\n", hr);
586 hr = IDirect3DDevice8_EndScene(device);
587 ok(hr == D3D_OK, "EndScene returned %#08x\n", hr);
589 else
591 ok(FALSE, "BeginScene failed\n");
594 color = getPixelColor(device, 160, 360);
595 todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
596 color = getPixelColor(device, 160, 120);
597 ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
599 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
601 hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) ident_mat);
602 ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
603 hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) ident_mat);
604 ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
606 else
608 skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
611 /* Turn off the fog master switch to avoid confusing other tests */
612 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
613 ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
616 static void present_test(IDirect3DDevice8 *device)
618 struct vertex quad[] =
620 {-1.0f, -1.0f, 0.9f, 0xffff0000},
621 {-1.0f, 1.0f, 0.9f, 0xffff0000},
622 { 1.0f, -1.0f, 0.1f, 0xffff0000},
623 { 1.0f, 1.0f, 0.1f, 0xffff0000},
625 HRESULT hr;
626 DWORD color;
628 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
629 * then call Present. Then clear the color buffer to make sure it has some defined content
630 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
631 * by the depth value.
633 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
634 ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
635 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
636 ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
637 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
638 ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
640 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
641 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
642 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
643 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
644 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
645 ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
647 hr = IDirect3DDevice8_BeginScene(device);
648 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
649 if(hr == D3D_OK)
651 /* No lights are defined... That means, lit vertices should be entirely black */
652 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
653 ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
655 hr = IDirect3DDevice8_EndScene(device);
656 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
659 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
660 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
662 color = getPixelColor(device, 512, 240);
663 ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
664 color = getPixelColor(device, 64, 240);
665 ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
667 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
668 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
671 static void test_rcp_rsq(IDirect3DDevice8 *device)
673 HRESULT hr;
674 DWORD shader;
675 DWORD color;
676 float constant[4] = {1.0, 1.0, 1.0, 2.0};
678 static const float quad[][3] = {
679 {-1.0f, -1.0f, 0.0f},
680 {-1.0f, 1.0f, 0.0f},
681 { 1.0f, -1.0f, 0.0f},
682 { 1.0f, 1.0f, 0.0f},
685 const DWORD rcp_test[] = {
686 0xfffe0101, /* vs.1.1 */
688 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
689 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
690 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
691 0x00303030, /* enough to make windows happy */
693 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
694 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
695 0x0000ffff /* END */
698 const DWORD rsq_test[] = {
699 0xfffe0101, /* vs.1.1 */
701 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
702 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
703 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
704 0x00303030, /* enough to make windows happy */
706 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
707 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
708 0x0000ffff /* END */
711 DWORD decl[] =
713 D3DVSD_STREAM(0),
714 D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
715 D3DVSD_END()
718 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
719 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
721 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
722 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
724 IDirect3DDevice8_SetVertexShader(device, shader);
725 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
726 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
728 hr = IDirect3DDevice8_BeginScene(device);
729 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
730 if(SUCCEEDED(hr))
732 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
733 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
734 hr = IDirect3DDevice8_EndScene(device);
735 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
738 color = getPixelColor(device, 320, 240);
739 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x80), 4),
740 "RCP test returned color 0x%08x, expected 0x00808080.\n", color);
742 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
743 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
745 IDirect3DDevice8_SetVertexShader(device, 0);
746 IDirect3DDevice8_DeleteVertexShader(device, shader);
748 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff996633, 0.0f, 0);
749 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
751 hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
752 ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
754 IDirect3DDevice8_SetVertexShader(device, shader);
755 ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
756 IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
758 hr = IDirect3DDevice8_BeginScene(device);
759 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %#08x\n", hr);
760 if(SUCCEEDED(hr))
762 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
763 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#08x)\n", hr);
764 hr = IDirect3DDevice8_EndScene(device);
765 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %#08x\n", hr);
768 color = getPixelColor(device, 320, 240);
769 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xb4, 0xb4, 0xb4), 4),
770 "RSQ test returned color 0x%08x, expected 0x00b4b4b4.\n", color);
772 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
773 ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
775 IDirect3DDevice8_SetVertexShader(device, 0);
776 IDirect3DDevice8_DeleteVertexShader(device, shader);
779 static void offscreen_test(IDirect3DDevice8 *device)
781 HRESULT hr;
782 IDirect3DTexture8 *offscreenTexture = NULL;
783 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
784 DWORD color;
786 static const float quad[][5] = {
787 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
788 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
789 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
790 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
793 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
794 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
796 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
797 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
799 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
800 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
801 if(!offscreenTexture) {
802 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
803 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
804 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
805 if(!offscreenTexture) {
806 skip("Cannot create an offscreen render target\n");
807 goto out;
811 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
812 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
813 if(!backbuffer) {
814 goto out;
817 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
818 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
819 if(!offscreen) {
820 goto out;
823 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
824 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
826 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
827 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
828 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
829 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
830 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
831 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
832 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
833 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
834 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
835 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
837 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
838 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil);
839 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
840 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
841 ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
843 /* Draw without textures - Should result in a white quad */
844 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
845 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
847 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
848 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %#08x\n", hr);
849 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
850 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
852 /* This time with the texture */
853 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
854 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
856 IDirect3DDevice8_EndScene(device);
859 /* Center quad - should be white */
860 color = getPixelColor(device, 320, 240);
861 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
862 /* Some quad in the cleared part of the texture */
863 color = getPixelColor(device, 170, 240);
864 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
865 /* Part of the originally cleared back buffer */
866 color = getPixelColor(device, 10, 10);
867 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
868 if(0) {
869 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
870 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
871 * the offscreen rendering mode this test would succeed or fail
873 color = getPixelColor(device, 10, 470);
874 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
877 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
879 out:
880 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
881 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
883 /* restore things */
884 if(backbuffer) {
885 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
886 ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
887 IDirect3DSurface8_Release(backbuffer);
889 if(offscreenTexture) {
890 IDirect3DTexture8_Release(offscreenTexture);
892 if(offscreen) {
893 IDirect3DSurface8_Release(offscreen);
895 if(depthstencil) {
896 IDirect3DSurface8_Release(depthstencil);
900 static void alpha_test(IDirect3DDevice8 *device)
902 HRESULT hr;
903 IDirect3DTexture8 *offscreenTexture;
904 IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
905 DWORD color;
907 struct vertex quad1[] =
909 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
910 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
911 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
912 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
914 struct vertex quad2[] =
916 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
917 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
918 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
919 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
921 static const float composite_quad[][5] = {
922 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
923 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
924 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
925 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
928 /* Clear the render target with alpha = 0.5 */
929 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
930 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
932 hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
933 ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
935 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
936 ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
938 hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
939 ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
940 if(!backbuffer) {
941 goto out;
943 hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
944 ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
945 if(!offscreen) {
946 goto out;
949 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
950 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
952 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
953 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
954 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
955 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr);
956 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE);
957 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr);
958 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE);
959 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr);
960 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
961 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
963 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
964 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
965 if(IDirect3DDevice8_BeginScene(device) == D3D_OK) {
967 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
968 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
969 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
970 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
971 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
972 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
973 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
975 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
976 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
977 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
978 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
979 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
980 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
982 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
983 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
984 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
985 hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0);
986 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
987 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
988 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
990 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
991 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
992 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
993 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
994 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
995 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
997 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
998 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
999 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
1000 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1001 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
1002 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
1004 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
1005 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
1007 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
1008 * Disable alpha blending for the final composition
1010 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1011 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1012 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1013 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1015 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture);
1016 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1017 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
1018 ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
1019 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1020 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1022 hr = IDirect3DDevice8_EndScene(device);
1023 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
1026 color = getPixelColor(device, 160, 360);
1027 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
1028 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
1030 color = getPixelColor(device, 160, 120);
1031 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
1032 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
1034 color = getPixelColor(device, 480, 360);
1035 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
1036 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
1038 color = getPixelColor(device, 480, 120);
1039 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
1040 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
1042 IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1044 out:
1045 /* restore things */
1046 if(backbuffer) {
1047 IDirect3DSurface8_Release(backbuffer);
1049 if(offscreenTexture) {
1050 IDirect3DTexture8_Release(offscreenTexture);
1052 if(offscreen) {
1053 IDirect3DSurface8_Release(offscreen);
1055 if(depthstencil) {
1056 IDirect3DSurface8_Release(depthstencil);
1060 static void p8_texture_test(IDirect3DDevice8 *device)
1062 IDirect3D8 *d3d = NULL;
1063 HRESULT hr;
1064 IDirect3DTexture8 *texture = NULL, *texture2 = NULL;
1065 D3DLOCKED_RECT lr;
1066 unsigned char *data;
1067 DWORD color, red, green, blue;
1068 PALETTEENTRY table[256];
1069 D3DCAPS8 caps;
1070 UINT i;
1071 float quad[] = {
1072 -1.0f, 0.0f, 0.1f, 0.0f, 0.0f,
1073 -1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1074 1.0f, 0.0f, 0.1f, 1.0f, 0.0f,
1075 1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
1077 float quad2[] = {
1078 -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
1079 -1.0f, 0.0f, 0.1f, 0.0f, 1.0f,
1080 1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1081 1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
1084 IDirect3DDevice8_GetDirect3D(device, &d3d);
1086 if(IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
1087 D3DRTYPE_TEXTURE, D3DFMT_P8) != D3D_OK) {
1088 skip("D3DFMT_P8 textures not supported\n");
1089 goto out;
1092 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
1093 D3DPOOL_MANAGED, &texture2);
1094 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
1095 if(!texture2) {
1096 skip("Failed to create D3DFMT_P8 texture\n");
1097 goto out;
1100 memset(&lr, 0, sizeof(lr));
1101 hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0);
1102 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
1103 data = lr.pBits;
1104 *data = 1;
1106 hr = IDirect3DTexture8_UnlockRect(texture2, 0);
1107 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
1109 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8,
1110 D3DPOOL_MANAGED, &texture);
1111 ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr);
1112 if(!texture) {
1113 skip("Failed to create D3DFMT_P8 texture\n");
1114 goto out;
1117 memset(&lr, 0, sizeof(lr));
1118 hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0);
1119 ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr);
1120 data = lr.pBits;
1121 *data = 1;
1123 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1124 ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr);
1126 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1127 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1129 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1130 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1132 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
1133 alpha of every entry is set to 1.0, which MS says is required when there's no
1134 D3DPTEXTURECAPS_ALPHAPALETTE capability */
1135 for (i = 0; i < 256; i++) {
1136 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1137 table[i].peFlags = 0xff;
1139 table[1].peRed = 0xff;
1140 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1141 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1143 table[1].peRed = 0;
1144 table[1].peBlue = 0xff;
1145 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1146 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1148 hr = IDirect3DDevice8_BeginScene(device);
1149 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1150 if(SUCCEEDED(hr)) {
1151 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1152 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1153 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1154 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1156 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1157 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1159 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1160 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1162 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1163 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1164 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1165 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1167 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
1168 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1169 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1170 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1172 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1173 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1174 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1175 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1177 hr = IDirect3DDevice8_EndScene(device);
1178 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1181 color = getPixelColor(device, 32, 32);
1182 red = (color & 0x00ff0000) >> 16;
1183 green = (color & 0x0000ff00) >> 8;
1184 blue = (color & 0x000000ff) >> 0;
1185 ok(red == 0xff && blue == 0 && green == 0,
1186 "got color %08x, expected 0x00ff0000\n", color);
1188 color = getPixelColor(device, 32, 320);
1189 red = (color & 0x00ff0000) >> 16;
1190 green = (color & 0x0000ff00) >> 8;
1191 blue = (color & 0x000000ff) >> 0;
1192 ok(red == 0 && blue == 0xff && green == 0,
1193 "got color %08x, expected 0x000000ff\n", color);
1195 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1196 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1198 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1199 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1201 hr = IDirect3DDevice8_BeginScene(device);
1202 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1203 if(SUCCEEDED(hr)) {
1204 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture2);
1205 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1207 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1208 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1210 hr = IDirect3DDevice8_EndScene(device);
1211 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1215 color = getPixelColor(device, 32, 32);
1216 red = (color & 0x00ff0000) >> 16;
1217 green = (color & 0x0000ff00) >> 8;
1218 blue = (color & 0x000000ff) >> 0;
1219 ok(red == 0 && blue == 0xff && green == 0,
1220 "got color %08x, expected 0x000000ff\n", color);
1222 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1223 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1225 /* Test palettes with alpha */
1226 IDirect3DDevice8_GetDeviceCaps(device, &caps);
1227 if (!(caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE)) {
1228 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1229 } else {
1230 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
1231 ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr);
1233 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
1234 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1236 for (i = 0; i < 256; i++) {
1237 table[i].peRed = table[i].peGreen = table[i].peBlue = 0;
1238 table[i].peFlags = 0xff;
1240 table[1].peRed = 0xff;
1241 table[1].peFlags = 0x80;
1242 hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table);
1243 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1245 table[1].peRed = 0;
1246 table[1].peBlue = 0xff;
1247 table[1].peFlags = 0x80;
1248 hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table);
1249 ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr);
1251 hr = IDirect3DDevice8_BeginScene(device);
1252 ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr);
1253 if(SUCCEEDED(hr)) {
1254 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
1255 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1256 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
1257 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1259 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
1260 ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
1262 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0);
1263 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1265 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
1266 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1268 hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1);
1269 ok(hr == D3D_OK, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr);
1271 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
1272 ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr);
1274 hr = IDirect3DDevice8_EndScene(device);
1275 ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr);
1278 color = getPixelColor(device, 32, 32);
1279 red = (color & 0x00ff0000) >> 16;
1280 green = (color & 0x0000ff00) >> 8;
1281 blue = (color & 0x000000ff) >> 0;
1282 ok(red >= 0x7e && red <= 0x81 && blue == 0 && green == 0,
1283 "got color %08x, expected 0x00800000 or near\n", color);
1285 color = getPixelColor(device, 32, 320);
1286 red = (color & 0x00ff0000) >> 16;
1287 green = (color & 0x0000ff00) >> 8;
1288 blue = (color & 0x000000ff) >> 0;
1289 ok(red == 0 && blue >= 0x7e && blue <= 0x81 && green == 0,
1290 "got color %08x, expected 0x00000080 or near\n", color);
1292 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1293 ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr);
1296 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1297 ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr);
1298 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
1299 ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr);
1301 out:
1302 if(texture) IDirect3DTexture8_Release(texture);
1303 if(texture2) IDirect3DTexture8_Release(texture2);
1304 IDirect3D8_Release(d3d);
1307 static void texop_test(IDirect3DDevice8 *device)
1309 IDirect3DTexture8 *texture = NULL;
1310 D3DLOCKED_RECT locked_rect;
1311 D3DCOLOR color;
1312 D3DCAPS8 caps;
1313 HRESULT hr;
1314 unsigned int i;
1316 static const struct {
1317 float x, y, z;
1318 D3DCOLOR diffuse;
1319 float s, t;
1320 } quad[] = {
1321 {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, -1.0f},
1322 {-1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f, 1.0f},
1323 { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, -1.0f},
1324 { 1.0f, 1.0f, 0.1f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f, 1.0f}
1327 static const struct {
1328 D3DTEXTUREOP op;
1329 const char *name;
1330 DWORD caps_flag;
1331 D3DCOLOR result;
1332 } test_data[] = {
1333 {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1334 {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1335 {D3DTOP_MODULATE, "MODULATE", D3DTEXOPCAPS_MODULATE, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1336 {D3DTOP_MODULATE2X, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1337 {D3DTOP_MODULATE4X, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1338 {D3DTOP_ADD, "ADD", D3DTEXOPCAPS_ADD, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1340 {D3DTOP_ADDSIGNED, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1341 {D3DTOP_ADDSIGNED2X, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1343 {D3DTOP_SUBTRACT, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1344 {D3DTOP_ADDSMOOTH, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1345 {D3DTOP_BLENDDIFFUSEALPHA, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1346 {D3DTOP_BLENDTEXTUREALPHA, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1347 {D3DTOP_BLENDFACTORALPHA, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1348 {D3DTOP_BLENDTEXTUREALPHAPM, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1349 {D3DTOP_BLENDCURRENTALPHA, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1350 {D3DTOP_MODULATEALPHA_ADDCOLOR, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1351 {D3DTOP_MODULATECOLOR_ADDALPHA, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1352 {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1353 {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1354 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1355 {D3DTOP_DOTPRODUCT3, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1356 {D3DTOP_MULTIPLYADD, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1357 {D3DTOP_LERP, "LERP", D3DTEXOPCAPS_LERP, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1360 memset(&caps, 0, sizeof(caps));
1361 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1362 ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
1364 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0);
1365 ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr);
1367 hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
1368 ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
1369 hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
1370 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1371 *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1372 hr = IDirect3DTexture8_UnlockRect(texture, 0);
1373 ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
1374 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1375 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1377 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
1378 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1379 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1380 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1381 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
1382 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1384 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
1385 ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
1387 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1388 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1389 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
1390 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1391 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
1392 ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
1394 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1395 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1397 for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
1399 if (!(caps.TextureOpCaps & test_data[i].caps_flag))
1401 skip("tex operation %s not supported\n", test_data[i].name);
1402 continue;
1405 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
1406 ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
1408 hr = IDirect3DDevice8_BeginScene(device);
1409 ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
1411 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1412 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
1414 hr = IDirect3DDevice8_EndScene(device);
1415 ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
1417 color = getPixelColor(device, 320, 240);
1418 ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1419 test_data[i].name, color, test_data[i].result);
1421 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1422 ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
1424 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
1425 ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
1428 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1429 ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
1430 if (texture) IDirect3DTexture8_Release(texture);
1433 /* This test tests depth clamping / clipping behaviour:
1434 * - With software vertex processing, depth values are clamped to the
1435 * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
1436 * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
1437 * same as regular vertices here.
1438 * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
1439 * Normal vertices are always clipped. Pretransformed vertices are
1440 * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
1441 * - The viewport's MinZ/MaxZ is irrelevant for this.
1443 static void depth_clamp_test(IDirect3DDevice8 *device)
1445 const struct tvertex quad1[] =
1447 { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
1448 {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
1449 { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
1450 {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
1452 const struct tvertex quad2[] =
1454 { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
1455 {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
1456 { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
1457 {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
1459 const struct tvertex quad3[] =
1461 {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
1462 {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
1463 {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
1464 {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
1466 const struct tvertex quad4[] =
1468 { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
1469 {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
1470 { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
1471 {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
1473 const struct vertex quad5[] =
1475 { -0.5f, 0.5f, 10.0f, 0xff14f914},
1476 { 0.5f, 0.5f, 10.0f, 0xff14f914},
1477 { -0.5f, -0.5f, 10.0f, 0xff14f914},
1478 { 0.5f, -0.5f, 10.0f, 0xff14f914},
1480 const struct vertex quad6[] =
1482 { -1.0f, 0.5f, 10.0f, 0xfff91414},
1483 { 1.0f, 0.5f, 10.0f, 0xfff91414},
1484 { -1.0f, 0.25f, 10.0f, 0xfff91414},
1485 { 1.0f, 0.25f, 10.0f, 0xfff91414},
1488 D3DVIEWPORT8 vp;
1489 D3DCOLOR color;
1490 D3DCAPS8 caps;
1491 HRESULT hr;
1493 vp.X = 0;
1494 vp.Y = 0;
1495 vp.Width = 640;
1496 vp.Height = 480;
1497 vp.MinZ = 0.0;
1498 vp.MaxZ = 7.5;
1500 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1501 ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
1503 hr = IDirect3DDevice8_SetViewport(device, &vp);
1504 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1506 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
1507 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1509 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
1510 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1511 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1512 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1513 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1514 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1515 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1516 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1518 hr = IDirect3DDevice8_BeginScene(device);
1519 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1521 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1522 ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
1524 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1525 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1526 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1527 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1529 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1530 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1532 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1533 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1534 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
1535 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1537 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
1538 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1539 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1540 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1542 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
1543 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1545 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1546 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1548 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
1549 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1551 hr = IDirect3DDevice8_EndScene(device);
1552 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1554 if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
1556 color = getPixelColor(device, 75, 75);
1557 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1558 color = getPixelColor(device, 150, 150);
1559 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1560 color = getPixelColor(device, 320, 240);
1561 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1562 color = getPixelColor(device, 320, 330);
1563 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1564 color = getPixelColor(device, 320, 330);
1565 ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
1567 else
1569 color = getPixelColor(device, 75, 75);
1570 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1571 color = getPixelColor(device, 150, 150);
1572 ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
1573 color = getPixelColor(device, 320, 240);
1574 ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
1575 color = getPixelColor(device, 320, 330);
1576 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1577 color = getPixelColor(device, 320, 330);
1578 ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
1581 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1582 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1584 vp.MinZ = 0.0;
1585 vp.MaxZ = 1.0;
1586 hr = IDirect3DDevice8_SetViewport(device, &vp);
1587 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1590 static void depth_buffer_test(IDirect3DDevice8 *device)
1592 static const struct vertex quad1[] =
1594 { -1.0, 1.0, 0.33f, 0xff00ff00},
1595 { 1.0, 1.0, 0.33f, 0xff00ff00},
1596 { -1.0, -1.0, 0.33f, 0xff00ff00},
1597 { 1.0, -1.0, 0.33f, 0xff00ff00},
1599 static const struct vertex quad2[] =
1601 { -1.0, 1.0, 0.50f, 0xffff00ff},
1602 { 1.0, 1.0, 0.50f, 0xffff00ff},
1603 { -1.0, -1.0, 0.50f, 0xffff00ff},
1604 { 1.0, -1.0, 0.50f, 0xffff00ff},
1606 static const struct vertex quad3[] =
1608 { -1.0, 1.0, 0.66f, 0xffff0000},
1609 { 1.0, 1.0, 0.66f, 0xffff0000},
1610 { -1.0, -1.0, 0.66f, 0xffff0000},
1611 { 1.0, -1.0, 0.66f, 0xffff0000},
1613 static const DWORD expected_colors[4][4] =
1615 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1616 {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
1617 {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
1618 {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
1621 IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
1622 IDirect3DSurface8 *depth_stencil;
1623 unsigned int i, j;
1624 D3DVIEWPORT8 vp;
1625 D3DCOLOR color;
1626 HRESULT hr;
1628 vp.X = 0;
1629 vp.Y = 0;
1630 vp.Width = 640;
1631 vp.Height = 480;
1632 vp.MinZ = 0.0;
1633 vp.MaxZ = 1.0;
1635 hr = IDirect3DDevice8_SetViewport(device, &vp);
1636 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1638 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1639 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1640 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1641 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1642 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1643 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1644 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1645 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1646 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1647 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1649 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
1650 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1651 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
1652 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1653 hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
1654 D3DMULTISAMPLE_NONE, FALSE, &rt1);
1655 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1656 hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
1657 D3DMULTISAMPLE_NONE, FALSE, &rt2);
1658 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1659 hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
1660 D3DMULTISAMPLE_NONE, FALSE, &rt3);
1661 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1663 hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil);
1664 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1665 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
1666 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1668 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1669 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1670 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
1671 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1673 hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
1674 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1675 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
1676 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1678 hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
1679 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1680 hr = IDirect3DDevice8_BeginScene(device);
1681 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1682 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
1683 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1684 hr = IDirect3DDevice8_EndScene(device);
1685 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1687 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1688 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1689 IDirect3DSurface8_Release(depth_stencil);
1690 IDirect3DSurface8_Release(backbuffer);
1691 IDirect3DSurface8_Release(rt3);
1692 IDirect3DSurface8_Release(rt2);
1693 IDirect3DSurface8_Release(rt1);
1695 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1696 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1698 hr = IDirect3DDevice8_BeginScene(device);
1699 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1700 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
1701 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1702 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
1703 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1704 hr = IDirect3DDevice8_EndScene(device);
1705 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1707 for (i = 0; i < 4; ++i)
1709 for (j = 0; j < 4; ++j)
1711 unsigned int x = 80 * ((2 * j) + 1);
1712 unsigned int y = 60 * ((2 * i) + 1);
1713 color = getPixelColor(device, x, y);
1714 ok(color_match(color, expected_colors[i][j], 0),
1715 "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
1719 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1720 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1723 /* Test that partial depth copies work the way they're supposed to. The clear
1724 * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
1725 * the following draw should only copy back the part that was modified. */
1726 static void depth_buffer2_test(IDirect3DDevice8 *device)
1728 static const struct vertex quad[] =
1730 { -1.0, 1.0, 0.66f, 0xffff0000},
1731 { 1.0, 1.0, 0.66f, 0xffff0000},
1732 { -1.0, -1.0, 0.66f, 0xffff0000},
1733 { 1.0, -1.0, 0.66f, 0xffff0000},
1736 IDirect3DSurface8 *backbuffer, *rt1, *rt2;
1737 IDirect3DSurface8 *depth_stencil;
1738 unsigned int i, j;
1739 D3DVIEWPORT8 vp;
1740 D3DCOLOR color;
1741 HRESULT hr;
1743 vp.X = 0;
1744 vp.Y = 0;
1745 vp.Width = 640;
1746 vp.Height = 480;
1747 vp.MinZ = 0.0;
1748 vp.MaxZ = 1.0;
1750 hr = IDirect3DDevice8_SetViewport(device, &vp);
1751 ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
1753 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1754 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1755 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1756 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1757 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1758 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1759 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
1760 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1761 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1762 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1764 hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
1765 D3DMULTISAMPLE_NONE, FALSE, &rt1);
1766 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1767 hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
1768 D3DMULTISAMPLE_NONE, FALSE, &rt2);
1769 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1770 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
1771 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1772 hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
1773 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1775 hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
1776 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1777 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
1778 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1780 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1781 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1782 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
1783 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1785 hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
1786 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1787 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
1788 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1790 hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
1791 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1792 IDirect3DSurface8_Release(depth_stencil);
1793 IDirect3DSurface8_Release(backbuffer);
1794 IDirect3DSurface8_Release(rt2);
1795 IDirect3DSurface8_Release(rt1);
1797 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1798 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1800 hr = IDirect3DDevice8_BeginScene(device);
1801 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1802 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1803 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1804 hr = IDirect3DDevice8_EndScene(device);
1805 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1807 for (i = 0; i < 4; ++i)
1809 for (j = 0; j < 4; ++j)
1811 unsigned int x = 80 * ((2 * j) + 1);
1812 unsigned int y = 60 * ((2 * i) + 1);
1813 color = getPixelColor(device, x, y);
1814 ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
1815 "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color);
1819 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1820 ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1823 static void intz_test(IDirect3DDevice8 *device)
1825 static const DWORD ps_code[] =
1827 0xffff0101, /* ps_1_1 */
1828 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
1829 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
1830 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
1831 0x00000042, 0xb00f0000, /* tex t0 */
1832 0x00000042, 0xb00f0001, /* tex t1 */
1833 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
1834 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
1835 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
1836 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
1837 0x0000ffff, /* end */
1839 struct
1841 float x, y, z;
1842 float s0, t0, p0;
1843 float s1, t1, p1, q1;
1845 quad[] =
1847 { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.5f},
1848 { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
1849 { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
1850 { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
1852 struct
1854 UINT x, y;
1855 D3DCOLOR color;
1857 expected_colors[] =
1859 { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
1860 {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
1861 {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
1862 {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
1863 { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
1864 {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
1865 {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
1866 {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
1869 IDirect3DSurface8 *original_ds, *original_rt, *rt;
1870 IDirect3DTexture8 *texture;
1871 IDirect3DSurface8 *ds;
1872 IDirect3D8 *d3d8;
1873 D3DCAPS8 caps;
1874 HRESULT hr;
1875 DWORD ps;
1876 UINT i;
1878 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
1879 ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
1880 if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
1882 skip("No pixel shader 1.1 support, skipping INTZ test.\n");
1883 return;
1886 hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
1887 ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
1889 hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
1890 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
1891 if (FAILED(hr))
1893 skip("No INTZ support, skipping INTZ test.\n");
1894 return;
1897 IDirect3D8_Release(d3d8);
1899 hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
1900 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
1901 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
1902 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
1904 hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
1905 D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
1906 ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
1907 hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
1908 D3DMULTISAMPLE_NONE, FALSE, &rt);
1909 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
1910 hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
1911 ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
1913 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
1914 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
1915 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
1916 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1917 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1918 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
1919 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1920 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
1921 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1922 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1923 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
1925 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
1926 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1927 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1928 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1929 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1930 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1931 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
1932 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1934 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
1935 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1936 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
1937 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1938 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
1939 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1940 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
1941 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1942 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
1943 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1944 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
1945 D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
1946 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
1948 hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
1949 ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
1950 hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
1951 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1952 IDirect3DDevice8_SetPixelShader(device, 0);
1953 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1955 /* Setup the depth/stencil surface. */
1956 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
1957 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
1959 hr = IDirect3DDevice8_BeginScene(device);
1960 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1961 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1962 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1963 hr = IDirect3DDevice8_EndScene(device);
1964 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1966 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
1967 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1968 IDirect3DSurface8_Release(ds);
1969 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
1970 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1971 hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
1972 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
1973 hr = IDirect3DDevice8_SetPixelShader(device, ps);
1974 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
1976 /* Read the depth values back. */
1977 hr = IDirect3DDevice8_BeginScene(device);
1978 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
1979 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
1980 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
1981 hr = IDirect3DDevice8_EndScene(device);
1982 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
1984 for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
1986 D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
1987 ok(color_match(color, expected_colors[i].color, 1),
1988 "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
1989 expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
1992 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
1993 ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
1995 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
1996 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
1997 IDirect3DSurface8_Release(original_ds);
1998 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
1999 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2000 hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
2001 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2002 IDirect3DTexture8_Release(texture);
2003 hr = IDirect3DDevice8_SetPixelShader(device, 0);
2004 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2005 hr = IDirect3DDevice8_DeletePixelShader(device, ps);
2006 ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
2008 IDirect3DSurface8_Release(original_rt);
2009 IDirect3DSurface8_Release(rt);
2012 static void shadow_test(IDirect3DDevice8 *device)
2014 static const DWORD ps_code[] =
2016 0xffff0101, /* ps_1_1 */
2017 0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
2018 0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
2019 0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
2020 0x00000042, 0xb00f0000, /* tex t0 */
2021 0x00000042, 0xb00f0001, /* tex t1 */
2022 0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
2023 0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
2024 0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
2025 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
2026 0x0000ffff, /* end */
2028 struct
2030 D3DFORMAT format;
2031 const char *name;
2033 formats[] =
2035 {D3DFMT_D16_LOCKABLE, "D3DFMT_D16_LOCKABLE"},
2036 {D3DFMT_D32, "D3DFMT_D32"},
2037 {D3DFMT_D15S1, "D3DFMT_D15S1"},
2038 {D3DFMT_D24S8, "D3DFMT_D24S8"},
2039 {D3DFMT_D24X8, "D3DFMT_D24X8"},
2040 {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
2041 {D3DFMT_D16, "D3DFMT_D16"},
2043 struct
2045 float x, y, z;
2046 float s0, t0, p0;
2047 float s1, t1, p1, q1;
2049 quad[] =
2051 { -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
2052 { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
2053 { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
2054 { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
2056 struct
2058 UINT x, y;
2059 D3DCOLOR color;
2061 expected_colors[] =
2063 {400, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
2064 {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
2065 {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
2066 {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
2067 {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
2068 { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
2069 { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
2070 {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
2073 IDirect3DSurface8 *original_ds, *original_rt, *rt;
2074 IDirect3D8 *d3d8;
2075 D3DCAPS8 caps;
2076 HRESULT hr;
2077 DWORD ps;
2078 UINT i;
2080 hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
2081 ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
2082 if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
2084 skip("No pixel shader 1.1 support, skipping shadow test.\n");
2085 return;
2088 hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
2089 ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
2090 hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
2091 ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
2092 hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
2093 ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
2095 hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
2096 D3DMULTISAMPLE_NONE, FALSE, &rt);
2097 ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
2098 hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
2099 ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
2101 hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
2102 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
2103 ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
2104 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
2105 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
2106 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
2107 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
2108 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
2109 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
2110 hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
2111 ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
2113 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
2114 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2115 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
2116 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2117 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
2118 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2119 hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
2120 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2122 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
2123 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2124 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
2125 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2126 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
2127 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2128 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
2129 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2130 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
2131 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2132 hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
2133 D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
2134 ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
2136 for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
2138 D3DFORMAT format = formats[i].format;
2139 IDirect3DTexture8 *texture;
2140 IDirect3DSurface8 *ds;
2141 unsigned int j;
2143 hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
2144 D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
2145 if (FAILED(hr)) continue;
2147 hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
2148 D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
2149 ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
2151 hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
2152 ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
2154 hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
2155 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2157 IDirect3DDevice8_SetPixelShader(device, 0);
2158 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2160 /* Setup the depth/stencil surface. */
2161 hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
2162 ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
2164 hr = IDirect3DDevice8_BeginScene(device);
2165 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
2166 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
2167 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
2168 hr = IDirect3DDevice8_EndScene(device);
2169 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
2171 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
2172 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2173 IDirect3DSurface8_Release(ds);
2175 hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
2176 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2177 hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
2178 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2180 hr = IDirect3DDevice8_SetPixelShader(device, ps);
2181 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2183 /* Do the actual shadow mapping. */
2184 hr = IDirect3DDevice8_BeginScene(device);
2185 ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
2186 hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
2187 ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
2188 hr = IDirect3DDevice8_EndScene(device);
2189 ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
2191 hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
2192 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2193 hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
2194 ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
2195 IDirect3DTexture8_Release(texture);
2197 for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
2199 D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
2200 ok(color_match(color, expected_colors[j].color, 0),
2201 "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
2202 expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
2203 formats[i].name, color);
2206 hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
2207 ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
2210 hr = IDirect3DDevice8_SetPixelShader(device, 0);
2211 ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
2212 hr = IDirect3DDevice8_DeletePixelShader(device, ps);
2213 ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
2215 hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
2216 ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
2217 IDirect3DSurface8_Release(original_ds);
2219 IDirect3DSurface8_Release(original_rt);
2220 IDirect3DSurface8_Release(rt);
2222 IDirect3D8_Release(d3d8);
2225 START_TEST(visual)
2227 IDirect3DDevice8 *device_ptr;
2228 HRESULT hr;
2229 DWORD color;
2230 D3DCAPS8 caps;
2232 d3d8_handle = LoadLibraryA("d3d8.dll");
2233 if (!d3d8_handle)
2235 win_skip("Could not load d3d8.dll\n");
2236 return;
2239 device_ptr = init_d3d8();
2240 if (!device_ptr)
2242 win_skip("Could not initialize direct3d\n");
2243 return;
2246 IDirect3DDevice8_GetDeviceCaps(device_ptr, &caps);
2248 /* Check for the reliability of the returned data */
2249 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
2250 if(FAILED(hr))
2252 skip("Clear failed, can't assure correctness of the test results\n");
2253 goto cleanup;
2256 color = getPixelColor(device_ptr, 1, 1);
2257 if(color !=0x00ff0000)
2259 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
2260 goto cleanup;
2262 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
2264 hr = IDirect3DDevice8_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
2265 if(FAILED(hr))
2267 skip("Clear failed, can't assure correctness of the test results\n");
2268 goto cleanup;
2271 color = getPixelColor(device_ptr, 639, 479);
2272 if(color != 0x0000ddee)
2274 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color);
2275 goto cleanup;
2277 IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
2279 /* Now run the real test */
2280 depth_clamp_test(device_ptr);
2281 lighting_test(device_ptr);
2282 clear_test(device_ptr);
2283 fog_test(device_ptr);
2284 present_test(device_ptr);
2285 offscreen_test(device_ptr);
2286 alpha_test(device_ptr);
2288 if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
2290 test_rcp_rsq(device_ptr);
2292 else
2294 skip("No vs.1.1 support\n");
2297 p8_texture_test(device_ptr);
2298 texop_test(device_ptr);
2299 depth_buffer_test(device_ptr);
2300 depth_buffer2_test(device_ptr);
2301 intz_test(device_ptr);
2302 shadow_test(device_ptr);
2304 cleanup:
2305 if(device_ptr) {
2306 D3DDEVICE_CREATION_PARAMETERS creation_parameters;
2307 ULONG refcount;
2309 IDirect3DDevice8_GetCreationParameters(device_ptr, &creation_parameters);
2310 DestroyWindow(creation_parameters.hFocusWindow);
2311 refcount = IDirect3DDevice8_Release(device_ptr);
2312 ok(!refcount, "Device has %u references left\n", refcount);