2 * Copyright (C) 2005 Henri Verbeet
3 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
20 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
24 #include "wine/test.h"
26 static HMODULE d3d8_handle
= 0;
28 static HWND
create_window(void)
32 wc
.lpfnWndProc
= DefWindowProc
;
33 wc
.lpszClassName
= "d3d8_test_wc";
36 ret
= CreateWindow("d3d8_test_wc", "d3d8_test",
37 WS_POPUP
| WS_SYSMENU
, 20, 20, 640, 480, 0, 0, 0, 0);
38 ShowWindow(ret
, SW_SHOW
);
42 static BOOL
color_match(D3DCOLOR c1
, D3DCOLOR c2
, BYTE max_diff
)
44 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
46 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
48 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
50 if (abs((c1
& 0xff) - (c2
& 0xff)) > max_diff
) return FALSE
;
54 static DWORD
getPixelColor(IDirect3DDevice8
*device
, UINT x
, UINT y
)
57 IDirect3DTexture8
*tex
= NULL
;
58 IDirect3DSurface8
*surf
= NULL
, *backbuf
= NULL
;
60 D3DLOCKED_RECT lockedRect
;
61 RECT rectToLock
= {x
, y
, x
+1, y
+1};
63 hr
= IDirect3DDevice8_CreateTexture(device
, 640, 480, 1 /* Levels */, 0, D3DFMT_A8R8G8B8
, D3DPOOL_SYSTEMMEM
, &tex
);
64 if(FAILED(hr
) || !tex
) /* This is not a test */
66 trace("Can't create an offscreen plain surface to read the render target data, hr=%#08x\n", hr
);
69 hr
= IDirect3DTexture8_GetSurfaceLevel(tex
, 0, &surf
);
70 if(FAILED(hr
) || !tex
) /* This is not a test */
72 trace("Can't get surface from texture, hr=%#08x\n", hr
);
77 hr
= IDirect3DDevice8_GetRenderTarget(device
, &backbuf
);
80 trace("Can't get the render target, hr=%#08x\n", hr
);
84 hr
= IDirect3DDevice8_CopyRects(device
, backbuf
, NULL
, 0, surf
, NULL
);
87 trace("Can't read the render target, hr=%#08x\n", hr
);
92 hr
= IDirect3DSurface8_LockRect(surf
, &lockedRect
, &rectToLock
, D3DLOCK_READONLY
);
95 trace("Can't lock the offscreen surface, hr=%#08x\n", hr
);
99 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
100 * really important for these tests
102 ret
= ((DWORD
*) lockedRect
.pBits
)[0] & 0x00ffffff;
103 hr
= IDirect3DSurface8_UnlockRect(surf
);
106 trace("Can't unlock the offscreen surface, hr=%#08x\n", hr
);
110 if(backbuf
) IDirect3DSurface8_Release(backbuf
);
111 if(surf
) IDirect3DSurface8_Release(surf
);
112 if(tex
) IDirect3DTexture8_Release(tex
);
116 static IDirect3DDevice8
*init_d3d8(void)
118 IDirect3D8
* (__stdcall
* d3d8_create
)(UINT SDKVersion
) = 0;
119 IDirect3D8
*d3d8_ptr
= 0;
120 IDirect3DDevice8
*device_ptr
= 0;
121 D3DPRESENT_PARAMETERS present_parameters
;
124 d3d8_create
= (void *)GetProcAddress(d3d8_handle
, "Direct3DCreate8");
125 ok(d3d8_create
!= NULL
, "Failed to get address of Direct3DCreate8\n");
126 if (!d3d8_create
) return NULL
;
128 d3d8_ptr
= d3d8_create(D3D_SDK_VERSION
);
131 skip("could not create D3D8\n");
135 ZeroMemory(&present_parameters
, sizeof(present_parameters
));
136 present_parameters
.Windowed
= TRUE
;
137 present_parameters
.hDeviceWindow
= create_window();
138 present_parameters
.SwapEffect
= D3DSWAPEFFECT_DISCARD
;
139 present_parameters
.BackBufferWidth
= 640;
140 present_parameters
.BackBufferHeight
= 480;
141 present_parameters
.BackBufferFormat
= D3DFMT_A8R8G8B8
;
142 present_parameters
.EnableAutoDepthStencil
= TRUE
;
143 present_parameters
.AutoDepthStencilFormat
= D3DFMT_D16
;
145 hr
= IDirect3D8_CreateDevice(d3d8_ptr
, D3DADAPTER_DEFAULT
, D3DDEVTYPE_HAL
, present_parameters
.hDeviceWindow
, D3DCREATE_SOFTWARE_VERTEXPROCESSING
, &present_parameters
, &device_ptr
);
146 ok(hr
== D3D_OK
|| hr
== D3DERR_INVALIDCALL
|| broken(hr
== D3DERR_NOTAVAILABLE
), "IDirect3D_CreateDevice returned: %#08x\n", hr
);
170 static void lighting_test(IDirect3DDevice8
*device
)
173 DWORD fvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
;
174 DWORD nfvf
= D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_NORMAL
;
177 float mat
[16] = { 1.0f
, 0.0f
, 0.0f
, 0.0f
,
178 0.0f
, 1.0f
, 0.0f
, 0.0f
,
179 0.0f
, 0.0f
, 1.0f
, 0.0f
,
180 0.0f
, 0.0f
, 0.0f
, 1.0f
};
182 struct vertex unlitquad
[] =
184 {-1.0f
, -1.0f
, 0.1f
, 0xffff0000},
185 {-1.0f
, 0.0f
, 0.1f
, 0xffff0000},
186 { 0.0f
, 0.0f
, 0.1f
, 0xffff0000},
187 { 0.0f
, -1.0f
, 0.1f
, 0xffff0000},
189 struct vertex litquad
[] =
191 {-1.0f
, 0.0f
, 0.1f
, 0xff00ff00},
192 {-1.0f
, 1.0f
, 0.1f
, 0xff00ff00},
193 { 0.0f
, 1.0f
, 0.1f
, 0xff00ff00},
194 { 0.0f
, 0.0f
, 0.1f
, 0xff00ff00},
196 struct nvertex unlitnquad
[] =
198 { 0.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
199 { 0.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
200 { 1.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
201 { 1.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xff0000ff},
203 struct nvertex litnquad
[] =
205 { 0.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
206 { 0.0f
, 1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
207 { 1.0f
, 1.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
208 { 1.0f
, 0.0f
, 0.1f
, 1.0f
, 1.0f
, 1.0f
, 0xffffff00},
210 WORD Indices
[] = {0, 1, 2, 2, 3, 0};
212 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.0, 0);
213 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
215 /* Setup some states that may cause issues */
216 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_WORLDMATRIX(0), (D3DMATRIX
*) mat
);
217 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
218 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_VIEW
, (D3DMATRIX
*)mat
);
219 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
220 hr
= IDirect3DDevice8_SetTransform(device
, D3DTS_PROJECTION
, (D3DMATRIX
*) mat
);
221 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTransform returned %#08x\n", hr
);
222 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CLIPPING
, FALSE
);
223 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
224 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, FALSE
);
225 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
226 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
227 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
228 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_STENCILENABLE
, FALSE
);
229 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
230 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHATESTENABLE
, FALSE
);
231 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
232 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
233 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
234 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CULLMODE
, D3DCULL_NONE
);
235 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr
);
236 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_RED
| D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_BLUE
);
237 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr
);
239 hr
= IDirect3DDevice8_SetVertexShader(device
, fvf
);
240 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
242 hr
= IDirect3DDevice8_BeginScene(device
);
243 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr
);
246 /* No lights are defined... That means, lit vertices should be entirely black */
247 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
248 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
249 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
250 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unlitquad
, sizeof(unlitquad
[0]));
251 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
253 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, TRUE
);
254 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
255 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
256 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, litquad
, sizeof(litquad
[0]));
257 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
259 hr
= IDirect3DDevice8_SetVertexShader(device
, nfvf
);
260 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader failed with %#08x\n", hr
);
262 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
263 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
264 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
265 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unlitnquad
, sizeof(unlitnquad
[0]));
266 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
268 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, TRUE
);
269 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
270 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
271 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, litnquad
, sizeof(litnquad
[0]));
272 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr
);
274 IDirect3DDevice8_EndScene(device
);
275 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed with %#08x\n", hr
);
278 color
= getPixelColor(device
, 160, 360); /* lower left quad - unlit without normals */
279 ok(color
== 0x00ff0000, "Unlit quad without normals has color %08x\n", color
);
280 color
= getPixelColor(device
, 160, 120); /* upper left quad - lit without normals */
281 ok(color
== 0x00000000, "Lit quad without normals has color %08x\n", color
);
282 color
= getPixelColor(device
, 480, 360); /* lower left quad - unlit width normals */
283 ok(color
== 0x000000ff, "Unlit quad width normals has color %08x\n", color
);
284 color
= getPixelColor(device
, 480, 120); /* upper left quad - lit width normals */
285 ok(color
== 0x00000000, "Lit quad width normals has color %08x\n", color
);
287 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
289 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
290 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr
);
293 static void clear_test(IDirect3DDevice8
*device
)
295 /* Tests the correctness of clearing parameters */
301 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.0, 0);
302 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
304 /* Positive x, negative y */
310 /* Positive x, positive y */
315 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
316 * is ignored, the positive is still cleared afterwards
318 hr
= IDirect3DDevice8_Clear(device
, 2, rect
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
319 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
321 /* negative x, negative y */
322 rect_negneg
.x1
= 640;
323 rect_negneg
.y1
= 240;
324 rect_negneg
.x2
= 320;
326 hr
= IDirect3DDevice8_Clear(device
, 1, &rect_negneg
, D3DCLEAR_TARGET
, 0xff00ff00, 0.0, 0);
327 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
329 color
= getPixelColor(device
, 160, 360); /* lower left quad */
330 ok(color
== 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color
);
331 color
= getPixelColor(device
, 160, 120); /* upper left quad */
332 ok(color
== 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color
);
333 color
= getPixelColor(device
, 480, 360); /* lower right quad */
334 ok(color
== 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color
);
335 color
= getPixelColor(device
, 480, 120); /* upper right quad */
336 ok(color
== 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color
);
338 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
353 static void fog_test(IDirect3DDevice8
*device
)
357 float start
= 0.0, end
= 1.0;
359 /* Gets full z based fog with linear fog, no fog with specular color */
360 struct sVertex unstransformed_1
[] = {
361 {-1, -1, 0.1f
, 0xFFFF0000, 0xFF000000 },
362 {-1, 0, 0.1f
, 0xFFFF0000, 0xFF000000 },
363 { 0, 0, 0.1f
, 0xFFFF0000, 0xFF000000 },
364 { 0, -1, 0.1f
, 0xFFFF0000, 0xFF000000 },
366 /* Ok, I am too lazy to deal with transform matrices */
367 struct sVertex unstransformed_2
[] = {
368 {-1, 0, 1.0f
, 0xFFFF0000, 0xFF000000 },
369 {-1, 1, 1.0f
, 0xFFFF0000, 0xFF000000 },
370 { 0, 1, 1.0f
, 0xFFFF0000, 0xFF000000 },
371 { 0, 0, 1.0f
, 0xFFFF0000, 0xFF000000 },
373 /* Untransformed ones. Give them a different diffuse color to make the test look
374 * nicer. It also makes making sure that they are drawn correctly easier.
376 struct sVertexT transformed_1
[] = {
377 {320, 0, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
378 {640, 0, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
379 {640, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
380 {320, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
382 struct sVertexT transformed_2
[] = {
383 {320, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
384 {640, 240, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
385 {640, 480, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
386 {320, 480, 1.0f
, 1.0f
, 0xFFFFFF00, 0xFF000000 },
388 WORD Indices
[] = {0, 1, 2, 2, 3, 0};
390 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
391 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear returned %#08x\n", hr
);
393 /* Setup initial states: No lighting, fog on, fog color */
394 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
395 ok(hr
== D3D_OK
, "Turning off lighting returned %#08x\n", hr
);
396 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, TRUE
);
397 ok(hr
== D3D_OK
, "Turning on fog calculations returned %#08x\n", hr
);
398 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGCOLOR
, 0xFF00FF00 /* A nice green */);
399 ok(hr
== D3D_OK
, "Turning on fog calculations returned %#08x\n", hr
);
401 /* First test: Both table fog and vertex fog off */
402 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_NONE
);
403 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
404 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_NONE
);
405 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
407 /* Start = 0, end = 1. Should be default, but set them */
408 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGSTART
, *((DWORD
*) &start
));
409 ok(hr
== D3D_OK
, "Setting fog start returned %#08x\n", hr
);
410 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGEND
, *((DWORD
*) &end
));
411 ok(hr
== D3D_OK
, "Setting fog start returned %#08x\n", hr
);
413 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
)
415 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
416 ok( hr
== D3D_OK
, "SetVertexShader returned %#08x\n", hr
);
417 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
418 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
419 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_1
,
420 sizeof(unstransformed_1
[0]));
421 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
423 /* That makes it use the Z value */
424 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGVERTEXMODE
, D3DFOG_LINEAR
);
425 ok(hr
== D3D_OK
, "Turning off table fog returned %#08x\n", hr
);
426 /* Untransformed, vertex fog != none (or table fog != none):
427 * Use the Z value as input into the equation
429 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
430 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, unstransformed_2
,
431 sizeof(unstransformed_1
[0]));
432 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
434 /* transformed verts */
435 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZRHW
| D3DFVF_DIFFUSE
| D3DFVF_SPECULAR
);
436 ok( hr
== D3D_OK
, "SetVertexShader returned %#08x\n", hr
);
437 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
438 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
439 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_1
,
440 sizeof(transformed_1
[0]));
441 ok(hr
== D3D_OK
, "DrawIndexedPrimitiveUP returned %#08x\n", hr
);
443 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGTABLEMODE
, D3DFOG_LINEAR
);
444 ok( hr
== D3D_OK
, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr
);
445 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
448 hr
= IDirect3DDevice8_DrawIndexedPrimitiveUP(device
, D3DPT_TRIANGLELIST
, 0 /* MinIndex */, 4 /* NumVerts */,
449 2 /*PrimCount */, Indices
, D3DFMT_INDEX16
, transformed_2
,
450 sizeof(transformed_2
[0]));
451 ok(SUCCEEDED(hr
), "IDirect3DDevice8_DrawIndexedPrimitiveUP returned %#x.\n", hr
);
453 hr
= IDirect3DDevice8_EndScene(device
);
454 ok(hr
== D3D_OK
, "EndScene returned %#08x\n", hr
);
458 ok(FALSE
, "BeginScene failed\n");
461 color
= getPixelColor(device
, 160, 360);
462 ok(color
== 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color
);
463 color
= getPixelColor(device
, 160, 120);
464 ok(color
== 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color
);
465 color
= getPixelColor(device
, 480, 120);
466 ok(color
== 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color
);
467 color
= getPixelColor(device
, 480, 360);
468 ok(color
== 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color
);
470 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
472 /* Turn off the fog master switch to avoid confusing other tests */
473 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_FOGENABLE
, FALSE
);
474 ok(hr
== D3D_OK
, "Turning off fog calculations returned %#08x\n", hr
);
477 static void present_test(IDirect3DDevice8
*device
)
479 struct vertex quad
[] =
481 {-1.0f
, -1.0f
, 0.9f
, 0xffff0000},
482 {-1.0f
, 1.0f
, 0.9f
, 0xffff0000},
483 { 1.0f
, -1.0f
, 0.1f
, 0xffff0000},
484 { 1.0f
, 1.0f
, 0.1f
, 0xffff0000},
489 /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
490 * then call Present. Then clear the color buffer to make sure it has some defined content
491 * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
492 * by the depth value.
494 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xffffffff, 0.75, 0);
495 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear returned %08x\n", hr
);
496 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
497 ok(SUCCEEDED(hr
), "IDirect3DDevice8_Present returned %#x.\n", hr
);
498 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffffffff, 0.4, 0);
499 ok(SUCCEEDED(hr
), "IDirect3DDevice8_Clear returned %#x.\n", hr
);
501 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, D3DZB_TRUE
);
502 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
503 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZFUNC
, D3DCMP_GREATER
);
504 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
505 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
);
506 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetFVF returned %08x\n", hr
);
508 hr
= IDirect3DDevice8_BeginScene(device
);
509 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed with %08x\n", hr
);
512 /* No lights are defined... That means, lit vertices should be entirely black */
513 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2 /*PrimCount */, quad
, sizeof(quad
[0]));
514 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr
);
516 hr
= IDirect3DDevice8_EndScene(device
);
517 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed with %08x\n", hr
);
520 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZENABLE
, D3DZB_FALSE
);
521 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
523 color
= getPixelColor(device
, 512, 240);
524 ok(color
== 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
525 color
= getPixelColor(device
, 64, 240);
526 ok(color
== 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
528 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
529 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
532 static void test_rcp_rsq(IDirect3DDevice8
*device
)
537 unsigned char c1
, c2
, c3
;
538 float constant
[4] = {1.0, 1.0, 1.0, 2.0};
540 static const float quad
[][3] = {
541 {-1.0f
, -1.0f
, 0.0f
},
543 { 1.0f
, -1.0f
, 0.0f
},
547 const DWORD rcp_test
[] = {
548 0xfffe0101, /* vs.1.1 */
550 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
551 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
552 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
553 0x00303030, /* enough to make windows happy */
555 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
556 0x00000006, 0xd00f0000, 0xa0e40000, /* rcp oD0, c0 */
560 const DWORD rsq_test
[] = {
561 0xfffe0101, /* vs.1.1 */
563 0x0009fffe, 0x30303030, 0x30303030, /* Shaders have to have a minimal size. */
564 0x30303030, 0x30303030, 0x30303030, /* Add a filler comment. Usually D3DX8's*/
565 0x30303030, 0x30303030, 0x30303030, /* version comment makes the shader big */
566 0x00303030, /* enough to make windows happy */
568 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
569 0x00000007, 0xd00f0000, 0xa0e40000, /* rsq oD0, c0 */
576 D3DVSD_REG(D3DVSDE_POSITION
, D3DVSDT_FLOAT3
), /* D3DVSDE_POSITION, Register v0 */
580 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xff800080, 0.0, 0);
581 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
583 hr
= IDirect3DDevice8_CreateVertexShader(device
, decl
, rcp_test
, &shader
, 0);
584 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr
);
586 IDirect3DDevice8_SetVertexShader(device
, shader
);
587 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
588 IDirect3DDevice8_SetVertexShaderConstant(device
, 0, constant
, 1);
590 hr
= IDirect3DDevice8_BeginScene(device
);
591 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene returned %#08x\n", hr
);
594 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], 3 * sizeof(float));
595 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%#08x)\n", hr
);
596 hr
= IDirect3DDevice8_EndScene(device
);
597 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene returned %#08x\n", hr
);
600 color
= getPixelColor(device
, 320, 240);
601 c1
= (color
& 0x00ff0000 )>> 16;
602 c2
= (color
& 0x0000ff00 )>> 8;
603 c3
= (color
& 0x000000ff )>> 0;
604 ok(c1
== c2
&& c2
== c3
, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
606 ok(c1
>= 0x7c && c1
<= 0x84, "Color component value is %02x\n", c1
);
608 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
609 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
611 IDirect3DDevice8_SetVertexShader(device
, 0);
612 IDirect3DDevice8_DeleteVertexShader(device
, shader
);
614 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xff800080, 0.0, 0);
615 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed with %#08x\n", hr
);
617 hr
= IDirect3DDevice8_CreateVertexShader(device
, decl
, rsq_test
, &shader
, 0);
618 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr
);
620 IDirect3DDevice8_SetVertexShader(device
, shader
);
621 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr
);
622 IDirect3DDevice8_SetVertexShaderConstant(device
, 0, constant
, 1);
624 hr
= IDirect3DDevice8_BeginScene(device
);
625 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene returned %#08x\n", hr
);
628 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, &quad
[0], 3 * sizeof(float));
629 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed (%#08x)\n", hr
);
630 hr
= IDirect3DDevice8_EndScene(device
);
631 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene returned %#08x\n", hr
);
634 color
= getPixelColor(device
, 320, 240);
635 c1
= (color
& 0x00ff0000 )>> 16;
636 c2
= (color
& 0x0000ff00 )>> 8;
637 c3
= (color
& 0x000000ff )>> 0;
638 ok(c1
== c2
&& c2
== c3
, "Color components differ: c1 = %02x, c2 = %02x, c3 = %02x\n",
640 ok(c1
>= 0xb0 && c1
<= 0xb8, "Color component value is %02x\n", c1
);
642 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
643 ok(SUCCEEDED(hr
), "Present failed (%#08x)\n", hr
);
645 IDirect3DDevice8_SetVertexShader(device
, 0);
646 IDirect3DDevice8_DeleteVertexShader(device
, shader
);
649 static void offscreen_test(IDirect3DDevice8
*device
)
652 IDirect3DTexture8
*offscreenTexture
= NULL
;
653 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
656 static const float quad
[][5] = {
657 {-0.5f
, -0.5f
, 0.1f
, 0.0f
, 0.0f
},
658 {-0.5f
, 0.5f
, 0.1f
, 0.0f
, 1.0f
},
659 { 0.5f
, -0.5f
, 0.1f
, 1.0f
, 0.0f
},
660 { 0.5f
, 0.5f
, 0.1f
, 1.0f
, 1.0f
},
663 hr
= IDirect3DDevice8_GetDepthStencilSurface(device
, &depthstencil
);
664 ok(hr
== D3D_OK
, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr
);
666 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
667 ok(hr
== D3D_OK
, "Clear failed, hr = %#08x\n", hr
);
669 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_X8R8G8B8
, D3DPOOL_DEFAULT
, &offscreenTexture
);
670 ok(hr
== D3D_OK
|| hr
== D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
671 if(!offscreenTexture
) {
672 trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
673 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_R5G6B5
, D3DPOOL_DEFAULT
, &offscreenTexture
);
674 ok(hr
== D3D_OK
|| hr
== D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
675 if(!offscreenTexture
) {
676 skip("Cannot create an offscreen render target\n");
681 hr
= IDirect3DDevice8_GetBackBuffer(device
, 0, D3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
682 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %#08x\n", hr
);
687 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
688 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
693 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
694 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
696 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, D3DTOP_SELECTARG1
);
697 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
698 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
699 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
700 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MINFILTER
, D3DTEXF_NONE
);
701 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr
);
702 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MAGFILTER
, D3DTEXF_NONE
);
703 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr
);
704 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
705 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
707 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
) {
708 hr
= IDirect3DDevice8_SetRenderTarget(device
, offscreen
, depthstencil
);
709 ok(hr
== D3D_OK
, "SetRenderTarget failed, hr = %#08x\n", hr
);
710 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff00ff, 0.0, 0);
711 ok(hr
== D3D_OK
, "Clear failed, hr = %#08x\n", hr
);
713 /* Draw without textures - Should result in a white quad */
714 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(quad
[0]));
715 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
717 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
718 ok(hr
== D3D_OK
, "SetRenderTarget failed, hr = %#08x\n", hr
);
719 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) offscreenTexture
);
720 ok(hr
== D3D_OK
, "SetTexture failed, %08x\n", hr
);
722 /* This time with the texture */
723 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(quad
[0]));
724 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
726 IDirect3DDevice8_EndScene(device
);
729 /* Center quad - should be white */
730 color
= getPixelColor(device
, 320, 240);
731 ok(color
== 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color
);
732 /* Some quad in the cleared part of the texture */
733 color
= getPixelColor(device
, 170, 240);
734 ok(color
== 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color
);
735 /* Part of the originally cleared back buffer */
736 color
= getPixelColor(device
, 10, 10);
737 ok(color
== 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
739 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
740 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
741 * the offscreen rendering mode this test would succeed or fail
743 color
= getPixelColor(device
, 10, 470);
744 ok(color
== 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color
);
747 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
750 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
751 ok(SUCCEEDED(hr
), "IDirect3DDevice8_SetTexture returned %#x.\n", hr
);
755 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
756 ok(SUCCEEDED(hr
), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr
);
757 IDirect3DSurface8_Release(backbuffer
);
759 if(offscreenTexture
) {
760 IDirect3DTexture8_Release(offscreenTexture
);
763 IDirect3DSurface8_Release(offscreen
);
766 IDirect3DSurface8_Release(depthstencil
);
770 static void alpha_test(IDirect3DDevice8
*device
)
773 IDirect3DTexture8
*offscreenTexture
;
774 IDirect3DSurface8
*backbuffer
= NULL
, *offscreen
= NULL
, *depthstencil
= NULL
;
777 struct vertex quad1
[] =
779 {-1.0f
, -1.0f
, 0.1f
, 0x4000ff00},
780 {-1.0f
, 0.0f
, 0.1f
, 0x4000ff00},
781 { 1.0f
, -1.0f
, 0.1f
, 0x4000ff00},
782 { 1.0f
, 0.0f
, 0.1f
, 0x4000ff00},
784 struct vertex quad2
[] =
786 {-1.0f
, 0.0f
, 0.1f
, 0xc00000ff},
787 {-1.0f
, 1.0f
, 0.1f
, 0xc00000ff},
788 { 1.0f
, 0.0f
, 0.1f
, 0xc00000ff},
789 { 1.0f
, 1.0f
, 0.1f
, 0xc00000ff},
791 static const float composite_quad
[][5] = {
792 { 0.0f
, -1.0f
, 0.1f
, 0.0f
, 1.0f
},
793 { 0.0f
, 1.0f
, 0.1f
, 0.0f
, 0.0f
},
794 { 1.0f
, -1.0f
, 0.1f
, 1.0f
, 1.0f
},
795 { 1.0f
, 1.0f
, 0.1f
, 1.0f
, 0.0f
},
798 /* Clear the render target with alpha = 0.5 */
799 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0x80ff0000, 0.0, 0);
800 ok(hr
== D3D_OK
, "Clear failed, hr = %08x\n", hr
);
802 hr
= IDirect3DDevice8_CreateTexture(device
, 128, 128, 1, D3DUSAGE_RENDERTARGET
, D3DFMT_X8R8G8B8
, D3DPOOL_DEFAULT
, &offscreenTexture
);
803 ok(hr
== D3D_OK
|| hr
== D3DERR_INVALIDCALL
, "Creating the offscreen render target failed, hr = %#08x\n", hr
);
805 hr
= IDirect3DDevice8_GetDepthStencilSurface(device
, &depthstencil
);
806 ok(hr
== D3D_OK
, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr
);
808 hr
= IDirect3DDevice8_GetBackBuffer(device
, 0, D3DBACKBUFFER_TYPE_MONO
, &backbuffer
);
809 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %#08x\n", hr
);
813 hr
= IDirect3DTexture8_GetSurfaceLevel(offscreenTexture
, 0, &offscreen
);
814 ok(hr
== D3D_OK
, "Can't get offscreen surface, hr = %#08x\n", hr
);
819 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
);
820 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
822 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, D3DTOP_SELECTARG1
);
823 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
824 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
825 ok(hr
== D3D_OK
, "SetTextureStageState failed, hr = %#08x\n", hr
);
826 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MINFILTER
, D3DTEXF_NONE
);
827 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr
);
828 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_MAGFILTER
, D3DTEXF_NONE
);
829 ok(SUCCEEDED(hr
), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr
);
830 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
831 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState returned %08x\n", hr
);
833 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
834 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
835 if(IDirect3DDevice8_BeginScene(device
) == D3D_OK
) {
837 /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
838 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
839 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
840 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
841 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
842 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad1
, sizeof(quad1
[0]));
843 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
845 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_DESTALPHA
);
846 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
847 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVDESTALPHA
);
848 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
849 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, sizeof(quad2
[0]));
850 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
852 /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
853 * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
854 * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
855 hr
= IDirect3DDevice8_SetRenderTarget(device
, offscreen
, 0);
856 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %08x\n", hr
);
857 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0x80ff0000, 0.0, 0);
858 ok(hr
== D3D_OK
, "Clear failed, hr = %08x\n", hr
);
860 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
861 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
862 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
863 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
864 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad1
, sizeof(quad1
[0]));
865 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
867 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_DESTALPHA
);
868 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
869 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVDESTALPHA
);
870 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
871 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, sizeof(quad2
[0]));
872 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
874 hr
= IDirect3DDevice8_SetRenderTarget(device
, backbuffer
, depthstencil
);
875 ok(hr
== D3D_OK
, "Can't get back buffer, hr = %08x\n", hr
);
877 /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
878 * Disable alpha blending for the final composition
880 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
881 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
882 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
883 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
885 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) offscreenTexture
);
886 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
887 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, composite_quad
, sizeof(float) * 5);
888 ok(hr
== D3D_OK
, "DrawPrimitiveUP failed, hr = %#08x\n", hr
);
889 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
890 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
892 hr
= IDirect3DDevice8_EndScene(device
);
893 ok(hr
== D3D_OK
, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr
);
896 color
= getPixelColor(device
, 160, 360);
897 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
898 "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color
);
900 color
= getPixelColor(device
, 160, 120);
901 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
902 "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color
);
904 color
= getPixelColor(device
, 480, 360);
905 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
906 "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color
);
908 color
= getPixelColor(device
, 480, 120);
909 ok(color_match(color
, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
910 "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color
);
912 IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
917 IDirect3DSurface8_Release(backbuffer
);
919 if(offscreenTexture
) {
920 IDirect3DTexture8_Release(offscreenTexture
);
923 IDirect3DSurface8_Release(offscreen
);
926 IDirect3DSurface8_Release(depthstencil
);
930 static void p8_texture_test(IDirect3DDevice8
*device
)
932 IDirect3D8
*d3d
= NULL
;
934 IDirect3DTexture8
*texture
= NULL
, *texture2
= NULL
;
937 DWORD color
, red
, green
, blue
;
938 PALETTEENTRY table
[256];
942 -1.0, 0, 0.1, 0.0, 0.0,
943 -1.0, 1.0, 0.1, 0.0, 1.0,
944 1.0, 0, 0.1, 1.0, 0.0,
945 1.0, 1.0, 0.1, 1.0, 1.0,
948 -1.0, -1.0, 0.1, 0.0, 0.0,
949 -1.0, 0, 0.1, 0.0, 1.0,
950 1.0, -1.0, 0.1, 1.0, 0.0,
951 1.0, 0, 0.1, 1.0, 1.0,
954 IDirect3DDevice8_GetDirect3D(device
, &d3d
);
956 if(IDirect3D8_CheckDeviceFormat(d3d
, 0, D3DDEVTYPE_HAL
, D3DFMT_X8R8G8B8
, 0,
957 D3DRTYPE_TEXTURE
, D3DFMT_P8
) != D3D_OK
) {
958 skip("D3DFMT_P8 textures not supported\n");
962 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_P8
,
963 D3DPOOL_MANAGED
, &texture2
);
964 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr
);
966 skip("Failed to create D3DFMT_P8 texture\n");
970 memset(&lr
, 0, sizeof(lr
));
971 hr
= IDirect3DTexture8_LockRect(texture2
, 0, &lr
, NULL
, 0);
972 ok(hr
== D3D_OK
, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr
);
976 hr
= IDirect3DTexture8_UnlockRect(texture2
, 0);
977 ok(hr
== D3D_OK
, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr
);
979 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_P8
,
980 D3DPOOL_MANAGED
, &texture
);
981 ok(hr
== D3D_OK
, "IDirect3DDevice8_CreateTexture failed, hr = %08x\n", hr
);
983 skip("Failed to create D3DFMT_P8 texture\n");
987 memset(&lr
, 0, sizeof(lr
));
988 hr
= IDirect3DTexture8_LockRect(texture
, 0, &lr
, NULL
, 0);
989 ok(hr
== D3D_OK
, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr
);
993 hr
= IDirect3DTexture8_UnlockRect(texture
, 0);
994 ok(hr
== D3D_OK
, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr
);
996 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
997 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
999 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
1000 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1002 /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE;
1003 alpha of every entry is set to 1.0, which MS says is required when there's no
1004 D3DPTEXTURECAPS_ALPHAPALETTE capability */
1005 for (i
= 0; i
< 256; i
++) {
1006 table
[i
].peRed
= table
[i
].peGreen
= table
[i
].peBlue
= 0;
1007 table
[i
].peFlags
= 0xff;
1009 table
[1].peRed
= 0xff;
1010 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 0, table
);
1011 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1014 table
[1].peBlue
= 0xff;
1015 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 1, table
);
1016 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1018 hr
= IDirect3DDevice8_BeginScene(device
);
1019 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
1021 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
1022 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1023 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
1024 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1026 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
1027 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
1029 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 0);
1030 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1032 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture2
);
1033 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1034 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1035 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1037 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture
);
1038 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1039 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1040 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1042 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 1);
1043 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1044 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, 5 * sizeof(float));
1045 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1047 hr
= IDirect3DDevice8_EndScene(device
);
1048 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1051 color
= getPixelColor(device
, 32, 32);
1052 red
= (color
& 0x00ff0000) >> 16;
1053 green
= (color
& 0x0000ff00) >> 8;
1054 blue
= (color
& 0x000000ff) >> 0;
1055 ok(red
== 0xff && blue
== 0 && green
== 0,
1056 "got color %08x, expected 0x00ff0000\n", color
);
1058 color
= getPixelColor(device
, 32, 320);
1059 red
= (color
& 0x00ff0000) >> 16;
1060 green
= (color
& 0x0000ff00) >> 8;
1061 blue
= (color
& 0x000000ff) >> 0;
1062 ok(red
== 0 && blue
== 0xff && green
== 0,
1063 "got color %08x, expected 0x000000ff\n", color
);
1065 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1066 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1068 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
1069 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
1071 hr
= IDirect3DDevice8_BeginScene(device
);
1072 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
1074 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*) texture2
);
1075 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1077 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1078 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1080 hr
= IDirect3DDevice8_EndScene(device
);
1081 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1085 color
= getPixelColor(device
, 32, 32);
1086 red
= (color
& 0x00ff0000) >> 16;
1087 green
= (color
& 0x0000ff00) >> 8;
1088 blue
= (color
& 0x000000ff) >> 0;
1089 ok(red
== 0 && blue
== 0xff && green
== 0,
1090 "got color %08x, expected 0x000000ff\n", color
);
1092 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1093 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1095 /* Test palettes with alpha */
1096 IDirect3DDevice8_GetDeviceCaps(device
, &caps
);
1097 if (!(caps
.TextureCaps
& D3DPTEXTURECAPS_ALPHAPALETTE
)) {
1098 skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n");
1100 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
, 0xff000000, 0.0, 0);
1101 ok(hr
== D3D_OK
, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr
);
1103 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, TRUE
);
1104 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1106 for (i
= 0; i
< 256; i
++) {
1107 table
[i
].peRed
= table
[i
].peGreen
= table
[i
].peBlue
= 0;
1108 table
[i
].peFlags
= 0xff;
1110 table
[1].peRed
= 0xff;
1111 table
[1].peFlags
= 0x80;
1112 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 0, table
);
1113 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1116 table
[1].peBlue
= 0xff;
1117 table
[1].peFlags
= 0x80;
1118 hr
= IDirect3DDevice8_SetPaletteEntries(device
, 1, table
);
1119 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr
);
1121 hr
= IDirect3DDevice8_BeginScene(device
);
1122 ok(hr
== D3D_OK
, "IDirect3DDevice8_BeginScene failed, hr = %08x\n", hr
);
1124 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_SRCBLEND
, D3DBLEND_SRCALPHA
);
1125 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1126 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_DESTBLEND
, D3DBLEND_INVSRCALPHA
);
1127 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1129 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_TEX1
);
1130 ok(hr
== D3D_OK
, "SetVertexShader failed, hr = %#08x\n", hr
);
1132 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 0);
1133 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1135 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, 5 * sizeof(float));
1136 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1138 hr
= IDirect3DDevice8_SetCurrentTexturePalette(device
, 1);
1139 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetCurrentTexturePalette failed, hr = %08x\n", hr
);
1141 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, 5 * sizeof(float));
1142 ok(hr
== D3D_OK
, "IDirect3DDevice8_DrawPrimitiveUP failed, hr = %08x\n", hr
);
1144 hr
= IDirect3DDevice8_EndScene(device
);
1145 ok(hr
== D3D_OK
, "IDirect3DDevice8_EndScene failed, hr = %08x\n", hr
);
1148 color
= getPixelColor(device
, 32, 32);
1149 red
= (color
& 0x00ff0000) >> 16;
1150 green
= (color
& 0x0000ff00) >> 8;
1151 blue
= (color
& 0x000000ff) >> 0;
1152 ok(red
>= 0x7e && red
<= 0x81 && blue
== 0 && green
== 0,
1153 "got color %08x, expected 0x00800000 or near\n", color
);
1155 color
= getPixelColor(device
, 32, 320);
1156 red
= (color
& 0x00ff0000) >> 16;
1157 green
= (color
& 0x0000ff00) >> 8;
1158 blue
= (color
& 0x000000ff) >> 0;
1159 ok(red
== 0 && blue
>= 0x7e && blue
<= 0x81 && green
== 0,
1160 "got color %08x, expected 0x00000080 or near\n", color
);
1162 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1163 ok(hr
== D3D_OK
, "IDirect3DDevice8_Present failed, hr = %08x\n", hr
);
1166 hr
= IDirect3DDevice8_SetTexture(device
, 0, NULL
);
1167 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetTexture failed, hr = %08x\n", hr
);
1168 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ALPHABLENDENABLE
, FALSE
);
1169 ok(hr
== D3D_OK
, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr
);
1172 if(texture
) IDirect3DTexture8_Release(texture
);
1173 if(texture2
) IDirect3DTexture8_Release(texture2
);
1174 IDirect3D8_Release(d3d
);
1177 static void texop_test(IDirect3DDevice8
*device
)
1179 IDirect3DTexture8
*texture
= NULL
;
1180 D3DLOCKED_RECT locked_rect
;
1186 static const struct {
1191 {-1.0f
, -1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f
, -1.0f
},
1192 {-1.0f
, 1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), -1.0f
, 1.0f
},
1193 { 1.0f
, -1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f
, -1.0f
},
1194 { 1.0f
, 1.0f
, 0.1f
, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00), 1.0f
, 1.0f
}
1197 static const struct {
1203 {D3DTOP_SELECTARG1
, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1
, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1204 {D3DTOP_SELECTARG2
, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2
, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
1205 {D3DTOP_MODULATE
, "MODULATE", D3DTEXOPCAPS_MODULATE
, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
1206 {D3DTOP_MODULATE2X
, "MODULATE2X", D3DTEXOPCAPS_MODULATE2X
, D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
1207 {D3DTOP_MODULATE4X
, "MODULATE4X", D3DTEXOPCAPS_MODULATE4X
, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1208 {D3DTOP_ADD
, "ADD", D3DTEXOPCAPS_ADD
, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1210 {D3DTOP_ADDSIGNED
, "ADDSIGNED", D3DTEXOPCAPS_ADDSIGNED
, D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
1211 {D3DTOP_ADDSIGNED2X
, "ADDSIGNED2X", D3DTEXOPCAPS_ADDSIGNED2X
, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
1213 {D3DTOP_SUBTRACT
, "SUBTRACT", D3DTEXOPCAPS_SUBTRACT
, D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
1214 {D3DTOP_ADDSMOOTH
, "ADDSMOOTH", D3DTEXOPCAPS_ADDSMOOTH
, D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
1215 {D3DTOP_BLENDDIFFUSEALPHA
, "BLENDDIFFUSEALPHA", D3DTEXOPCAPS_BLENDDIFFUSEALPHA
, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1216 {D3DTOP_BLENDTEXTUREALPHA
, "BLENDTEXTUREALPHA", D3DTEXOPCAPS_BLENDTEXTUREALPHA
, D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
1217 {D3DTOP_BLENDFACTORALPHA
, "BLENDFACTORALPHA", D3DTEXOPCAPS_BLENDFACTORALPHA
, D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
1218 {D3DTOP_BLENDTEXTUREALPHAPM
, "BLENDTEXTUREALPHAPM", D3DTEXOPCAPS_BLENDTEXTUREALPHAPM
, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1219 {D3DTOP_BLENDCURRENTALPHA
, "BLENDCURRENTALPHA", D3DTEXOPCAPS_BLENDCURRENTALPHA
, D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
1220 {D3DTOP_MODULATEALPHA_ADDCOLOR
, "MODULATEALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR
, D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
1221 {D3DTOP_MODULATECOLOR_ADDALPHA
, "MODULATECOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA
, D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
1222 {D3DTOP_MODULATEINVALPHA_ADDCOLOR
, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR
, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
1223 {D3DTOP_MODULATEINVCOLOR_ADDALPHA
, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA
, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
1224 /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
1225 {D3DTOP_DOTPRODUCT3
, "DOTPRODUCT2", D3DTEXOPCAPS_DOTPRODUCT3
, D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
1226 {D3DTOP_MULTIPLYADD
, "MULTIPLYADD", D3DTEXOPCAPS_MULTIPLYADD
, D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
1227 {D3DTOP_LERP
, "LERP", D3DTEXOPCAPS_LERP
, D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
1230 memset(&caps
, 0, sizeof(caps
));
1231 hr
= IDirect3DDevice8_GetDeviceCaps(device
, &caps
);
1232 ok(SUCCEEDED(hr
), "GetDeviceCaps failed with 0x%08x\n", hr
);
1234 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
| D3DFVF_TEX0
);
1235 ok(SUCCEEDED(hr
), "SetVertexShader failed with 0x%08x\n", hr
);
1237 hr
= IDirect3DDevice8_CreateTexture(device
, 1, 1, 1, 0, D3DFMT_A8R8G8B8
, D3DPOOL_MANAGED
, &texture
);
1238 ok(SUCCEEDED(hr
), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr
);
1239 hr
= IDirect3DTexture8_LockRect(texture
, 0, &locked_rect
, NULL
, 0);
1240 ok(SUCCEEDED(hr
), "LockRect failed with 0x%08x\n", hr
);
1241 *((DWORD
*)locked_rect
.pBits
) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
1242 hr
= IDirect3DTexture8_UnlockRect(texture
, 0);
1243 ok(SUCCEEDED(hr
), "LockRect failed with 0x%08x\n", hr
);
1244 hr
= IDirect3DDevice8_SetTexture(device
, 0, (IDirect3DBaseTexture8
*)texture
);
1245 ok(SUCCEEDED(hr
), "SetTexture failed with 0x%08x\n", hr
);
1247 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG0
, D3DTA_DIFFUSE
);
1248 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1249 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG1
, D3DTA_TEXTURE
);
1250 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1251 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLORARG2
, D3DTA_TFACTOR
);
1252 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1254 hr
= IDirect3DDevice8_SetTextureStageState(device
, 1, D3DTSS_COLOROP
, D3DTOP_DISABLE
);
1255 ok(SUCCEEDED(hr
), "SetTextureStageState failed with 0x%08x\n", hr
);
1257 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
1258 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1259 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_TEXTUREFACTOR
, 0xdd333333);
1260 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1261 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_COLORWRITEENABLE
, D3DCOLORWRITEENABLE_RED
| D3DCOLORWRITEENABLE_GREEN
| D3DCOLORWRITEENABLE_BLUE
| D3DCOLORWRITEENABLE_ALPHA
);
1262 ok(SUCCEEDED(hr
), "SetRenderState failed with 0x%08x\n", hr
);
1264 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0x00000000, 1.0f
, 0);
1265 ok(SUCCEEDED(hr
), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr
);
1267 for (i
= 0; i
< sizeof(test_data
) / sizeof(*test_data
); ++i
)
1269 if (!(caps
.TextureOpCaps
& test_data
[i
].caps_flag
))
1271 skip("tex operation %s not supported\n", test_data
[i
].name
);
1275 hr
= IDirect3DDevice8_SetTextureStageState(device
, 0, D3DTSS_COLOROP
, test_data
[i
].op
);
1276 ok(SUCCEEDED(hr
), "SetTextureStageState (%s) failed with 0x%08x\n", test_data
[i
].name
, hr
);
1278 hr
= IDirect3DDevice8_BeginScene(device
);
1279 ok(SUCCEEDED(hr
), "BeginScene failed with 0x%08x\n", hr
);
1281 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad
, sizeof(*quad
));
1282 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed with 0x%08x\n", hr
);
1284 hr
= IDirect3DDevice8_EndScene(device
);
1285 ok(SUCCEEDED(hr
), "EndScene failed with 0x%08x\n", hr
);
1287 color
= getPixelColor(device
, 320, 240);
1288 ok(color_match(color
, test_data
[i
].result
, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
1289 test_data
[i
].name
, color
, test_data
[i
].result
);
1291 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1292 ok(SUCCEEDED(hr
), "Present failed with 0x%08x\n", hr
);
1294 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0x00000000, 1.0f
, 0);
1295 ok(SUCCEEDED(hr
), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr
);
1298 if (texture
) IDirect3DTexture8_Release(texture
);
1301 /* This test tests depth clamping / clipping behaviour:
1302 * - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
1303 * minimum/maximum z value.
1304 * - The viewport's MinZ/MaxZ is irrelevant for this.
1305 * - When D3DRS_CLIPPING is enabled depth values are clipped.
1306 * - Pretransformed vertices behave the same as regular vertices.
1308 static void depth_clamp_test(IDirect3DDevice8
*device
)
1310 const struct tvertex quad1
[] =
1312 { 0, 0, 5.0f
, 1.0, 0xff002b7f},
1313 { 640, 0, 5.0f
, 1.0, 0xff002b7f},
1314 { 0, 480, 5.0f
, 1.0, 0xff002b7f},
1315 { 640, 480, 5.0f
, 1.0, 0xff002b7f},
1317 const struct tvertex quad2
[] =
1319 { 0, 300, 10.0f
, 1.0, 0xfff9e814},
1320 { 640, 300, 10.0f
, 1.0, 0xfff9e814},
1321 { 0, 360, 10.0f
, 1.0, 0xfff9e814},
1322 { 640, 360, 10.0f
, 1.0, 0xfff9e814},
1324 const struct vertex quad3
[] =
1326 {-0.65, 0.55, 5.0f
, 0xffffffff},
1327 {-0.35, 0.55, 5.0f
, 0xffffffff},
1328 {-0.65, 0.15, 5.0f
, 0xffffffff},
1329 {-0.35, 0.15, 5.0f
, 0xffffffff},
1331 const struct vertex quad4
[] =
1333 {-0.87, 0.83, 10.0f
, 0xffffffff},
1334 {-0.65, 0.83, 10.0f
, 0xffffffff},
1335 {-0.87, 0.55, 10.0f
, 0xffffffff},
1336 {-0.65, 0.55, 10.0f
, 0xffffffff},
1338 const struct vertex quad5
[] =
1340 { -0.5, 0.5, 10.0f
, 0xff14f914},
1341 { 0.5, 0.5, 10.0f
, 0xff14f914},
1342 { -0.5, -0.5, 10.0f
, 0xff14f914},
1343 { 0.5, -0.5, 10.0f
, 0xff14f914},
1345 const struct tvertex quad6
[] =
1347 { 0, 120, 10.0f
, 1.0, 0xfff91414},
1348 { 640, 120, 10.0f
, 1.0, 0xfff91414},
1349 { 0, 180, 10.0f
, 1.0, 0xfff91414},
1350 { 640, 180, 10.0f
, 1.0, 0xfff91414},
1364 hr
= IDirect3DDevice8_SetViewport(device
, &vp
);
1365 ok(SUCCEEDED(hr
), "SetViewport failed, hr %#x.\n", hr
);
1367 hr
= IDirect3DDevice8_Clear(device
, 0, NULL
, D3DCLEAR_TARGET
| D3DCLEAR_ZBUFFER
, 0xffffffff, 1.0, 0);
1368 ok(SUCCEEDED(hr
), "Clear failed, hr %#x.\n", hr
);
1370 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CLIPPING
, FALSE
);
1371 ok(SUCCEEDED(hr
), "SetRenderState failed, hr %#x.\n", hr
);
1372 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_LIGHTING
, FALSE
);
1373 ok(SUCCEEDED(hr
), "SetRenderState failed, hr %#x.\n", hr
);
1374 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZWRITEENABLE
, TRUE
);
1375 ok(SUCCEEDED(hr
), "SetRenderState failed, hr %#x.\n", hr
);
1376 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_ZFUNC
, D3DCMP_LESSEQUAL
);
1377 ok(SUCCEEDED(hr
), "SetRenderState failed, hr %#x.\n", hr
);
1379 hr
= IDirect3DDevice8_BeginScene(device
);
1380 ok(SUCCEEDED(hr
), "BeginScene failed, hr %#x.\n", hr
);
1382 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZRHW
| D3DFVF_DIFFUSE
);
1383 ok(SUCCEEDED(hr
), "SetVertexSahder failed, hr %#x.\n", hr
);
1385 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad1
, sizeof(*quad1
));
1386 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1387 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad2
, sizeof(*quad2
));
1388 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1390 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZ
| D3DFVF_DIFFUSE
);
1391 ok(SUCCEEDED(hr
), "SetVertexShader failed, hr %#x.\n", hr
);
1393 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad3
, sizeof(*quad3
));
1394 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1395 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad4
, sizeof(*quad4
));
1396 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1398 hr
= IDirect3DDevice8_SetRenderState(device
, D3DRS_CLIPPING
, TRUE
);
1399 ok(SUCCEEDED(hr
), "SetRenderState failed, hr %#x.\n", hr
);
1401 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad5
, sizeof(*quad5
));
1402 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1404 hr
= IDirect3DDevice8_SetVertexShader(device
, D3DFVF_XYZRHW
| D3DFVF_DIFFUSE
);
1405 ok(SUCCEEDED(hr
), "SetVertexShader failed, hr %#x.\n", hr
);
1407 hr
= IDirect3DDevice8_DrawPrimitiveUP(device
, D3DPT_TRIANGLESTRIP
, 2, quad6
, sizeof(*quad6
));
1408 ok(SUCCEEDED(hr
), "DrawPrimitiveUP failed, hr %#x.\n", hr
);
1410 hr
= IDirect3DDevice8_EndScene(device
);
1411 ok(SUCCEEDED(hr
), "EndScene failed, hr %#x.\n", hr
);
1413 color
= getPixelColor(device
, 75, 75);
1414 ok(color_match(color
, 0x00ffffff, 1), "color 0x%08x.\n", color
);
1415 color
= getPixelColor(device
, 150, 150);
1416 ok(color_match(color
, 0x00ffffff, 1), "color 0x%08x.\n", color
);
1417 color
= getPixelColor(device
, 320, 240);
1418 ok(color_match(color
, 0x00002b7f, 1), "color 0x%08x.\n", color
);
1419 color
= getPixelColor(device
, 320, 330);
1420 ok(color_match(color
, 0x00f9e814, 1), "color 0x%08x.\n", color
);
1421 color
= getPixelColor(device
, 320, 330);
1422 ok(color_match(color
, 0x00f9e814, 1), "color 0x%08x.\n", color
);
1424 hr
= IDirect3DDevice8_Present(device
, NULL
, NULL
, NULL
, NULL
);
1425 ok(SUCCEEDED(hr
), "Present failed (0x%08x)\n", hr
);
1429 hr
= IDirect3DDevice8_SetViewport(device
, &vp
);
1430 ok(SUCCEEDED(hr
), "SetViewport failed, hr %#x.\n", hr
);
1435 IDirect3DDevice8
*device_ptr
;
1440 d3d8_handle
= LoadLibraryA("d3d8.dll");
1443 win_skip("Could not load d3d8.dll\n");
1447 device_ptr
= init_d3d8();
1450 win_skip("Could not initialize direct3d\n");
1454 IDirect3DDevice8_GetDeviceCaps(device_ptr
, &caps
);
1456 /* Check for the reliability of the returned data */
1457 hr
= IDirect3DDevice8_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xffff0000, 0.0, 0);
1460 skip("Clear failed, can't assure correctness of the test results\n");
1464 color
= getPixelColor(device_ptr
, 1, 1);
1465 if(color
!=0x00ff0000)
1467 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color
);
1470 IDirect3DDevice8_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1472 hr
= IDirect3DDevice8_Clear(device_ptr
, 0, NULL
, D3DCLEAR_TARGET
, 0xff00ddee, 0.0, 0);
1475 skip("Clear failed, can't assure correctness of the test results\n");
1479 color
= getPixelColor(device_ptr
, 639, 479);
1480 if(color
!= 0x0000ddee)
1482 skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests\n", color
);
1485 IDirect3DDevice8_Present(device_ptr
, NULL
, NULL
, NULL
, NULL
);
1487 /* Now run the real test */
1488 depth_clamp_test(device_ptr
);
1489 lighting_test(device_ptr
);
1490 clear_test(device_ptr
);
1491 fog_test(device_ptr
);
1492 present_test(device_ptr
);
1493 offscreen_test(device_ptr
);
1494 alpha_test(device_ptr
);
1496 if (caps
.VertexShaderVersion
>= D3DVS_VERSION(1, 1))
1498 test_rcp_rsq(device_ptr
);
1502 skip("No vs.1.1 support\n");
1505 p8_texture_test(device_ptr
);
1506 texop_test(device_ptr
);
1510 D3DDEVICE_CREATION_PARAMETERS creation_parameters
;
1513 IDirect3DDevice8_GetCreationParameters(device_ptr
, &creation_parameters
);
1514 DestroyWindow(creation_parameters
.hFocusWindow
);
1515 refcount
= IDirect3DDevice8_Release(device_ptr
);
1516 ok(!refcount
, "Device has %u references left\n", refcount
);