diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 95982e05155..b36c1890392 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -211,6 +211,34 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) return ret; } +#define check_rt_color(a, b) check_rt_color_(__LINE__, a, b) +static void check_rt_color_(unsigned int line, IDirect3DSurface9 *rt, D3DCOLOR expected_color) +{ + struct surface_readback rb; + D3DSURFACE_DESC desc; + unsigned int x, y; + D3DCOLOR color; + HRESULT hr; + + hr = IDirect3DSurface9_GetDesc(rt, &desc); + ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#x.\n", hr); + + get_rt_readback(rt, &rb); + for (y = 0; y < desc.Height; ++y) + { + for (x = 0; x < desc.Width; ++x) + { + color = get_readback_color(&rb, x, y) & 0x00ffffff; + if (color != expected_color) + break; + } + if (color != expected_color) + break; + } + release_surface_readback(&rb); + ok_(__FILE__, line)(color == 0x000000ff, "Got unexpected color 0x%08x.\n", color); +} + static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed) { D3DPRESENT_PARAMETERS present_parameters = {0}; @@ -21406,6 +21434,92 @@ done: DestroyWindow(window); } +static void test_depth_stencil_init(void) +{ + IDirect3DDevice9 *device; + IDirect3DSurface9 *ds[2]; + IDirect3DSurface9 *rt; + IDirect3D9 *d3d; + ULONG refcount; + unsigned int i; + HWND window; + HRESULT hr; + + static const struct + { + struct vec3 position; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f}}, + {{-1.0f, 1.0f, 0.0f}}, + {{ 1.0f, -1.0f, 0.0f}}, + {{ 1.0f, 1.0f, 0.0f}}, + }; + + window = create_window(); + d3d = Direct3DCreate9(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create D3D object.\n"); + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create D3D device.\n"); + goto done; + } + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(hr == S_OK, "Failed to set color op, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(hr == S_OK, "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + ok(hr == S_OK, "Failed to set FVF, hr %#x.\n", hr); + + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds[0], NULL); + ok(hr == S_OK, "Failed to create depth stencil surface, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds[1]); + ok(hr == S_OK, "Failed to get depth stencil surface, hr %#x.\n", hr); + + for (i = 0; i < ARRAY_SIZE(ds); ++i) + { + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds[i]); + ok(hr == S_OK, "Failed to set depth stencil surface, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); + ok(hr == S_OK, "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(hr == S_OK, "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); + ok(hr == S_OK, "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(hr == S_OK, "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(hr == S_OK, "Failed to end scene, hr %#x.\n", hr); + + hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt); + ok(hr == S_OK, "Failed to get render target, hr %#x.\n", hr); + check_rt_color(rt, 0x000000ff); + IDirect3DSurface9_Release(rt); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + + IDirect3DSurface9_Release(ds[i]); + } + + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + +done: + IDirect3D9_Release(d3d); + DestroyWindow(window); +} + static void test_texture_blending(void) { #define STATE_END() {0xffffffff, 0xffffffff} @@ -24037,6 +24151,7 @@ START_TEST(visual) test_flip(); test_uninitialized_varyings(); test_multisample_init(); + test_depth_stencil_init(); test_texture_blending(); test_color_clamping(); test_line_antialiasing_blending();