mirror of
git://source.winehq.org/git/wine.git
synced 2024-10-31 11:43:31 +00:00
d3d9/tests: Add a depth bias test.
This commit is contained in:
parent
34d8b987c4
commit
571462c633
1 changed files with 164 additions and 0 deletions
|
@ -19624,6 +19624,169 @@ static void test_updatetexture(void)
|
|||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
static void test_depthbias(void)
|
||||
{
|
||||
IDirect3DDevice9 *device;
|
||||
IDirect3D9 *d3d;
|
||||
IDirect3DSurface9 *ds;
|
||||
D3DCAPS9 caps;
|
||||
D3DCOLOR color;
|
||||
ULONG refcount;
|
||||
HWND window;
|
||||
HRESULT hr;
|
||||
unsigned int i;
|
||||
static const D3DFORMAT formats[] =
|
||||
{
|
||||
D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32, D3DFMT_D24S8, MAKEFOURCC('I','N','T','Z'),
|
||||
|
||||
/* The scaling factor detection function detects the wrong factor for
|
||||
* float formats on Nvidia, therefore the following tests are disabled.
|
||||
* The wined3d function detects 2^23 like for fixed point formats but
|
||||
* the test needs 2^22 to pass.
|
||||
*
|
||||
* AMD GPUs need a different scaling factor for float depth buffers
|
||||
* (2^24) than fixed point (2^23), but the wined3d detection function
|
||||
* works there, producing the right result in the test.
|
||||
*
|
||||
* D3DFMT_D32F_LOCKABLE, D3DFMT_D24FS8,
|
||||
*/
|
||||
};
|
||||
|
||||
static const struct
|
||||
{
|
||||
struct vec3 position;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{{-1.0f, -1.0f, 0.0f}},
|
||||
{{-1.0f, 1.0f, 0.0f}},
|
||||
{{ 1.0f, -1.0f, 1.0f}},
|
||||
{{ 1.0f, 1.0f, 1.0f}},
|
||||
};
|
||||
union
|
||||
{
|
||||
float f;
|
||||
DWORD d;
|
||||
} conv;
|
||||
|
||||
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
|
||||
0, 0, 640, 480, NULL, NULL, NULL, NULL);
|
||||
d3d = Direct3DCreate9(D3D_SDK_VERSION);
|
||||
ok(!!d3d, "Failed to create a D3D object.\n");
|
||||
if (!(device = create_device(d3d, window, window, TRUE)))
|
||||
{
|
||||
skip("Failed to create a D3D device, skipping tests.\n");
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
|
||||
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
|
||||
if (!(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS))
|
||||
{
|
||||
IDirect3DDevice9_Release(device);
|
||||
skip("D3DPRASTERCAPS_DEPTHBIAS not supported.\n");
|
||||
goto done;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,D3DTOP_SELECTARG1);
|
||||
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
|
||||
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
|
||||
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
|
||||
|
||||
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
|
||||
{
|
||||
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
|
||||
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, formats[i])))
|
||||
{
|
||||
skip("Depth format %u not supported, skipping.\n", formats[i]);
|
||||
continue;
|
||||
}
|
||||
|
||||
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, formats[i],
|
||||
D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL);
|
||||
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
|
||||
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 0.5f, 0);
|
||||
ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff0000);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
conv.f = -0.2f;
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
conv.f = 0.0f;
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
conv.f = 0.2f;
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ffffff);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
conv.f = 0.4f;
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d);
|
||||
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
|
||||
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
|
||||
|
||||
color = getPixelColor(device, 61, 240);
|
||||
ok(color_match(color, 0x00ffffff, 1), "Got unexpected color %08x at x=62, format %u.\n", color, formats[i]);
|
||||
color = getPixelColor(device, 65, 240);
|
||||
|
||||
ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=64, format %u.\n", color, formats[i]);
|
||||
color = getPixelColor(device, 190, 240);
|
||||
ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=190, format %u.\n", color, formats[i]);
|
||||
|
||||
color = getPixelColor(device, 194, 240);
|
||||
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=194, format %u.\n", color, formats[i]);
|
||||
color = getPixelColor(device, 318, 240);
|
||||
ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=318, format %u.\n", color, formats[i]);
|
||||
|
||||
color = getPixelColor(device, 322, 240);
|
||||
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=322, format %u.\n", color, formats[i]);
|
||||
color = getPixelColor(device, 446, 240);
|
||||
ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]);
|
||||
|
||||
color = getPixelColor(device, 450, 240);
|
||||
ok(color_match(color, 0x00000000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]);
|
||||
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
|
||||
IDirect3DSurface9_Release(ds);
|
||||
}
|
||||
|
||||
refcount = IDirect3DDevice9_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
|
||||
done:
|
||||
IDirect3D9_Release(d3d);
|
||||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
START_TEST(visual)
|
||||
{
|
||||
D3DADAPTER_IDENTIFIER9 identifier;
|
||||
|
@ -19741,4 +19904,5 @@ START_TEST(visual)
|
|||
test_texcoordindex();
|
||||
test_vertex_blending();
|
||||
test_updatetexture();
|
||||
test_depthbias();
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue