d3d9/tests: Add a depth bias test.

This commit is contained in:
Stefan Dösinger 2015-07-30 18:50:16 +02:00 committed by Alexandre Julliard
parent 34d8b987c4
commit 571462c633

View file

@ -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();
}