wine/dlls/ddraw/tests/visual.c

1656 lines
64 KiB
C

/*
* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
* Copyright (C) 2008 Alexander Dorofeyev
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
/* See comment in dlls/d3d9/tests/visual.c for general guidelines */
#include "wine/test.h"
#include "ddraw.h"
#include "d3d.h"
struct vec3
{
float x, y, z;
};
struct vec4
{
float x, y, z, w;
};
static HWND window;
static IDirectDraw7 *DirectDraw;
static IDirectDrawSurface7 *Surface;
static IDirectDrawSurface7 *depth_buffer;
static IDirect3D7 *Direct3D;
static IDirect3DDevice7 *Direct3DDevice;
static BOOL refdevice = FALSE;
static HRESULT (WINAPI *pDirectDrawCreateEx)(GUID *driver_guid,
void **ddraw, REFIID interface_iid, IUnknown *outer);
static BOOL compare_uint(unsigned int x, unsigned int y, unsigned int max_diff)
{
unsigned int diff = x > y ? x - y : y - x;
return diff <= max_diff;
}
static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
{
return compare_uint(c1 & 0xff, c2 & 0xff, max_diff)
&& compare_uint((c1 >> 8) & 0xff, (c2 >> 8) & 0xff, max_diff)
&& compare_uint((c1 >> 16) & 0xff, (c2 >> 16) & 0xff, max_diff)
&& compare_uint((c1 >> 24) & 0xff, (c2 >> 24) & 0xff, max_diff);
}
static HRESULT WINAPI enum_z_fmt(DDPIXELFORMAT *fmt, void *ctx)
{
DDPIXELFORMAT *zfmt = ctx;
if(U1(*fmt).dwZBufferBitDepth > U1(*zfmt).dwZBufferBitDepth)
{
*zfmt = *fmt;
}
return DDENUMRET_OK;
}
static HRESULT WINAPI enum_devtype_cb(char *desc_str, char *name, D3DDEVICEDESC7 *desc, void *ctx)
{
BOOL *hal_ok = ctx;
if (IsEqualGUID(&desc->deviceGUID, &IID_IDirect3DTnLHalDevice))
{
*hal_ok = TRUE;
return DDENUMRET_CANCEL;
}
return DDENUMRET_OK;
}
static BOOL createObjects(void)
{
HRESULT hr;
HMODULE hmod = GetModuleHandleA("ddraw.dll");
WNDCLASSA wc = {0};
DDSURFACEDESC2 ddsd;
DDPIXELFORMAT zfmt;
BOOL hal_ok = FALSE;
const GUID *devtype = &IID_IDirect3DHALDevice;
if(!hmod) return FALSE;
pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx");
if(!pDirectDrawCreateEx) return FALSE;
hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL);
ok(hr == DD_OK || hr == DDERR_NODIRECTDRAWSUPPORT, "Got hr %#lx.\n", hr);
if(!DirectDraw) goto err;
wc.lpfnWndProc = DefWindowProcA;
wc.lpszClassName = "d3d7_test_wc";
RegisterClassA(&wc);
window = CreateWindowA("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION,
0, 0, 640, 480, 0, 0, 0, 0);
hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto err;
hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0);
if(FAILED(hr)) {
/* 24 bit is fine too */
hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0);
}
ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "Got hr %#lx.\n", hr);
if(FAILED(hr)) {
/* use trace, the caller calls skip() */
trace("SetDisplayMode failed\n");
goto err;
}
hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D);
if (hr == E_NOINTERFACE) goto err;
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
/* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently
* than hardware implementations. Request single buffering, that seems to work everywhere
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
U5(ddsd).dwBackBufferCount = 1;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL);
if(FAILED(hr)) goto err;
hr = IDirect3D7_EnumDevices(Direct3D, enum_devtype_cb, &hal_ok);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
if (hal_ok) devtype = &IID_IDirect3DTnLHalDevice;
memset(&zfmt, 0, sizeof(zfmt));
hr = IDirect3D7_EnumZBufferFormats(Direct3D, devtype, enum_z_fmt, &zfmt);
if (FAILED(hr)) goto err;
if (zfmt.dwSize == 0) goto err;
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
U4(ddsd).ddpfPixelFormat = zfmt;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &depth_buffer, NULL);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
if (FAILED(hr)) goto err;
hr = IDirectDrawSurface_AddAttachedSurface(Surface, depth_buffer);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
if (FAILED(hr)) goto err;
hr = IDirect3D7_CreateDevice(Direct3D, devtype, Surface, &Direct3DDevice);
if (FAILED(hr) || !Direct3DDevice) goto err;
return TRUE;
err:
if(DirectDraw) IDirectDraw7_Release(DirectDraw);
if (depth_buffer) IDirectDrawSurface7_Release(depth_buffer);
if(Surface) IDirectDrawSurface7_Release(Surface);
if(Direct3D) IDirect3D7_Release(Direct3D);
if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice);
if(window) DestroyWindow(window);
return FALSE;
}
static void releaseObjects(void)
{
IDirect3DDevice7_Release(Direct3DDevice);
IDirect3D7_Release(Direct3D);
IDirectDrawSurface7_Release(depth_buffer);
IDirectDrawSurface7_Release(Surface);
IDirectDraw7_Release(DirectDraw);
DestroyWindow(window);
}
static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y)
{
DWORD ret;
HRESULT hr;
DDSURFACEDESC2 ddsd;
RECT rectToLock = {x, y, x+1, y+1};
IDirectDrawSurface7 *surf = NULL;
/* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
* to an offscreen surface and lock it instead of the front buffer
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(!surf)
{
trace("cannot create helper surface\n");
return 0xdeadbeef;
}
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr))
{
trace("Cannot blit\n");
ret = 0xdeadbee;
goto out;
}
hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr %#lx\n", hr);
ret = 0xdeadbeec;
goto out;
}
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
hr = IDirectDrawSurface7_Unlock(surf, NULL);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr %#lx\n", hr);
}
out:
IDirectDrawSurface7_Release(surf);
return ret;
}
static void set_viewport_size(IDirect3DDevice7 *device)
{
D3DVIEWPORT7 vp = {0};
DDSURFACEDESC2 ddsd;
HRESULT hr;
IDirectDrawSurface7 *target;
hr = IDirect3DDevice7_GetRenderTarget(device, &target);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
hr = IDirectDrawSurface7_GetSurfaceDesc(target, &ddsd);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
IDirectDrawSurface7_Release(target);
vp.dwWidth = ddsd.dwWidth;
vp.dwHeight = ddsd.dwHeight;
hr = IDirect3DDevice7_SetViewport(device, &vp);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
return;
}
static void fog_test(IDirect3DDevice7 *device)
{
HRESULT hr;
unsigned int color;
float start = 0.0, end = 1.0;
D3DDEVICEDESC7 caps;
struct
{
struct vec3 position;
DWORD diffuse;
DWORD specular;
}
/* Gets full z based fog with linear fog, no fog with specular color */
untransformed_1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffff0000, 0xff000000},
{{-1.0f, 0.0f, 0.1f}, 0xffff0000, 0xff000000},
{{ 0.0f, 0.0f, 0.1f}, 0xffff0000, 0xff000000},
{{ 0.0f, -1.0f, 0.1f}, 0xffff0000, 0xff000000},
},
/* Ok, I am too lazy to deal with transform matrices */
untransformed_2[] =
{
{{-1.0f, 0.0f, 1.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 1.0f}, 0xffff0000, 0xff000000},
{{ 0.0f, 1.0f, 1.0f}, 0xffff0000, 0xff000000},
{{ 0.0f, 0.0f, 1.0f}, 0xffff0000, 0xff000000},
},
far_quad1[] =
{
{{-1.0f, -1.0f, 0.5f}, 0xffff0000, 0xff000000},
{{-1.0f, 0.0f, 0.5f}, 0xffff0000, 0xff000000},
{{ 0.0f, 0.0f, 0.5f}, 0xffff0000, 0xff000000},
{{ 0.0f, -1.0f, 0.5f}, 0xffff0000, 0xff000000},
},
far_quad2[] =
{
{{-1.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000},
{{ 0.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000},
{{ 0.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000},
};
/* Untransformed ones. Give them a different diffuse color to make the
* test look nicer. It also helps making sure that they are drawn
* correctly. */
struct
{
struct vec4 position;
DWORD diffuse;
DWORD specular;
}
transformed_1[] =
{
{{320.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
},
transformed_2[] =
{
{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{640.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
{{320.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
D3DMATRIX ident_mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
D3DMATRIX world_mat1 =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -0.5f, 1.0f,
};
D3DMATRIX world_mat2 =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f, 1.0f,
};
D3DMATRIX proj_mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f,
};
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice7_GetCaps(device, &caps);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Start = 0, end = 1. Should be default, but set them */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start));
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end));
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(IDirect3DDevice7_BeginScene(device) == D3D_OK)
{
/* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
untransformed_1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* That makes it use the Z value */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Untransformed, vertex fog != none (or table fog != none):
* Use the Z value as input into the equation
*/
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
untransformed_2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
transformed_1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
ok( hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
* equation
*/
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
transformed_2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00FF0000, 1), "Untransformed vertex with no table or vertex fog has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0000FF00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color);
color = getPixelColor(device, 480, 120);
ok(color_match(color, 0x00FFFF00, 1), "Transformed vertex with linear vertex fog has color %08x\n", color);
if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
color = getPixelColor(device, 480, 360);
ok(color_match(color, 0x0000FF00, 1), "Transformed vertex with linear table fog has color %08x\n", color);
}
else
{
/* Without fog table support the vertex fog is still applied, even though table fog is turned on.
* The settings above result in no fogging with vertex fog
*/
color = getPixelColor(device, 480, 120);
ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
trace("Info: Table fog not supported by this device\n");
}
if (caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)
{
/* A simple fog + non-identity world matrix test */
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &world_mat1);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (IDirect3DDevice7_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, far_quad1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, far_quad2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0000ff00, 1), "Fogged out quad has color %08x\n", color);
/* Test fog behavior with an orthogonal (but not identity) projection matrix */
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &world_mat2);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj_mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (IDirect3DDevice7_BeginScene(device) == D3D_OK)
{
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_1, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, untransformed_2, 4, Indices, 6, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
else
{
ok(FALSE, "BeginScene failed\n");
}
color = getPixelColor(device, 160, 360);
ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
color = getPixelColor(device, 160, 120);
ok(color_match(color, 0x0000ff00, 1), "Fogged out quad has color %08x\n", color);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &ident_mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &ident_mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
static void offscreen_test(IDirect3DDevice7 *device)
{
HRESULT hr;
IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
unsigned int color;
DDSURFACEDESC2 ddsd;
static float quad[][5] = {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 128;
ddsd.dwHeight = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (refdevice) {
win_skip("Tests would crash on W2K with a refdevice\n");
goto out;
}
if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
set_viewport_size(device);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Draw without textures - Should result in a white quad */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
set_viewport_size(device);
hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* This time with the texture */
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
IDirect3DDevice7_EndScene(device);
}
/* Center quad - should be white */
color = getPixelColor(device, 320, 240);
ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* Some quad in the cleared part of the texture */
color = getPixelColor(device, 170, 240);
ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
if(0) {
/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
* the offscreen rendering mode this test would succeed or fail
*/
color = getPixelColor(device, 10, 470);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
}
out:
hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
/* restore things */
if(backbuffer) {
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
IDirectDrawSurface7_Release(backbuffer);
}
if(offscreen) {
IDirectDrawSurface7_Release(offscreen);
}
}
static void test_blend(IDirect3DDevice7 *device)
{
HRESULT hr;
IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
unsigned int color, red, green, blue;
DDSURFACEDESC2 ddsd;
struct
{
struct vec3 position;
DWORD diffuse;
}
quad1[] =
{
{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
},
quad2[] =
{
{{-1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{-1.0f, 1.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 0.0f, 0.1f}, 0xc00000ff},
{{ 1.0f, 1.0f, 0.1f}, 0xc00000ff},
};
static float composite_quad[][5] = {
{ 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
{ 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
{ 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
};
/* Clear the render target with alpha = 0.5 */
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
ddsd.dwWidth = 128;
ddsd.dwHeight = 128;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32;
U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000ff;
U5(U4(ddsd).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(!offscreen) {
goto out;
}
hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(!backbuffer) {
goto out;
}
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (refdevice) {
win_skip("Tests would crash on W2K with a refdevice\n");
goto out;
}
if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
/* Draw two quads, one with src alpha blending, one with dest alpha blending. The
* SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on
* the input alpha
*
* The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha.
* They give essentially ZERO and ONE blend factors
*/
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer
* has an alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the
* quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA
* blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input
* vertices
*/
hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
set_viewport_size(device);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
set_viewport_size(device);
/* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
* Disable alpha blending for the final composition
*/
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, composite_quad, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
color = getPixelColor(device, 160, 360);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
"SRCALPHA on frame buffer returned color 0x%08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 160, 120);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
"DSTALPHA on frame buffer returned color 0x%08x, expected 0x000000ff\n", color);
color = getPixelColor(device, 480, 360);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
"SRCALPHA on texture returned color 0x%08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 480, 120);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
"DSTALPHA on texture returned color 0x%08x, expected 0x00800080\n", color);
out:
if(offscreen) IDirectDrawSurface7_Release(offscreen);
if(backbuffer) IDirectDrawSurface7_Release(backbuffer);
}
static void rhw_zero_test(IDirect3DDevice7 *device)
{
/* Test if it will render a quad correctly when vertex rhw = 0 */
unsigned int color;
HRESULT hr;
struct {
float x, y, z;
float rhw;
DWORD diffuse;
} quad1[] =
{
{0, 100, 0, 0, 0xffffffff},
{0, 0, 0, 0, 0xffffffff},
{100, 100, 0, 0, 0xffffffff},
{100, 0, 0, 0, 0xffffffff},
};
/* Clear to black */
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (SUCCEEDED(hr)) {
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad1, 4, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
color = getPixelColor(device, 5, 5);
ok(color == 0xffffff ||
broken(color == 0), /* VMware */
"Got color %08x, expected 00ffffff\n", color);
color = getPixelColor(device, 105, 105);
ok(color == 0, "Got color %08x, expected 00000000\n", color);
}
static DWORD D3D3_getPixelColor(IDirectDraw4 *DirectDraw, IDirectDrawSurface4 *Surface, UINT x, UINT y)
{
DWORD ret;
HRESULT hr;
DDSURFACEDESC2 ddsd;
RECT rectToLock = {x, y, x+1, y+1};
IDirectDrawSurface4 *surf = NULL;
/* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
* to an offscreen surface and lock it instead of the front buffer
*/
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
hr = IDirectDraw4_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(!surf)
{
trace("cannot create helper surface\n");
return 0xdeadbeef;
}
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
hr = IDirectDrawSurface4_BltFast(surf, 0, 0, Surface, NULL, 0);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr))
{
trace("Cannot blit\n");
ret = 0xdeadbee;
goto out;
}
hr = IDirectDrawSurface4_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
if(FAILED(hr))
{
trace("Can't lock the offscreen surface, hr=%#lx\n", hr);
ret = 0xdeadbeec;
goto out;
}
/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
* really important for these tests
*/
ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
hr = IDirectDrawSurface4_Unlock(surf, NULL);
if(FAILED(hr))
{
trace("Can't unlock the offscreen surface, hr=%#lx\n", hr);
}
out:
IDirectDrawSurface4_Release(surf);
return ret;
}
static void D3D3_ViewportClearTest(void)
{
HRESULT hr;
IDirectDraw *DirectDraw1 = NULL;
IDirectDraw4 *DirectDraw4 = NULL;
IDirectDrawSurface4 *Primary = NULL;
IDirect3D3 *Direct3D3 = NULL;
IDirect3DViewport3 *Viewport3 = NULL;
IDirect3DViewport3 *SmallViewport3 = NULL;
IDirect3DDevice3 *Direct3DDevice3 = NULL;
unsigned int color, red, green, blue;
WNDCLASSA wc = {0};
DDSURFACEDESC2 ddsd;
D3DVIEWPORT2 vp_data;
D3DRECT rect;
D3DMATRIX mat =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
};
struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, 0xffffffff},
{{-1.0f, 1.0f, 0.1f}, 0xffffffff},
{{ 1.0f, 1.0f, 0.1f}, 0xffffffff},
{{ 1.0f, -1.0f, 0.1f}, 0xffffffff},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
wc.lpfnWndProc = DefWindowProcA;
wc.lpszClassName = "D3D3_ViewportClearTest_wc";
RegisterClassA(&wc);
window = CreateWindowA("D3D3_ViewportClearTest_wc", "D3D3_ViewportClearTest",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, 640, 480, 0, 0, 0, 0);
hr = DirectDrawCreate( NULL, &DirectDraw1, NULL );
ok(hr == DD_OK || hr == DDERR_NODIRECTDRAWSUPPORT, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDraw_SetCooperativeLevel(DirectDraw1, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 32);
if(FAILED(hr)) {
/* 24 bit is fine too */
hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 24);
}
ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "Got hr %#lx.\n", hr);
if (FAILED(hr)) goto out;
hr = IDirectDraw_QueryInterface(DirectDraw1, &IID_IDirectDraw4, (void**)&DirectDraw4);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
memset(&ddsd, 0, sizeof(DDSURFACEDESC2));
ddsd.dwSize = sizeof(DDSURFACEDESC2);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
hr = IDirectDraw4_CreateSurface(DirectDraw4, &ddsd, &Primary, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDraw4_QueryInterface(DirectDraw4, &IID_IDirect3D3, (void**)&Direct3D3);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirect3D3_CreateDevice(Direct3D3, &IID_IDirect3DHALDevice, Primary, &Direct3DDevice3, NULL);
if(FAILED(hr)) {
trace("Creating a HAL device failed, trying Ref\n");
hr = IDirect3D3_CreateDevice(Direct3D3, &IID_IDirect3DRefDevice, Primary, &Direct3DDevice3, NULL);
}
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirect3D3_CreateViewport(Direct3D3, &Viewport3, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirect3DDevice3_AddViewport(Direct3DDevice3, Viewport3);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
memset(&vp_data, 0, sizeof(D3DVIEWPORT2));
vp_data.dwSize = sizeof(D3DVIEWPORT2);
vp_data.dwWidth = 640;
vp_data.dwHeight = 480;
vp_data.dvClipX = -1.0f;
vp_data.dvClipWidth = 2.0f;
vp_data.dvClipY = 1.0f;
vp_data.dvClipHeight = 2.0f;
vp_data.dvMaxZ = 1.0f;
hr = IDirect3DViewport3_SetViewport2(Viewport3, &vp_data);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3D3_CreateViewport(Direct3D3, &SmallViewport3, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirect3DDevice3_AddViewport(Direct3DDevice3, SmallViewport3);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
memset(&vp_data, 0, sizeof(D3DVIEWPORT2));
vp_data.dwSize = sizeof(D3DVIEWPORT2);
vp_data.dwX = 400;
vp_data.dwY = 100;
vp_data.dwWidth = 100;
vp_data.dwHeight = 100;
vp_data.dvClipX = -1.0f;
vp_data.dvClipWidth = 2.0f;
vp_data.dvClipY = 1.0f;
vp_data.dvClipHeight = 2.0f;
vp_data.dvMaxZ = 1.0f;
hr = IDirect3DViewport3_SetViewport2(SmallViewport3, &vp_data);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_BeginScene(Direct3DDevice3);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_WORLD, &mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_VIEW, &mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetTransform(Direct3DDevice3, D3DTRANSFORMSTATE_PROJECTION, &mat);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_CLIPPING, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ZENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_STENCILENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_SetRenderState(Direct3DDevice3, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (SUCCEEDED(hr)) {
U1(rect).x1 = U2(rect).y1 = 0;
U3(rect).x2 = 640;
U4(rect).y2 = 480;
hr = IDirect3DViewport3_Clear2(Viewport3, 1, &rect, D3DCLEAR_TARGET, 0x00ff00, 0.0f, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DViewport3_Clear2(SmallViewport3, 1, &rect, D3DCLEAR_TARGET, 0xff0000, 0.0f, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_EndScene(Direct3DDevice3);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
color = D3D3_getPixelColor(DirectDraw4, Primary, 5, 5);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0 && green == 0xff && blue == 0, "Got color %08x, expected 0000ff00\n", color);
color = D3D3_getPixelColor(DirectDraw4, Primary, 405, 105);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0xff && green == 0 && blue == 0, "Got color %08x, expected 00ff0000\n", color);
/* Test that clearing viewport doesn't interfere with rendering to previously active viewport. */
hr = IDirect3DDevice3_BeginScene(Direct3DDevice3);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (SUCCEEDED(hr)) {
hr = IDirect3DDevice3_SetCurrentViewport(Direct3DDevice3, SmallViewport3);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DViewport3_Clear2(Viewport3, 1, &rect, D3DCLEAR_TARGET, 0x000000, 0.0f, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_DrawIndexedPrimitive(Direct3DDevice3, D3DPT_TRIANGLELIST, fvf, quad, 4 /* NumVerts */,
Indices, 6 /* Indexcount */, 0 /* flags */);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice3_EndScene(Direct3DDevice3);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
}
color = D3D3_getPixelColor(DirectDraw4, Primary, 5, 5);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0 && green == 0 && blue == 0, "Got color %08x, expected 00000000\n", color);
color = D3D3_getPixelColor(DirectDraw4, Primary, 405, 105);
red = (color & 0x00ff0000) >> 16;
green = (color & 0x0000ff00) >> 8;
blue = (color & 0x000000ff);
ok(red == 0xff && green == 0xff && blue == 0xff, "Got color %08x, expected 00ffffff\n", color);
out:
if (SmallViewport3) IDirect3DViewport3_Release(SmallViewport3);
if (Viewport3) IDirect3DViewport3_Release(Viewport3);
if (Direct3DDevice3) IDirect3DDevice3_Release(Direct3DDevice3);
if (Direct3D3) IDirect3D3_Release(Direct3D3);
if (Primary) IDirectDrawSurface4_Release(Primary);
if (DirectDraw1) IDirectDraw_Release(DirectDraw1);
if (DirectDraw4) IDirectDraw4_Release(DirectDraw4);
if(window) DestroyWindow(window);
}
static COLORREF getPixelColor_GDI(IDirectDrawSurface *Surface, UINT x, UINT y)
{
COLORREF clr = CLR_INVALID;
HDC hdc;
HRESULT hr;
hr = IDirectDrawSurface_GetDC(Surface, &hdc);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if (SUCCEEDED(hr)) {
clr = GetPixel(hdc, x, y);
hr = IDirectDrawSurface_ReleaseDC(Surface, hdc);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
}
return clr;
}
static void cubemap_test(IDirect3DDevice7 *device)
{
IDirect3D7 *d3d;
IDirectDraw7 *ddraw;
IDirectDrawSurface7 *cubemap, *surface;
D3DDEVICEDESC7 d3dcaps;
HRESULT hr;
unsigned int color;
DDSURFACEDESC2 ddsd;
DDBLTFX DDBltFx;
DDSCAPS2 caps;
static float quad[] = {
-1.0, -1.0, 0.1, 1.0, 0.0, 0.0, /* Lower left */
0.0, -1.0, 0.1, 1.0, 0.0, 0.0,
-1.0, 0.0, 0.1, 1.0, 0.0, 0.0,
0.0, 0.0, 0.1, 1.0, 0.0, 0.0,
0.0, -1.0, 0.1, 0.0, 1.0, 0.0, /* Lower right */
1.0, -1.0, 0.1, 0.0, 1.0, 0.0,
0.0, 0.0, 0.1, 0.0, 1.0, 0.0,
1.0, 0.0, 0.1, 0.0, 1.0, 0.0,
0.0, 0.0, 0.1, 0.0, 0.0, 1.0, /* upper right */
1.0, 0.0, 0.1, 0.0, 0.0, 1.0,
0.0, 1.0, 0.1, 0.0, 0.0, 1.0,
1.0, 1.0, 0.1, 0.0, 0.0, 1.0,
-1.0, 0.0, 0.1, -1.0, 0.0, 0.0, /* Upper left */
0.0, 0.0, 0.1, -1.0, 0.0, 0.0,
-1.0, 1.0, 0.1, -1.0, 0.0, 0.0,
0.0, 1.0, 0.1, -1.0, 0.0, 0.0,
};
memset(&DDBltFx, 0, sizeof(DDBltFx));
DDBltFx.dwSize = sizeof(DDBltFx);
memset(&d3dcaps, 0, sizeof(d3dcaps));
hr = IDirect3DDevice7_GetCaps(device, &d3dcaps);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if(!(d3dcaps.dpcTriCaps.dwTextureCaps & D3DPTEXTURECAPS_CUBEMAP))
{
skip("No cubemap support\n");
return;
}
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_GetDirect3D(device, &d3d);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3D7_QueryInterface(d3d, &IID_IDirectDraw7, (void **) &ddraw);
ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
IDirect3D7_Release(d3d);
memset(&ddsd, 0, sizeof(ddsd));
ddsd.dwSize = sizeof(ddsd);
U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT | DDSD_CAPS;
ddsd.dwWidth = 16;
ddsd.dwHeight = 16;
ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_COMPLEX;
ddsd.ddsCaps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_ALLFACES | DDSCAPS2_TEXTUREMANAGE;
U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB;
U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32;
U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00FF0000;
U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000FF00;
U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000FF;
hr = IDirectDraw7_CreateSurface(ddraw, &ddsd, &cubemap, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
IDirectDraw7_Release(ddraw);
/* Positive X */
U5(DDBltFx).dwFillColor = 0x00ff0000;
hr = IDirectDrawSurface7_Blt(cubemap, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
memset(&caps, 0, sizeof(caps));
caps.dwCaps = DDSCAPS_TEXTURE;
caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEX;
hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(DDBltFx).dwFillColor = 0x0000ffff;
hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEZ;
hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(DDBltFx).dwFillColor = 0x0000ff00;
hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEZ;
hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(DDBltFx).dwFillColor = 0x000000ff;
hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_NEGATIVEY;
hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(DDBltFx).dwFillColor = 0x00ffff00;
hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
caps.dwCaps2 = DDSCAPS2_CUBEMAP | DDSCAPS2_CUBEMAP_POSITIVEY;
hr = IDirectDrawSurface_GetAttachedSurface(cubemap, &caps, &surface);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(DDBltFx).dwFillColor = 0x00ff00ff;
hr = IDirectDrawSurface7_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL, &DDBltFx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTexture(device, 0, cubemap);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(SUCCEEDED(hr))
{
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 0 * 6, 4, 0);
if (hr == DDERR_UNSUPPORTED || hr == DDERR_NODIRECTDRAWHW)
{
/* VMware */
win_skip("IDirect3DDevice7_DrawPrimitive is not completely implemented, colors won't be tested\n");
hr = IDirect3DDevice7_EndScene(device);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
goto out;
}
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 4 * 6, 4, 0);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 8 * 6, 4, 0);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEX1, quad + 12* 6, 4, 0);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
}
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); /* lower left quad - positivex */
ok(color == 0x00ff0000, "DDSCAPS2_CUBEMAP_POSITIVEX has color 0x%08x, expected 0x00ff0000\n", color);
color = getPixelColor(device, 160, 120); /* upper left quad - negativex */
ok(color == 0x0000ffff, "DDSCAPS2_CUBEMAP_NEGATIVEX has color 0x%08x, expected 0x0000ffff\n", color);
color = getPixelColor(device, 480, 360); /* lower right quad - positivey */
ok(color == 0x00ff00ff, "DDSCAPS2_CUBEMAP_POSITIVEY has color 0x%08x, expected 0x00ff00ff\n", color);
color = getPixelColor(device, 480, 120); /* upper right quad - positivez */
ok(color == 0x000000ff, "DDSCAPS2_CUBEMAP_POSITIVEZ has color 0x%08x, expected 0x000000ff\n", color);
out:
hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
IDirectDrawSurface7_Release(cubemap);
}
/* This test tests depth clamping / clipping behaviour:
* - With software vertex processing, depth values are clamped to the
* minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
* when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
* same as regular vertices here.
* - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
* Normal vertices are always clipped. Pretransformed vertices are
* clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
* - The viewport's MinZ/MaxZ is irrelevant for this.
*/
static void depth_clamp_test(IDirect3DDevice7 *device)
{
struct
{
struct vec4 position;
DWORD diffuse;
}
quad1[] =
{
{{ 0.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 0.0f, 5.0f, 1.0f}, 0xff002b7f},
{{ 0.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
{{640.0f, 480.0f, 5.0f, 1.0f}, 0xff002b7f},
},
quad2[] =
{
{{ 0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
{{ 0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
{{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
},
quad3[] =
{
{{112.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 108.0f, 5.0f, 1.0f}, 0xffffffff},
{{112.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
{{208.0f, 204.0f, 5.0f, 1.0f}, 0xffffffff},
},
quad4[] =
{
{{ 42.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 41.0f, 10.0f, 1.0f}, 0xffffffff},
{{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
{{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
};
struct
{
struct vec3 position;
DWORD diffuse;
}
quad5[] =
{
{{-0.5f, 0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, 0.5f, 10.0f}, 0xff14f914},
{{-0.5f, -0.5f, 10.0f}, 0xff14f914},
{{ 0.5f, -0.5f, 10.0f}, 0xff14f914},
},
quad6[] =
{
{{-1.0f, 0.5f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.5f, 10.0f}, 0xfff91414},
{{-1.0f, 0.25f, 10.0f}, 0xfff91414},
{{ 1.0f, 0.25f, 10.0f}, 0xfff91414},
};
unsigned int color;
D3DVIEWPORT7 vp;
HRESULT hr;
vp.dwX = 0;
vp.dwY = 0;
vp.dwWidth = 640;
vp.dwHeight = 480;
vp.dvMinZ = 0.0;
vp.dvMaxZ = 7.5;
hr = IDirect3DDevice7_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad1, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad2, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad3, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZRHW | D3DFVF_DIFFUSE, quad4, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad5, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad6, 4, 0);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
color = getPixelColor(device, 75, 75);
ok(color_match(color, 0x00ffffff, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 150, 150);
ok(color_match(color, 0x00ffffff, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 240);
ok(color_match(color, 0x00002b7f, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
color = getPixelColor(device, 320, 330);
ok(color_match(color, 0x00f9e814, 1) || color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
vp.dvMinZ = 0.0;
vp.dvMaxZ = 1.0;
hr = IDirect3DDevice7_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
}
static void DX1_BackBufferFlipTest(void)
{
HRESULT hr;
IDirectDraw *DirectDraw1 = NULL;
IDirectDrawSurface *Primary = NULL;
IDirectDrawSurface *Backbuffer = NULL;
WNDCLASSA wc = {0};
DDSURFACEDESC ddsd;
DDBLTFX ddbltfx;
COLORREF color;
const DWORD white = 0xffffff;
const DWORD red = 0xff0000;
BOOL attached = FALSE;
wc.lpfnWndProc = DefWindowProcA;
wc.lpszClassName = "DX1_BackBufferFlipTest_wc";
RegisterClassA(&wc);
window = CreateWindowA("DX1_BackBufferFlipTest_wc", "DX1_BackBufferFlipTest",
WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, 640, 480, 0, 0, 0, 0);
hr = DirectDrawCreate( NULL, &DirectDraw1, NULL );
ok(hr == DD_OK || hr == DDERR_NODIRECTDRAWSUPPORT, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDraw_SetCooperativeLevel(DirectDraw1, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 32);
if(FAILED(hr)) {
/* 24 bit is fine too */
hr = IDirectDraw_SetDisplayMode(DirectDraw1, 640, 480, 24);
}
ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "Got hr %#lx.\n", hr);
if (FAILED(hr)) {
goto out;
}
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS;
ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE;
hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &Primary, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
memset(&ddsd, 0, sizeof(DDSURFACEDESC));
ddsd.dwSize = sizeof(DDSURFACEDESC);
ddsd.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
ddsd.ddsCaps.dwCaps = DDSCAPS_BACKBUFFER;
ddsd.dwWidth = 640;
ddsd.dwHeight = 480;
ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
hr = IDirectDraw_CreateSurface(DirectDraw1, &ddsd, &Backbuffer, NULL);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if(FAILED(hr)) goto out;
hr = IDirectDrawSurface_AddAttachedSurface(Primary, Backbuffer);
todo_wine ok(hr == DD_OK || broken(hr == DDERR_CANNOTATTACHSURFACE), "Got hr %#lx.\n", hr);
if (FAILED(hr)) goto out;
attached = TRUE;
memset(&ddbltfx, 0, sizeof(ddbltfx));
ddbltfx.dwSize = sizeof(ddbltfx);
U5(ddbltfx).dwFillColor = red;
hr = IDirectDrawSurface_Blt(Backbuffer, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
U5(ddbltfx).dwFillColor = white;
hr = IDirectDrawSurface_Blt(Primary, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &ddbltfx);
ok(hr == DD_OK, "Got hr %#lx.\n", hr);
/* Check it out */
color = getPixelColor_GDI(Primary, 5, 5);
ok(GetRValue(color) == 0xFF && GetGValue(color) == 0xFF && GetBValue(color) == 0xFF,
"got R %02X G %02X B %02X, expected R FF G FF B FF\n",
GetRValue(color), GetGValue(color), GetBValue(color));
color = getPixelColor_GDI(Backbuffer, 5, 5);
ok(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0,
"got R %02X G %02X B %02X, expected R FF G 00 B 00\n",
GetRValue(color), GetGValue(color), GetBValue(color));
hr = IDirectDrawSurface_Flip(Primary, NULL, DDFLIP_WAIT);
todo_wine ok(hr == DD_OK, "Got hr %#lx.\n", hr);
if (hr == DD_OK)
{
color = getPixelColor_GDI(Primary, 5, 5);
ok(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0,
"got R %02X G %02X B %02X, expected R FF G 00 B 00\n",
GetRValue(color), GetGValue(color), GetBValue(color));
color = getPixelColor_GDI(Backbuffer, 5, 5);
ok((GetRValue(color) == 0xFF && GetGValue(color) == 0xFF && GetBValue(color) == 0xFF) ||
broken(GetRValue(color) == 0xFF && GetGValue(color) == 0 && GetBValue(color) == 0), /* broken driver */
"got R %02X G %02X B %02X, expected R FF G FF B FF\n",
GetRValue(color), GetGValue(color), GetBValue(color));
}
out:
if (Backbuffer)
{
if (attached)
IDirectDrawSurface_DeleteAttachedSurface(Primary, 0, Backbuffer);
IDirectDrawSurface_Release(Backbuffer);
}
if (Primary) IDirectDrawSurface_Release(Primary);
if (DirectDraw1) IDirectDraw_Release(DirectDraw1);
if (window) DestroyWindow(window);
}
START_TEST(visual)
{
unsigned int color;
HRESULT hr;
if(!createObjects())
{
skip("Cannot initialize DirectDraw and Direct3D, skipping\n");
return;
}
/* Check for the reliability of the returned data */
hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(Direct3DDevice, 1, 1);
if(color !=0x00ff0000)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
if(FAILED(hr))
{
skip("Clear failed, can't assure correctness of the test results, skipping\n");
goto cleanup;
}
color = getPixelColor(Direct3DDevice, 639, 479);
if(color != 0x0000ddee)
{
skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
goto cleanup;
}
/* Now run the tests */
depth_clamp_test(Direct3DDevice);
fog_test(Direct3DDevice);
offscreen_test(Direct3DDevice);
test_blend(Direct3DDevice);
rhw_zero_test(Direct3DDevice);
cubemap_test(Direct3DDevice);
releaseObjects(); /* release DX7 interfaces to test D3D1 */
D3D3_ViewportClearTest();
DX1_BackBufferFlipTest();
return ;
cleanup:
releaseObjects();
}