Thanks. Is it better to update & resend just one first patch of series as v3, or wait for your further comments and resend the whole series in case of any comments there? Regards, Paul. On 03/02/2016 07:05 PM, Matteo Bruni wrote:
+ hr = D3DXCreateEffect(device, test_effect_states_effect_blob, sizeof(test_effect_states_effect_blob), + NULL, NULL, 0, NULL, &effect, NULL); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + /* 1. State affected in passes saved/restored even if no pass + was performed. States not present in passes are not saved & + restored */ That type of "n." notation isn't found elsewhere and I don't think it's particularly useful here either.
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = effect->lpVtbl->Begin(effect, &npasses, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + ok(npasses == 1, "Expected 1 pass, got %u\n", npasses); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 3); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 2); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = effect->lpVtbl->End(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value == 1, "Got result %u, expected %u.\n", value, 1); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value); + ok(value == 2, "Got result %u, expected %u.\n", value, 2); + + /* 2. Test states application in BeginPass. No states are restored + on EndPass. */ + hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_MIPFILTER, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + if (hr == D3D_OK) + ok(!bval,"Got result %u, expected 0.", bval); + + hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat); + hr = effect->lpVtbl->Begin(effect, &npasses, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + ok(mat.m[0][0] == test_mat.m[0][0], "Unexpected value: %f.\n", mat.m[0][0]); Any reason you're not checking the entire matrix this time only?
+ + hr = effect->lpVtbl->BeginPass(effect, 0); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(!memcmp(mat.m, test_mat_world1.m, sizeof(mat)), "World matrix does not match.\n"); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(!memcmp(mat.m, test_mat_camera.m, sizeof(mat)), "View matrix does not match.\n"); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2); + + hr = IDirect3DDevice9_GetVertexShader(device, &vshader); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(vshader != NULL, "Got NULL vshader.\n"); + if (vshader) + { + byte_code_size = sizeof(test_effect_states_vshader_buf); + hr = IDirect3DVertexShader9_GetFunction(vshader, test_effect_states_vshader_buf,&byte_code_size); Whitespace after comma.
+ ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + ok(byte_code_size > 1, "Got unexpected byte code size %u.\n", byte_code_size); + ok(test_effect_states_vshader_buf[0] == 0xfffe0200, "Incorrect shader selected: %#x.\n", test_effect_states_vshader_buf[0]); Here you could memcmp the entire shader with the one from the effect blob.
+ IDirect3DVertexShader9_Release(vshader); + } + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + if (hr == D3D_OK) + ok(bval,"Got result %u, expected TRUE.\n", bval); + hr = IDirect3DDevice9_GetLight(device, 2, &light); + todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + if (hr == D3D_OK) + ok(light.Position.x == 4.0f && light.Position.y == 5.0f && light.Position.z == 6.0f, + "Got unexpected light position (%f, %f, %f).\n", light.Position.x, light.Position.y, light.Position.z); + hr = IDirect3DDevice9_GetVertexShaderConstantF(device, 3, float_data, 1); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(float_data[0] == 2.0f && float_data[1] == 2.0f && float_data[2] == 2.0f && float_data[3] == 2.0f, + "Got unexpected vertex shader floats: (%f %f %f %f).\n", + float_data[0], float_data[1], float_data[2], float_data[3]); + + hr = effect->lpVtbl->EndPass(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2); + + hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value,"Got result %u, expected TRUE.\n", value); + + hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %u.\n", value); + + hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + todo_wine ok(value == 4, "Unexpected texture stage 3 AlphaOp %u.\n", value); + + hr = effect->lpVtbl->End(effect); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + + hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat); + ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + ok(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix not restored.\n"); + + hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval); + todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr); + if (hr == D3D_OK) + ok(!bval,"Got result %u, expected 0.\n", bval); + + if (effect) + effect->lpVtbl->Release(effect); +} + START_TEST(effect) { HWND wnd; @@ -2730,6 +2989,7 @@ START_TEST(effect) test_effect_parameter_value(device); test_effect_variable_names(device); test_effect_compilation_errors(device); + test_effect_states(device);
count = IDirect3DDevice9_Release(device); ok(count == 0, "The device was not properly freed: refcount %u\n", count); -- 2.5.0