Module: wine Branch: master Commit: 36800e5217d5a0bff312e4f95236d781c2773e07 URL: http://source.winehq.org/git/wine.git/?a=commit;h=36800e5217d5a0bff312e4f952...
Author: Matteo Bruni mbruni@codeweavers.com Date: Thu Nov 12 23:06:49 2015 +0100
ddraw/tests: Port test_shademode() to ddraw1.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/ddraw/tests/ddraw1.c | 144 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 144 insertions(+)
diff --git a/dlls/ddraw/tests/ddraw1.c b/dlls/ddraw/tests/ddraw1.c index b52bf48..4b99dd0 100644 --- a/dlls/ddraw/tests/ddraw1.c +++ b/dlls/ddraw/tests/ddraw1.c @@ -5492,6 +5492,7 @@ static void test_lighting(void) if (!(device = create_device(ddraw, window, DDSCL_NORMAL))) { skip("Failed to create a 3D device, skipping test.\n"); + IDirectDraw_Release(ddraw); DestroyWindow(window); return; } @@ -7729,6 +7730,148 @@ static void test_range_colorkey(void) DestroyWindow(window); }
+static void test_shademode(void) +{ + static D3DRECT clear_rect = {{0}, {0}, {640}, {480}}; + IDirect3DExecuteBuffer *execute_buffer; + D3DEXECUTEBUFFERDESC exec_desc; + IDirect3DMaterial *background; + IDirect3DViewport *viewport; + IDirect3DDevice *device; + IDirectDrawSurface *rt; + const D3DLVERTEX *quad; + DWORD color0, color1; + UINT i, inst_length; + IDirectDraw *ddraw; + IDirect3D *d3d; + ULONG refcount; + HWND window; + HRESULT hr; + void *ptr; + static const D3DLVERTEX quad_strip[] = + { + {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}}, + {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}}, + {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}}, + {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}}, + }, + quad_list[] = + { + {{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}}, + {{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}}, + {{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}}, + {{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}}, + }; + static const struct + { + DWORD primtype; + DWORD shademode; + DWORD color0, color1; + } + tests[] = + { + {D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7}, + {D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x000000ff, 0x0000ff00}, + {D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7}, + }; + + window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW, + 0, 0, 640, 480, 0, 0, 0, 0); + ddraw = create_ddraw(); + ok(!!ddraw, "Failed to create a ddraw object.\n"); + if (!(device = create_device(ddraw, window, DDSCL_NORMAL))) + { + skip("Failed to create a 3D device, skipping test.\n"); + IDirectDraw_Release(ddraw); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice_GetDirect3D(device, &d3d); + ok(SUCCEEDED(hr), "Failed to get d3d interface, hr %#x.\n", hr); + hr = IDirect3DDevice_QueryInterface(device, &IID_IDirectDrawSurface, (void **)&rt); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + + background = create_diffuse_material(device, 1.0f, 1.0f, 1.0f, 1.0f); + viewport = create_viewport(device, 0, 0, 640, 480); + viewport_set_background(device, viewport, background); + + memset(&exec_desc, 0, sizeof(exec_desc)); + exec_desc.dwSize = sizeof(exec_desc); + exec_desc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS; + exec_desc.dwBufferSize = 1024; + exec_desc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY; + + hr = IDirect3DDevice_CreateExecuteBuffer(device, &exec_desc, &execute_buffer, NULL); + ok(SUCCEEDED(hr), "Failed to create execute buffer, hr %#x.\n", hr); + + /* Try it first with a TRIANGLESTRIP. Do it with different geometry because + * the color fixups we have to do for FLAT shading will be dependent on that. */ + + for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + { + hr = IDirect3DViewport_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET); + ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr); + + hr = IDirect3DExecuteBuffer_Lock(execute_buffer, &exec_desc); + ok(SUCCEEDED(hr), "Failed to lock execute buffer, hr %#x.\n", hr); + + quad = tests[i].primtype == D3DPT_TRIANGLESTRIP ? quad_strip : quad_list; + memcpy(exec_desc.lpData, quad, sizeof(quad_strip)); + ptr = ((BYTE *)exec_desc.lpData) + sizeof(quad_strip); + emit_set_rs(&ptr, D3DRENDERSTATE_CLIPPING, FALSE); + emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE); + emit_set_rs(&ptr, D3DRENDERSTATE_FOGENABLE, FALSE); + emit_set_rs(&ptr, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE); + emit_set_rs(&ptr, D3DRENDERSTATE_SHADEMODE, tests[i].shademode); + + emit_process_vertices(&ptr, D3DPROCESSVERTICES_TRANSFORM, 0, 4); + if (tests[i].primtype == D3DPT_TRIANGLESTRIP) + emit_tquad(&ptr, 0); + else + emit_tquad_tlist(&ptr, 0); + emit_end(&ptr); + inst_length = (BYTE *)ptr - (BYTE *)exec_desc.lpData; + inst_length -= sizeof(quad_strip); + + hr = IDirect3DExecuteBuffer_Unlock(execute_buffer); + ok(SUCCEEDED(hr), "Failed to unlock execute buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice2_BeginScene(device); + set_execute_data(execute_buffer, 4, sizeof(quad_strip), inst_length); + hr = IDirect3DDevice_Execute(device, execute_buffer, viewport, D3DEXECUTE_CLIPPED); + ok(SUCCEEDED(hr), "Failed to execute exec buffer, hr %#x.\n", hr); + hr = IDirect3DDevice2_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */ + color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */ + + /* For D3DSHADE_FLAT it should take the color of the first vertex of + * each triangle. This requires EXT_provoking_vertex or similar + * functionality being available. */ + /* PHONG should be the same as GOURAUD, since no hardware implements + * this. */ + ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n", + i, color0, tests[i].color0); + ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n", + i, color1, tests[i].color1); + } + + IDirect3DExecuteBuffer_Release(execute_buffer); + destroy_viewport(device, viewport); + destroy_material(background); + IDirectDrawSurface_Release(rt); + IDirect3D_Release(d3d); + refcount = IDirect3DDevice_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirectDraw_Release(ddraw); + DestroyWindow(window); +} + START_TEST(ddraw1) { IDirectDraw *ddraw; @@ -7800,4 +7943,5 @@ START_TEST(ddraw1) test_color_fill(); test_colorkey_precision(); test_range_colorkey(); + test_shademode(); }