Module: wine Branch: master Commit: 6b1fe5f6d2641ae391ebd9a1d3f82e2fa1b21c53 URL: http://source.winehq.org/git/wine.git/?a=commit;h=6b1fe5f6d2641ae391ebd9a1d3...
Author: Józef Kucia jkucia@codeweavers.com Date: Thu Jan 5 11:50:53 2017 +0100
d3d8/tests: Add test for stale render target views regression.
This test exercises a regression introduced by commit b005ad6f905dc0051b17ea45b3690e0662e48481.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d8/tests/visual.c | 103 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 103 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index fa3d4f3..0fb85d3 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -9684,6 +9684,108 @@ static void test_max_index16(void) DestroyWindow(window); }
+/* This test exercises a regression in Wine d3d8 implementation. */ +static void test_backbuffer_resize(void) +{ + D3DPRESENT_PARAMETERS present_parameters = {0}; + IDirect3DSurface8 *backbuffer; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + D3DCOLOR color; + ULONG refcount; + HWND window; + HRESULT hr; + + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad[] = + { + {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + }; + + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate8(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.\n"); + goto done; + } + + /* In order to exercise the regression the backbuffer surface has to be + * unreferenced when SetRenderTarget() is called. */ + hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + refcount = IDirect3DSurface8_Release(backbuffer); + ok(!refcount, "Surface has %u references left.\n", refcount); + hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + color = getPixelColor(device, 1, 1); + ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); + + present_parameters.BackBufferWidth = 800; + present_parameters.BackBufferHeight = 600; + present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8; + present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; + present_parameters.hDeviceWindow = NULL; + present_parameters.Windowed = TRUE; + present_parameters.EnableAutoDepthStencil = TRUE; + present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; + hr = IDirect3DDevice8_Reset(device, &present_parameters); + ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + + hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + IDirect3DSurface8_Release(backbuffer); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + color = getPixelColor(device, 1, 1); + ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); + color = getPixelColor(device, 700, 500); + todo_wine ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + color = getPixelColor(device, 1, 1); + ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); + color = getPixelColor(device, 700, 500); + todo_wine ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); + + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -9753,4 +9855,5 @@ START_TEST(visual) test_color_clamping(); test_edge_antialiasing_blending(); test_max_index16(); + test_backbuffer_resize(); }