Module: wine Branch: master Commit: 51ccd69e7c3a1e86a0884d600e8b74abaca79540 URL: http://source.winehq.org/git/wine.git/?a=commit;h=51ccd69e7c3a1e86a0884d600e...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Sun Apr 11 21:47:46 2010 +0200
d3d8/tests: Add some depth buffer tests.
---
dlls/d3d8/tests/visual.c | 136 ++++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 136 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index dd4d372..42f5f21 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -1286,6 +1286,8 @@ static void texop_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); }
+ hr = IDirect3DDevice8_SetTexture(device, 0, NULL); + ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); if (texture) IDirect3DTexture8_Release(texture); }
@@ -1421,6 +1423,139 @@ static void depth_clamp_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); }
+static void depth_buffer_test(IDirect3DDevice8 *device) +{ + static const struct vertex quad1[] = + { + { -1.0, 1.0, 0.33f, 0xff00ff00}, + { 1.0, 1.0, 0.33f, 0xff00ff00}, + { -1.0, -1.0, 0.33f, 0xff00ff00}, + { 1.0, -1.0, 0.33f, 0xff00ff00}, + }; + static const struct vertex quad2[] = + { + { -1.0, 1.0, 0.50f, 0xffff00ff}, + { 1.0, 1.0, 0.50f, 0xffff00ff}, + { -1.0, -1.0, 0.50f, 0xffff00ff}, + { 1.0, -1.0, 0.50f, 0xffff00ff}, + }; + static const struct vertex quad3[] = + { + { -1.0, 1.0, 0.66f, 0xffff0000}, + { 1.0, 1.0, 0.66f, 0xffff0000}, + { -1.0, -1.0, 0.66f, 0xffff0000}, + { 1.0, -1.0, 0.66f, 0xffff0000}, + }; + static const DWORD expected_colors[4][4] = + { + {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, + {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, + {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000}, + {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, + }; + + IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; + IDirect3DSurface8 *depth_stencil; + unsigned int i, j; + D3DVIEWPORT8 vp; + D3DCOLOR color; + HRESULT hr; + + vp.X = 0; + vp.Y = 0; + vp.Width = 640; + vp.Height = 480; + vp.MinZ = 0.0; + vp.MaxZ = 1.0; + + hr = IDirect3DDevice8_SetViewport(device, &vp); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, FALSE, &rt1); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, FALSE, &rt2); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, + D3DMULTISAMPLE_NONE, FALSE, &rt3); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); + ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + IDirect3DSurface8_Release(depth_stencil); + IDirect3DSurface8_Release(backbuffer); + IDirect3DSurface8_Release(rt3); + IDirect3DSurface8_Release(rt2); + IDirect3DSurface8_Release(rt1); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + + for (i = 0; i < 4; ++i) + { + for (j = 0; j < 4; ++j) + { + unsigned int x = 80 * ((2 * j) + 1); + unsigned int y = 60 * ((2 * i) + 1); + color = getPixelColor(device, x, y); + ok(color_match(color, expected_colors[i][j], 0), + "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color); + } + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); +} + START_TEST(visual) { IDirect3DDevice8 *device_ptr; @@ -1495,6 +1630,7 @@ START_TEST(visual)
p8_texture_test(device_ptr); texop_test(device_ptr); + depth_buffer_test(device_ptr);
cleanup: if(device_ptr) {