Module: wine Branch: master Commit: 826c91c5e0e3ee7804eb3e207e28278c98369afb URL: http://source.winehq.org/git/wine.git/?a=commit;h=826c91c5e0e3ee7804eb3e207e...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Apr 4 17:46:03 2011 +0200
d3d8/tests: Add a test for partial depth buffer copies.
---
dlls/d3d8/tests/visual.c | 101 ++++++++++++++++++++++++++++++++++++++++++++++ 1 files changed, 101 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index a6a9c9b..08928d5 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -1556,6 +1556,106 @@ static void depth_buffer_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); }
+/* Test that partial depth copies work the way they're supposed to. The clear + * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and + * the following draw should only copy back the part that was modified. */ +static void depth_buffer2_test(IDirect3DDevice8 *device) +{ + static const struct vertex quad[] = + { + { -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}, + }; + + IDirect3DSurface8 *backbuffer, *rt1, *rt2; + 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_CreateRenderTarget(device, 640, 480, 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_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_SetRenderTarget(device, rt1, 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, backbuffer, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 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_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, backbuffer, depth_stencil); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + IDirect3DSurface8_Release(depth_stencil); + IDirect3DSurface8_Release(backbuffer); + 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, quad, sizeof(*quad)); + 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, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0), + "Expected color 0x0000ff00 %u,%u, got 0x%08x.\n", x, y, color); + } + } + + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); +} + static void intz_test(IDirect3DDevice8 *device) { static const DWORD ps_code[] = @@ -2033,6 +2133,7 @@ START_TEST(visual) p8_texture_test(device_ptr); texop_test(device_ptr); depth_buffer_test(device_ptr); + depth_buffer2_test(device_ptr); intz_test(device_ptr); shadow_test(device_ptr);