Signed-off-by: Matteo Bruni mbruni@codeweavers.com --- dlls/d3d8/tests/visual.c | 31 ++++++++++++++++++++++++++++++- 1 file changed, 30 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index cc5992281f3..7399d270e8d 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -10447,7 +10447,7 @@ static void test_color_vertex(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); @@ -10475,9 +10475,11 @@ static void test_sysmem_draw(void) { IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb; D3DPRESENT_PARAMETERS present_parameters = {0}; + IDirect3DTexture8 *texture; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; struct vec4 *dst_data; + D3DLOCKED_RECT lr; IDirect3D8 *d3d; D3DCOLOR colour; unsigned int i; @@ -10487,6 +10489,7 @@ static void test_sysmem_draw(void) BYTE *data; DWORD vs;
+ static const DWORD texture_data[4] = {0xffff0000, 0xff00ff00, 0xff0000ff, 0xffffffff}; static const DWORD decl[] = { D3DVSD_STREAM(0), @@ -10695,9 +10698,35 @@ static void test_sysmem_draw(void) colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour);
+ hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + memset(&lr, 0, sizeof(lr)); + hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + memcpy(lr.pBits, texture_data, sizeof(texture_data)); + hr = IDirect3DTexture8_UnlockRect(texture, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); + ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture); IDirect3DVertexBuffer8_Release(vb_s1); IDirect3DVertexBuffer8_Release(vb_s0); IDirect3DDevice8_DeleteVertexShader(device, vs);