From: Paul Gofman gofmanp@gmail.com
Signed-off-by: Paul Gofman gofmanp@gmail.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com --- dlls/d3d8/tests/visual.c | 150 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 150 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 7399d270e8d..749062220d2 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -10739,6 +10739,155 @@ static void test_sysmem_draw(void) DestroyWindow(window); }
+static void test_alphatest(void) +{ +#define ALPHATEST_PASSED 0x0000ff00 +#define ALPHATEST_FAILED 0x00ff0000 + IDirect3DDevice8 *device; + unsigned int i, j; + IDirect3D8 *d3d; + D3DCOLOR color; + ULONG refcount; + D3DCAPS8 caps; + DWORD value; + HWND window; + HRESULT hr; + DWORD ps; + + static const struct + { + D3DCMPFUNC func; + D3DCOLOR color_less; + D3DCOLOR color_equal; + D3DCOLOR color_greater; + } + test_data[] = + { + {D3DCMP_NEVER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED}, + {D3DCMP_LESS, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED}, + {D3DCMP_EQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED}, + {D3DCMP_LESSEQUAL, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED}, + {D3DCMP_GREATER, ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED}, + {D3DCMP_NOTEQUAL, ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED}, + {D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED}, + {D3DCMP_ALWAYS, ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED}, + }; + static const struct + { + struct vec3 position; + DWORD diffuse; + } + quad[] = + { + {{-1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, + {{-1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, + {{ 1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, + {{ 1.0f, 1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000}, + }; + + window = create_window(); + ok(!!window, "Failed to create a window.\n"); + + 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, skipping tests.\n"); + goto done; + } + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); + ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed, hr %#x.\n", hr); + + ps = 0; + for (j = 0; j < 2; ++j) + { + if (j == 1) + { + /* Try a pixel shader instead of fixed function. The wined3d code + * may emulate the alpha test either for performance reasons + * (floating point RTs) or to work around driver bugs (GeForce + * 7x00 cards on MacOS). There may be a different codepath for ffp + * and shader in this case, and the test should cover both. */ + static const DWORD shader_code[] = + { + 0xffff0101, /* ps_1_1 */ + 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */ + 0x0000ffff /* end */ + }; + memset(&caps, 0, sizeof(caps)); + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed, hr %#x.\n", hr); + if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) + break; + + hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &ps); + ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetPixelShader(device, ps); + ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader failed, hr %#x.\n", hr); + } + + for (i = 0; i < ARRAY_SIZE(test_data); ++i) + { + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAFUNC, test_data[i].func); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0x70); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + color = getPixelColor(device, 320, 240); + ok(color_match(color, test_data[i].color_greater, 0), + "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", + color, test_data[i].color_greater, test_data[i].func); + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0xff70); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ALPHAREF, &value); + ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderState failed, hr %#x.\n", hr); + ok(value == 0xff70, "Unexpected D3DRS_ALPHAREF value %#x.\n", value); + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + color = getPixelColor(device, 320, 240); + ok(color_match(color, test_data[i].color_greater, 0), + "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", + color, test_data[i].color_greater, test_data[i].func); + hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + } + } + if (ps) + IDirect3DDevice8_DeletePixelShader(device, ps); + + 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; @@ -10814,4 +10963,5 @@ START_TEST(visual) test_viewport(); test_color_vertex(); test_sysmem_draw(); + test_alphatest(); }
Hi,
While running your changed tests on Windows, I think I found new failures. Being a bot and all I'm not very good at pattern recognition, so I might be wrong, but could you please double-check?
Full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=47221
Your paranoid android.
=== build (build log) ===
error: patch failed: dlls/wined3d/stateblock.c:830 error: patch failed: dlls/wined3d/wined3d_private.h:2989 error: patch failed: dlls/wined3d/stateblock.c:1134 error: patch failed: dlls/wined3d/wined3d_private.h:2990 Task: Patch failed to apply
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/stateblock.c:830 error: patch failed: dlls/wined3d/wined3d_private.h:2989 error: patch failed: dlls/wined3d/stateblock.c:1134 error: patch failed: dlls/wined3d/wined3d_private.h:2990 Task: Patch failed to apply
=== debian9 (build log) ===
error: patch failed: dlls/wined3d/stateblock.c:830 error: patch failed: dlls/wined3d/wined3d_private.h:2989 error: patch failed: dlls/wined3d/stateblock.c:1134 error: patch failed: dlls/wined3d/wined3d_private.h:2990 Task: Patch failed to apply