Henri Verbeet : d3d9/tests: Add a test for partial depth buffer copies.

Alexandre Julliard julliard at winehq.org
Tue Apr 5 11:23:30 CDT 2011


Module: wine
Branch: master
Commit: f212a56819f5c6b51f3c021b5618d40e5688d320
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=f212a56819f5c6b51f3c021b5618d40e5688d320

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Mon Apr  4 17:46:04 2011 +0200

d3d9/tests: Add a test for partial depth buffer copies.

---

 dlls/d3d9/tests/visual.c |   97 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 97 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 54aa586..2a31c5c 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -10831,6 +10831,102 @@ static void depth_buffer_test(IDirect3DDevice9 *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(IDirect3DDevice9 *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},
+    };
+
+    IDirect3DSurface9 *backbuffer, *rt1, *rt2;
+    unsigned int i, j;
+    D3DVIEWPORT9 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 = IDirect3DDevice9_SetViewport(device, &vp);
+    ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+    ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL);
+    ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL);
+    ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
+    ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    IDirect3DSurface9_Release(backbuffer);
+    IDirect3DSurface9_Release(rt2);
+    IDirect3DSurface9_Release(rt1);
+
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_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 at %u,%u, got 0x%08x.\n", x, y, color);
+        }
+    }
+
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+}
+
 static void intz_test(IDirect3DDevice9 *device)
 {
     static const DWORD ps_code[] =
@@ -11930,6 +12026,7 @@ START_TEST(visual)
     alphareplicate_test(device_ptr);
     dp3_alpha_test(device_ptr);
     depth_buffer_test(device_ptr);
+    depth_buffer2_test(device_ptr);
     intz_test(device_ptr);
     shadow_test(device_ptr);
     fp_special_test(device_ptr);




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