Henri Verbeet : d3d8/tests: Fix the depth clamping test.
Alexandre Julliard
julliard at winehq.org
Tue May 24 12:53:43 CDT 2011
Module: wine
Branch: master
Commit: 022db6808032da1ba7dcbfb5614791bbbb43fcc4
URL: http://source.winehq.org/git/wine.git/?a=commit;h=022db6808032da1ba7dcbfb5614791bbbb43fcc4
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon May 23 22:11:36 2011 +0200
d3d8/tests: Fix the depth clamping test.
---
dlls/d3d8/tests/visual.c | 124 ++++++++++++++++++++++++++++------------------
1 files changed, 75 insertions(+), 49 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 1f6a115..d2ab518 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -140,9 +140,10 @@ static IDirect3DDevice8 *init_d3d8(void)
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
- present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
+ present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
- hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
+ hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+ present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL || broken(hr == D3DERR_NOTAVAILABLE), "IDirect3D_CreateDevice returned: %#08x\n", hr);
return device_ptr;
@@ -1292,59 +1293,63 @@ static void texop_test(IDirect3DDevice8 *device)
}
/* This test tests depth clamping / clipping behaviour:
- * - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
- * minimum/maximum z value.
+ * - With software vertex processing, depth values are clamped to the
+ * minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
+ * when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
+ * same as regular vertices here.
+ * - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
+ * Normal vertices are always clipped. Pretransformed vertices are
+ * clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
* - The viewport's MinZ/MaxZ is irrelevant for this.
- * - When D3DRS_CLIPPING is enabled depth values are clipped.
- * - Pretransformed vertices behave the same as regular vertices.
*/
static void depth_clamp_test(IDirect3DDevice8 *device)
{
const struct tvertex quad1[] =
{
- { 0, 0, 5.0f, 1.0, 0xff002b7f},
- { 640, 0, 5.0f, 1.0, 0xff002b7f},
- { 0, 480, 5.0f, 1.0, 0xff002b7f},
- { 640, 480, 5.0f, 1.0, 0xff002b7f},
+ { 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
+ {640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
+ { 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
+ {640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
};
const struct tvertex quad2[] =
{
- { 0, 300, 10.0f, 1.0, 0xfff9e814},
- { 640, 300, 10.0f, 1.0, 0xfff9e814},
- { 0, 360, 10.0f, 1.0, 0xfff9e814},
- { 640, 360, 10.0f, 1.0, 0xfff9e814},
+ { 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
+ {640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
+ { 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
+ {640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
};
- const struct vertex quad3[] =
+ const struct tvertex quad3[] =
{
- {-0.65f, 0.55f, 5.0f, 0xffffffff},
- {-0.35f, 0.55f, 5.0f, 0xffffffff},
- {-0.65f, 0.15f, 5.0f, 0xffffffff},
- {-0.35f, 0.15f, 5.0f, 0xffffffff},
+ {112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
+ {208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
+ {112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
+ {208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
};
- const struct vertex quad4[] =
+ const struct tvertex quad4[] =
{
- {-0.87f, 0.83f, 10.0f, 0xffffffff},
- {-0.65f, 0.83f, 10.0f, 0xffffffff},
- {-0.87f, 0.55f, 10.0f, 0xffffffff},
- {-0.65f, 0.55f, 10.0f, 0xffffffff},
+ { 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
+ {112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
+ { 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
+ {112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
};
const struct vertex quad5[] =
{
- { -0.5, 0.5, 10.0f, 0xff14f914},
- { 0.5, 0.5, 10.0f, 0xff14f914},
- { -0.5, -0.5, 10.0f, 0xff14f914},
- { 0.5, -0.5, 10.0f, 0xff14f914},
+ { -0.5f, 0.5f, 10.0f, 0xff14f914},
+ { 0.5f, 0.5f, 10.0f, 0xff14f914},
+ { -0.5f, -0.5f, 10.0f, 0xff14f914},
+ { 0.5f, -0.5f, 10.0f, 0xff14f914},
};
- const struct tvertex quad6[] =
+ const struct vertex quad6[] =
{
- { 0, 120, 10.0f, 1.0, 0xfff91414},
- { 640, 120, 10.0f, 1.0, 0xfff91414},
- { 0, 180, 10.0f, 1.0, 0xfff91414},
- { 640, 180, 10.0f, 1.0, 0xfff91414},
+ { -1.0f, 0.5f, 10.0f, 0xfff91414},
+ { 1.0f, 0.5f, 10.0f, 0xfff91414},
+ { -1.0f, 0.25f, 10.0f, 0xfff91414},
+ { 1.0f, 0.25f, 10.0f, 0xfff91414},
};
D3DVIEWPORT8 vp;
D3DCOLOR color;
+ D3DCAPS8 caps;
HRESULT hr;
vp.X = 0;
@@ -1354,10 +1359,13 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
vp.MinZ = 0.0;
vp.MaxZ = 7.5;
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
@@ -1380,22 +1388,24 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
- ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
+ ok(SUCCEEDED(hr), "SetRenderState 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
- ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
@@ -1403,16 +1413,32 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
- color = getPixelColor(device, 75, 75);
- ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
- color = getPixelColor(device, 150, 150);
- ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
- color = getPixelColor(device, 320, 240);
- ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
- color = getPixelColor(device, 320, 330);
- ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
- color = getPixelColor(device, 320, 330);
- ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
+ if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
+ {
+ color = getPixelColor(device, 75, 75);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 150, 150);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 240);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
+ }
+ else
+ {
+ color = getPixelColor(device, 75, 75);
+ ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 150, 150);
+ ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
+ }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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