Henri Verbeet : d3d8/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.
Alexandre Julliard
julliard at winehq.org
Fri Feb 24 10:47:27 CST 2012
Module: wine
Branch: master
Commit: 4e9cf00097d88f045743799f637645c242422d61
URL: http://source.winehq.org/git/wine.git/?a=commit;h=4e9cf00097d88f045743799f637645c242422d61
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Thu Feb 23 22:45:48 2012 +0100
d3d8/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.
---
dlls/d3d8/tests/visual.c | 145 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 145 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index cafcd32..d8e1ed2 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -25,6 +25,16 @@
static HMODULE d3d8_handle = 0;
+struct vec3
+{
+ float x, y, z;
+};
+
+struct vec4
+{
+ float x, y, z, w;
+};
+
static HWND create_window(void)
{
WNDCLASS wc = {0};
@@ -2766,6 +2776,140 @@ static void resz_test(IDirect3DDevice8 *device)
IDirect3DSurface8_Release(original_rt);
}
+static void zenable_test(IDirect3DDevice8 *device)
+{
+ static const struct
+ {
+ struct vec4 position;
+ D3DCOLOR diffuse;
+ }
+ tquad[] =
+ {
+ {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
+ {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xff00ff00},
+ {{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
+ {{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
+ };
+ D3DCOLOR color;
+ D3DCAPS8 caps;
+ HRESULT hr;
+ UINT x, y;
+ UINT i, j;
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ x = 80 * ((2 * j) + 1);
+ y = 60 * ((2 * i) + 1);
+ color = getPixelColor(device, x, y);
+ ok(color_match(color, 0x0000ff00, 1),
+ "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
+ }
+ }
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+
+ if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)
+ && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
+ {
+ static const DWORD vs_code[] =
+ {
+ 0xfffe0101, /* vs_1_1 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000001, 0xd00f0000, 0x90e40000, /* mov oD0, v0 */
+ 0x0000ffff
+ };
+ static const DWORD ps_code[] =
+ {
+ 0xffff0101, /* ps_1_1 */
+ 0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
+ 0x0000ffff /* end */
+ };
+ static const struct vec3 quad[] =
+ {
+ {-1.0f, -1.0f, -0.5f},
+ {-1.0f, 1.0f, -0.5f},
+ { 1.0f, -1.0f, 1.5f},
+ { 1.0f, 1.0f, 1.5f},
+ };
+ static const D3DCOLOR expected[] =
+ {
+ 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000,
+ 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000,
+ 0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
+ 0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
+ };
+ static const DWORD decl[] =
+ {
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+ D3DVSD_END()
+ };
+ DWORD vs, ps;
+
+ hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ x = 80 * ((2 * j) + 1);
+ y = 60 * ((2 * i) + 1);
+ color = getPixelColor(device, x, y);
+ ok(color_match(color, expected[i * 4 + j], 1),
+ "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
+ }
+ }
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetPixelShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DeletePixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
+ }
+}
+
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
@@ -2845,6 +2989,7 @@ START_TEST(visual)
intz_test(device_ptr);
shadow_test(device_ptr);
multisample_copy_rects_test(device_ptr);
+ zenable_test(device_ptr);
resz_test(device_ptr);
cleanup:
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