[PATCH 3/5] d3d8/tests: Add a test for partial depth buffer copies.

Henri Verbeet hverbeet at codeweavers.com
Mon Apr 4 10:46:03 CDT 2011


---
 dlls/d3d8/tests/visual.c |  101 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 101 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index a6a9c9b..08928d5 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1556,6 +1556,106 @@ static void depth_buffer_test(IDirect3DDevice8 *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(IDirect3DDevice8 *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},
+    };
+
+    IDirect3DSurface8 *backbuffer, *rt1, *rt2;
+    IDirect3DSurface8 *depth_stencil;
+    unsigned int i, j;
+    D3DVIEWPORT8 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 = IDirect3DDevice8_SetViewport(device, &vp);
+    ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
+    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_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_NONE, FALSE, &rt1);
+    ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_NONE, FALSE, &rt2);
+    ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil);
+    ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
+    ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil);
+    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
+    IDirect3DSurface8_Release(depth_stencil);
+    IDirect3DSurface8_Release(backbuffer);
+    IDirect3DSurface8_Release(rt2);
+    IDirect3DSurface8_Release(rt1);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
+    ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_BeginScene(device);
+    ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_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 %u,%u, got 0x%08x.\n", x, y, color);
+        }
+    }
+
+    hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+}
+
 static void intz_test(IDirect3DDevice8 *device)
 {
     static const DWORD ps_code[] =
@@ -2033,6 +2133,7 @@ START_TEST(visual)
     p8_texture_test(device_ptr);
     texop_test(device_ptr);
     depth_buffer_test(device_ptr);
+    depth_buffer2_test(device_ptr);
     intz_test(device_ptr);
     shadow_test(device_ptr);
 
-- 
1.7.3.4




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