[PATCH 4/4] d3d9/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.
Henri Verbeet
hverbeet at codeweavers.com
Thu Feb 23 15:45:49 CST 2012
---
dlls/d3d9/tests/visual.c | 142 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 142 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 4f0f204..72e4d21 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -34,6 +34,16 @@
static HMODULE d3d9_handle = 0;
+struct vec3
+{
+ float x, y, z;
+};
+
+struct vec4
+{
+ float x, y, z, w;
+};
+
static HWND create_window(void)
{
WNDCLASS wc = {0};
@@ -13755,6 +13765,137 @@ static void resz_test(IDirect3D9 *d3d9)
cleanup_device(device);
}
+static void zenable_test(IDirect3DDevice9 *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;
+ D3DCAPS9 caps;
+ HRESULT hr;
+ UINT x, y;
+ UINT i, j;
+
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_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 */
+ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 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,
+ };
+
+ IDirect3DVertexShader9 *vs;
+ IDirect3DPixelShader9 *ps;
+
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
+ ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShader(device, vs);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetPixelShader(device, ps);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_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 = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_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 = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetPixelShader(device, NULL);
+ ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetVertexShader(device, NULL);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+ IDirect3DPixelShader9_Release(ps);
+ IDirect3DVertexShader9_Release(vs);
+ }
+}
+
START_TEST(visual)
{
IDirect3D9 *d3d9;
@@ -13931,6 +14072,7 @@ START_TEST(visual)
clip_planes_test(device_ptr);
update_surface_test(device_ptr);
multisample_get_rtdata_test(device_ptr);
+ zenable_test(device_ptr);
hr = IDirect3DDevice9_GetDirect3D(device_ptr, &d3d9);
ok(SUCCEEDED(hr), "Failed to get d3d9 interface, hr %#x.\n", hr);
--
1.7.3.4
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