[PATCH 3/3] d3d8/tests: Port the depth blit test to d3d8 (try 2)
Stefan Dösinger
stefan at codeweavers.com
Sat Jan 21 14:39:15 CST 2012
The test uses create_device now.
There is a bit of overlap between Matteo's recently added test and my test. I've
kept Matteo's test in place to have it as a counterpart to the d3d9 test.
---
dlls/d3d8/device.c | 14 +++++++++
dlls/d3d8/tests/device.c | 73 ++++++++++++++++++++++++++++++++++++++++++++++
dlls/d3d8/tests/visual.c | 2 +-
3 files changed, 88 insertions(+), 1 deletions(-)
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index 91942e1..9bbde5b 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -943,12 +943,26 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CopyRects(IDirect3DDevice8 *iface,
wined3d_mutex_lock();
wined3d_resource = wined3d_surface_get_resource(Source->wined3d_surface);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
+ if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
+ {
+ WARN("Source %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n",
+ pSourceSurface);
+ wined3d_mutex_unlock();
+ return D3DERR_INVALIDCALL;
+ }
srcFormat = wined3d_desc.format;
src_w = wined3d_desc.width;
src_h = wined3d_desc.height;
wined3d_resource = wined3d_surface_get_resource(Dest->wined3d_surface);
wined3d_resource_get_desc(wined3d_resource, &wined3d_desc);
+ if (wined3d_desc.usage & WINED3DUSAGE_DEPTHSTENCIL)
+ {
+ WARN("Dest %p is a depth stencil surface, returning D3DERR_INVALIDCALL.\n",
+ pDestinationSurface);
+ wined3d_mutex_unlock();
+ return D3DERR_INVALIDCALL;
+ }
destFormat = wined3d_desc.format;
/* Check that the source and destination formats match */
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index bf4e1ea..3d6908d 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -3004,6 +3004,78 @@ done:
ok(devmode.dmPelsHeight == screen_height, "Got unexpect height %u.\n", devmode.dmPelsHeight);
}
+static void depth_blit_test(void)
+{
+ HWND hwnd = NULL;
+ IDirect3D8 *d3d8 = NULL;
+ IDirect3DDevice8 *device = NULL;
+ IDirect3DSurface8 *backbuffer, *ds1, *ds2, *ds3;
+ RECT src_rect;
+ const POINT dst_point = {0, 0};
+ HRESULT hr;
+
+ d3d8 = pDirect3DCreate8(D3D_SDK_VERSION);
+ ok(d3d8 != NULL, "Direct3DCreate8 failed.\n");
+ hwnd = CreateWindow("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL);
+ ok(hwnd != NULL, "CreateWindow failed.\n");
+ if (!d3d8 || !hwnd)
+ goto done;
+
+ device = create_device(d3d8, hwnd, hwnd, TRUE);
+ if (!device)
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer);
+ ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1);
+ ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2);
+ ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3);
+ ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+ /* Partial blit. */
+ SetRect(&src_rect, 0, 0, 320, 240);
+ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Flipped. */
+ SetRect(&src_rect, 0, 480, 640, 0);
+ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Full, explicit. */
+ SetRect(&src_rect, 0, 0, 640, 480);
+ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Depth -> color blit.*/
+ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Full, NULL rects, current depth stencil -> unbound depth stencil */
+ hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Full, NULL rects, unbound depth stencil -> current depth stencil */
+ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Full, NULL rects, unbound depth stencil -> unbound depth stencil */
+ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL);
+ ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+
+ IDirect3DSurface8_Release(backbuffer);
+ IDirect3DSurface8_Release(ds3);
+ IDirect3DSurface8_Release(ds2);
+ IDirect3DSurface8_Release(ds1);
+
+done:
+ if (device) IDirect3DDevice8_Release(device);
+ if (d3d8) IDirect3D8_Release(d3d8);
+ if (hwnd) DestroyWindow(hwnd);
+}
+
START_TEST(device)
{
HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
@@ -3057,6 +3129,7 @@ START_TEST(device)
test_window_style();
test_wrong_shader();
test_mode_change();
+ depth_blit_test();
}
UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
}
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index cafcd32..44e527b 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -2419,7 +2419,7 @@ static void multisample_copy_rects_test(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL);
- todo_wine ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
--
1.7.3.4
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