[PATCH 3/4] ddraw/tests: Port the depth blit test to ddraw2 (try 2)
Stefan Dösinger
stefan at codeweavers.com
Mon Jan 30 01:41:59 CST 2012
try 2: Style issues fixed, replaced D3DRENDERSTATE_LIGHTING hack with todo_wine
---
dlls/ddraw/tests/ddraw2.c | 239 +++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 239 insertions(+), 0 deletions(-)
diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c
index 8937c78..5fa6028 100644
--- a/dlls/ddraw/tests/ddraw2.c
+++ b/dlls/ddraw/tests/ddraw2.c
@@ -838,6 +838,244 @@ static void test_coop_level_threaded(void)
destroy_window_thread(&p);
}
+static IDirectDrawSurface *get_depth_stencil(IDirect3DDevice2 *device)
+{
+ IDirectDrawSurface *rt, *ret;
+ DDSCAPS caps = {DDSCAPS_ZBUFFER};
+ HRESULT hr;
+
+ hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+ hr = IDirectDrawSurface_GetAttachedSurface(rt, &caps, &ret);
+ ok(SUCCEEDED(hr) || hr == DDERR_NOTFOUND, "Failed to get the z buffer, hr %#x.\n", hr);
+ IDirectDrawSurface_Release(rt);
+ return ret;
+}
+
+static void test_depth_blit(void)
+{
+ static D3DLVERTEX quad1[] =
+ {
+ {{-1.0}, { 1.0}, {0.50f}, 0, {0xff00ff00}},
+ {{ 1.0}, { 1.0}, {0.50f}, 0, {0xff00ff00}},
+ {{-1.0}, {-1.0}, {0.50f}, 0, {0xff00ff00}},
+ {{ 1.0}, {-1.0}, {0.50f}, 0, {0xff00ff00}},
+ };
+ static const D3DCOLOR expected_colors[4][4] =
+ {
+ {0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00},
+ {0x00ff0000, 0x00ff0000, 0x0000ff00, 0x0000ff00},
+ {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00},
+ {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00},
+ };
+ static const BOOL todo[4][4] =
+ {
+ {FALSE, FALSE, TRUE, TRUE},
+ {FALSE, FALSE, TRUE, TRUE},
+ {TRUE, TRUE, TRUE, TRUE},
+ {TRUE, TRUE, TRUE, TRUE},
+ };
+ DDSURFACEDESC ddsd_new, ddsd_existing;
+
+ IDirect3DDevice2 *device;
+ IDirectDrawSurface *ds1, *ds2, *ds3, *rt;
+ IDirect3DViewport2 *viewport;
+ D3DVIEWPORT2 vp_data;
+ RECT src_rect, dst_rect;
+ unsigned int i, j;
+ D3DCOLOR color;
+ HRESULT hr;
+ IDirect3D2 *d3d;
+ IDirectDraw2 *ddraw;
+ DDBLTFX fx;
+ HWND window;
+ D3DRECT d3drect;
+ IDirect3DMaterial2 *background;
+ D3DMATERIALHANDLE background_handle;
+ D3DMATERIAL material;
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ if (!(ddraw = create_ddraw()))
+ {
+ skip("Failed to create ddraw object, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+ if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create D3D device, skipping test.\n");
+ IDirectDraw2_Release(ddraw);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirectDraw2_QueryInterface(ddraw, &IID_IDirect3D2, (void **)&d3d);
+ ok(SUCCEEDED(hr), "Failed to get Direct3D2 interface, hr %#x.\n", hr);
+ hr = IDirect3D2_CreateViewport(d3d, &viewport, NULL);
+ ok(SUCCEEDED(hr), "Failed to create a viewport, hr %#x.\n", hr);
+ hr = IDirect3D2_CreateMaterial(d3d, &background, NULL);
+ ok(SUCCEEDED(hr), "Failed to create a material, hr %#x.\n", hr);
+
+ ds1 = get_depth_stencil(device);
+
+ memset(&ddsd_new, 0, sizeof(ddsd_new));
+ ddsd_new.dwSize = sizeof(ddsd_new);
+ memset(&ddsd_existing, 0, sizeof(ddsd_existing));
+ ddsd_existing.dwSize = sizeof(ddsd_existing);
+ hr = IDirectDrawSurface_GetSurfaceDesc(ds1, &ddsd_existing);
+ ddsd_new.dwFlags = DDSD_CAPS | DDSD_WIDTH | DDSD_HEIGHT | DDSD_PIXELFORMAT;
+ ddsd_new.ddsCaps.dwCaps = DDSCAPS_ZBUFFER;
+ ddsd_new.dwWidth = ddsd_existing.dwWidth;
+ ddsd_new.dwHeight = ddsd_existing.dwHeight;
+ U4(ddsd_new).ddpfPixelFormat = U4(ddsd_existing).ddpfPixelFormat;
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd_new, &ds2, NULL);
+ ok(SUCCEEDED(hr), "Failed to create a surface, hr %#x.\n", hr);
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd_new, &ds3, NULL);
+ ok(SUCCEEDED(hr), "Failed to create a surface, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_AddViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to add viewport to device, hr %#x.\n", hr);
+ memset(&vp_data, 0, sizeof(vp_data));
+ vp_data.dwSize = sizeof(vp_data);
+ vp_data.dwWidth = ddsd_existing.dwWidth;
+ vp_data.dwHeight = ddsd_existing.dwHeight;
+ vp_data.dvMaxZ = 1.0;
+ vp_data.dvClipX = -1.0f;
+ vp_data.dvClipWidth = 2.0f;
+ vp_data.dvClipY = 1.0f;
+ vp_data.dvClipHeight = 2.0f;
+ hr = IDirect3DViewport2_SetViewport2(viewport, &vp_data);
+ ok(SUCCEEDED(hr), "Failed to set viewport data, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr);
+
+ memset(&material, 0, sizeof(material));
+ material.dwSize = sizeof(material);
+ U1(U(material).diffuse).r = 1.0f;
+ U2(U(material).diffuse).g = 0.0f;
+ U3(U(material).diffuse).b = 0.0f;
+ U4(U(material).diffuse).a = 1.0f;
+ hr = IDirect3DMaterial2_SetMaterial(background, &material);
+ ok(SUCCEEDED(hr), "Failed to set material data, hr %#x.\n", hr);
+ hr = IDirect3DMaterial2_GetHandle(background, device, &background_handle);
+ ok(SUCCEEDED(hr), "Failed to get material handle, hr %#x.\n", hr);
+ hr = IDirect3DViewport2_SetBackground(viewport, background_handle);
+ ok(SUCCEEDED(hr), "Failed to set viewport background, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable z testing, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZFUNC, D3DCMP_LESSEQUAL);
+ ok(SUCCEEDED(hr), "Failed to set the z function, hr %#x.\n", hr);
+
+ U1(d3drect).x1 = U2(d3drect).y1 = 0;
+ U3(d3drect).x2 = vp_data.dwWidth; U4(d3drect).y2 = vp_data.dwHeight;
+ hr = IDirect3DViewport2_Clear(viewport, 1, &d3drect, D3DCLEAR_ZBUFFER);
+ ok(SUCCEEDED(hr), "Failed to clear the z buffer, hr %#x.\n", hr);
+
+ /* Partial blit. */
+ SetRect(&src_rect, 0, 0, 320, 240);
+ SetRect(&dst_rect, 0, 0, 320, 240);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* Different locations. */
+ SetRect(&src_rect, 0, 0, 320, 240);
+ SetRect(&dst_rect, 320, 240, 640, 480);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* Streched. */
+ SetRect(&src_rect, 0, 0, 320, 240);
+ SetRect(&dst_rect, 0, 0, 640, 480);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* Flipped. */
+ SetRect(&src_rect, 0, 480, 640, 0);
+ SetRect(&dst_rect, 0, 0, 640, 480);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr);
+ SetRect(&src_rect, 0, 0, 640, 480);
+ SetRect(&dst_rect, 0, 480, 640, 0);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(hr == DDERR_INVALIDRECT, "Got unexpected hr %#x.\n", hr);
+ /* Full, explicit. */
+ SetRect(&src_rect, 0, 0, 640, 480);
+ SetRect(&dst_rect, 0, 0, 640, 480);
+ hr = IDirectDrawSurface_Blt(ds2, &dst_rect, ds1, &src_rect, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* Depth -> color blit: Succeeds on Win7 + Radeon HD 5700, fails on WinXP + Radeon X1600 */
+
+ /* Depth blit inside a BeginScene / EndScene pair */
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to start a scene, hr %#x.\n", hr);
+ /* From the current depth stencil */
+ hr = IDirectDrawSurface_Blt(ds2, NULL, ds1, NULL, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* To the current depth stencil */
+ hr = IDirectDrawSurface_Blt(ds1, NULL, ds2, NULL, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ /* Between unbound surfaces */
+ hr = IDirectDrawSurface_Blt(ds3, NULL, ds2, NULL, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end a scene, hr %#x.\n", hr);
+
+ /* Avoid changing the depth stencil, it doesn't work properly on Windows.
+ * Instead use DDBLT_DEPTHFILL to clear the depth stencil. Unfortunately
+ * drivers disagree on the meaning of dwFillDepth. Only 0 seems to produce
+ * a reliable result(z = 0.0) */
+ memset(&fx, 0, sizeof(fx));
+ fx.dwSize = sizeof(fx);
+ fx.dwFillDepth = 0;
+ hr = IDirectDrawSurface_Blt(ds2, NULL, NULL, NULL, DDBLT_DEPTHFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear the source z buffer, hr %#x.\n", hr);
+
+ /* This clears the Z buffer with 1.0 */
+ hr = IDirect3DViewport2_Clear(viewport, 1, &d3drect, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear the color and z buffers, hr %#x.\n", hr);
+
+ SetRect(&dst_rect, 0, 0, 320, 240);
+ hr = IDirectDrawSurface_Blt(ds1, &dst_rect, ds2, NULL, DDBLT_WAIT, NULL);
+ ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr);
+ IDirectDrawSurface_Release(ds3);
+ IDirectDrawSurface_Release(ds2);
+ IDirectDrawSurface_Release(ds1);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to start a scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_LVERTEX, quad1, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end a scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, 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 = get_surface_color(rt, x, y);
+ if (todo[i][j])
+ todo_wine ok(compare_color(color, expected_colors[i][j], 1),
+ "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
+ else
+ ok(compare_color(color, expected_colors[i][j], 1),
+ "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
+ }
+ }
+ IDirectDrawSurface_Release(rt);
+
+ hr = IDirect3DDevice2_DeleteViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to delete viewport from device, hr %#x.\n", hr);
+ IDirect3DMaterial2_Release(background);
+ IDirect3DViewport2_Release(viewport);
+ IDirect3D2_Release(d3d);
+ IDirect3DDevice2_Release(device);
+ IDirectDraw2_Release(ddraw);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw2)
{
test_coop_level_create_device_window();
@@ -845,4 +1083,5 @@ START_TEST(ddraw2)
test_coop_level_d3d_state();
test_surface_interface_mismatch();
test_coop_level_threaded();
+ test_depth_blit();
}
--
1.7.3.4
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