[PATCH 4/7] d3d8/tests: Add test for edge antialiasing blending.
Józef Kucia
jkucia at codeweavers.com
Mon Aug 8 09:52:26 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d8/tests/visual.c | 177 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 177 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index cd28e82..5075b01 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -9352,6 +9352,182 @@ static void test_color_clamping(void)
DestroyWindow(window);
}
+static void test_edge_antialiasing_blending(void)
+{
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d8;
+ ULONG refcount;
+ D3DCOLOR color;
+ D3DCAPS8 caps;
+ HWND window;
+ HRESULT hr;
+
+ static const D3DMATRIX mat =
+ {{{
+ 1.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 1.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 1.0f,
+ }}};
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ green_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+ {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+ {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+ {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+ };
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ red_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+ {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+ {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+ {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+ };
+
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d8, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d8, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device.\n");
+ IDirect3D8_Release(d3d8);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
+ trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+ ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
+ ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+ color = getPixelColor(device, 320, 240);
+ todo_wine ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+ color = getPixelColor(device, 320, 240);
+ todo_wine ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D8_Release(d3d8);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -9419,4 +9595,5 @@ START_TEST(visual)
test_multisample_init();
test_texture_blending();
test_color_clamping();
+ test_edge_antialiasing_blending();
}
--
2.7.3
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