Henri Verbeet : d3d8: Add depth clamp tests.
Alexandre Julliard
julliard at winehq.org
Wed Jan 27 12:27:22 CST 2010
Module: wine
Branch: master
Commit: 5f68a2407b1c408096f4ac9121002ea482615bd2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5f68a2407b1c408096f4ac9121002ea482615bd2
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Jan 26 18:31:36 2010 +0100
d3d8: Add depth clamp tests.
---
dlls/d3d8/tests/visual.c | 139 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 139 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index ad5c4c5..f904475 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -154,6 +154,12 @@ struct vertex
DWORD diffuse;
};
+struct tvertex
+{
+ float x, y, z, w;
+ DWORD diffuse;
+};
+
struct nvertex
{
float x, y, z;
@@ -1292,6 +1298,138 @@ static void texop_test(IDirect3DDevice8 *device)
if (texture) IDirect3DTexture8_Release(texture);
}
+/* This test tests depth clamping / clipping behaviour:
+ * - When D3DRS_CLIPPING is disabled depth values are *clamped* to the
+ * minimum/maximum z value.
+ * - The viewport's MinZ/MaxZ is irrelevant for this.
+ * - When D3DRS_CLIPPING is enabled depth values are clipped.
+ * - Pretransformed vertices behave the same as regular vertices.
+ */
+static void depth_clamp_test(IDirect3DDevice8 *device)
+{
+ const struct tvertex quad1[] =
+ {
+ { 0, 0, 5.0f, 1.0, 0xff002b7f},
+ { 640, 0, 5.0f, 1.0, 0xff002b7f},
+ { 0, 480, 5.0f, 1.0, 0xff002b7f},
+ { 640, 480, 5.0f, 1.0, 0xff002b7f},
+ };
+ const struct tvertex quad2[] =
+ {
+ { 0, 300, 10.0f, 1.0, 0xfff9e814},
+ { 640, 300, 10.0f, 1.0, 0xfff9e814},
+ { 0, 360, 10.0f, 1.0, 0xfff9e814},
+ { 640, 360, 10.0f, 1.0, 0xfff9e814},
+ };
+ const struct vertex quad3[] =
+ {
+ {-0.65, 0.55, 5.0f, 0xffffffff},
+ {-0.35, 0.55, 5.0f, 0xffffffff},
+ {-0.65, 0.15, 5.0f, 0xffffffff},
+ {-0.35, 0.15, 5.0f, 0xffffffff},
+ };
+ const struct vertex quad4[] =
+ {
+ {-0.87, 0.83, 10.0f, 0xffffffff},
+ {-0.65, 0.83, 10.0f, 0xffffffff},
+ {-0.87, 0.55, 10.0f, 0xffffffff},
+ {-0.65, 0.55, 10.0f, 0xffffffff},
+ };
+ const struct vertex quad5[] =
+ {
+ { -0.5, 0.5, 10.0f, 0xff14f914},
+ { 0.5, 0.5, 10.0f, 0xff14f914},
+ { -0.5, -0.5, 10.0f, 0xff14f914},
+ { 0.5, -0.5, 10.0f, 0xff14f914},
+ };
+ const struct tvertex quad6[] =
+ {
+ { 0, 120, 10.0f, 1.0, 0xfff91414},
+ { 640, 120, 10.0f, 1.0, 0xfff91414},
+ { 0, 180, 10.0f, 1.0, 0xfff91414},
+ { 640, 180, 10.0f, 1.0, 0xfff91414},
+ };
+
+ D3DVIEWPORT8 vp;
+ D3DCOLOR color;
+ HRESULT hr;
+
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = 640;
+ vp.Height = 480;
+ vp.MinZ = 0.0;
+ vp.MaxZ = 7.5;
+
+ hr = IDirect3DDevice8_SetViewport(device, &vp);
+ ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "SetRenderState 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_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_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "SetVertexSahder failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+ color = getPixelColor(device, 75, 75);
+ todo_wine ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 150, 150);
+ todo_wine ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 240);
+ ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ todo_wine ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
+ color = getPixelColor(device, 320, 330);
+ todo_wine ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+
+ vp.MinZ = 0.0;
+ vp.MaxZ = 1.0;
+ hr = IDirect3DDevice8_SetViewport(device, &vp);
+ ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
+}
+
START_TEST(visual)
{
IDirect3DDevice8 *device_ptr;
@@ -1347,6 +1485,7 @@ START_TEST(visual)
IDirect3DDevice8_Present(device_ptr, NULL, NULL, NULL, NULL);
/* Now run the real test */
+ depth_clamp_test(device_ptr);
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
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