Henri Verbeet : d3d8/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.

Alexandre Julliard julliard at winehq.org
Fri Feb 24 10:47:27 CST 2012


Module: wine
Branch: master
Commit: 4e9cf00097d88f045743799f637645c242422d61
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=4e9cf00097d88f045743799f637645c242422d61

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Feb 23 22:45:48 2012 +0100

d3d8/tests: Add tests for z-clipping with D3DRS_ZENABLE disabled.

---

 dlls/d3d8/tests/visual.c |  145 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 145 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index cafcd32..d8e1ed2 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -25,6 +25,16 @@
 
 static HMODULE d3d8_handle = 0;
 
+struct vec3
+{
+    float x, y, z;
+};
+
+struct vec4
+{
+    float x, y, z, w;
+};
+
 static HWND create_window(void)
 {
     WNDCLASS wc = {0};
@@ -2766,6 +2776,140 @@ static void resz_test(IDirect3DDevice8 *device)
     IDirect3DSurface8_Release(original_rt);
 }
 
+static void zenable_test(IDirect3DDevice8 *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;
+    D3DCAPS8 caps;
+    HRESULT hr;
+    UINT x, y;
+    UINT i, j;
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+    ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_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 = IDirect3DDevice8_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
+    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);
+
+    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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_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           */
+            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,
+        };
+        static const DWORD decl[] =
+        {
+            D3DVSD_STREAM(0),
+            D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+            D3DVSD_END()
+        };
+        DWORD vs, ps;
+
+        hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0);
+        ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
+        ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_SetVertexShader(device, vs);
+        ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_SetPixelShader(device, ps);
+        ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice8_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 = IDirect3DDevice8_BeginScene(device);
+        ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*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);
+
+        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 = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+        ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice8_SetPixelShader(device, 0);
+        ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_SetVertexShader(device, 0);
+        ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_DeletePixelShader(device, ps);
+        ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr);
+        hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
+        ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
+    }
+}
+
 START_TEST(visual)
 {
     IDirect3DDevice8 *device_ptr;
@@ -2845,6 +2989,7 @@ START_TEST(visual)
     intz_test(device_ptr);
     shadow_test(device_ptr);
     multisample_copy_rects_test(device_ptr);
+    zenable_test(device_ptr);
     resz_test(device_ptr);
 
 cleanup:




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