=?UTF-8?Q?Stefan=20D=C3=B6singer=20?=: d3d8/tests: Add simple DrawRectPatch tests.

Alexandre Julliard julliard at winehq.org
Fri Jan 25 13:31:48 CST 2013


Module: wine
Branch: master
Commit: 0badb01ce150064fa06507860fa506093d74ff06
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=0badb01ce150064fa06507860fa506093d74ff06

Author: Stefan Dösinger <stefan at codeweavers.com>
Date:   Tue Jan 22 23:01:31 2013 +0100

d3d8/tests: Add simple DrawRectPatch tests.

---

 dlls/d3d8/tests/device.c |  115 ++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 115 insertions(+), 0 deletions(-)

diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index ca34b81..fbc2d19 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -4624,6 +4624,120 @@ static void test_swvp_buffer(void)
     DestroyWindow(window);
 }
 
+static void test_rtpatch(void)
+{
+    IDirect3DDevice8 *device;
+    IDirect3D8 *d3d8;
+    UINT refcount;
+    HWND window;
+    HRESULT hr;
+    IDirect3DVertexBuffer8 *buffer;
+    DWORD shader;
+    static const unsigned int bufsize = 16;
+    struct
+    {
+        float x, y, z;
+    } *data;
+    D3DRECTPATCH_INFO patch;
+    static const float num_segs[] = {1.0f, 1.0f, 1.0f, 1.0f};
+    UINT handle = 0x1234;
+    D3DCAPS8 caps;
+
+    /* Position input, this generates tesselated positions, but do not generate normals
+     * or texture coordinates. The d3d documentation isn't clear on how to do this */
+    static const DWORD decl[] =
+    {
+        D3DVSD_STREAM(0),
+        D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),  /* D3DVSDE_POSITION, Register v0 */
+        D3DVSD_END()
+    };
+
+    if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION)))
+    {
+        skip("Failed to create d3d8 object, skipping tests.\n");
+        return;
+    }
+
+    window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
+            0, 0, 640, 480, 0, 0, 0, 0);
+    if (!(device = create_device(d3d8, window, window, TRUE)))
+    {
+        skip("Failed to create a D3D device, skipping tests.\n");
+        IDirect3D8_Release(d3d8);
+        DestroyWindow(window);
+        return;
+    }
+
+    hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
+    if (caps.DevCaps & D3DDEVCAPS_RTPATCHES)
+    {
+        /* The draw methods return the same values, but the patch handle support
+         * is different on the refrast, which is the only d3d implementation
+         * known to support tri/rect patches */
+        skip("Device supports patches, skipping unsupported patch test\n");
+        IDirect3DDevice8_Release(device);
+        IDirect3D8_Release(d3d8);
+        DestroyWindow(window);
+        return;
+    }
+
+    hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &shader, 0);
+    ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetVertexShader(device, shader);
+    ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_CreateVertexBuffer(device, bufsize * sizeof(*data), D3DUSAGE_RTPATCHES, 0,
+            D3DPOOL_MANAGED, &buffer);
+    ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+    hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, (BYTE **)&data, 0);
+    ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
+    memset(data, 0, bufsize * sizeof(*data));
+    hr = IDirect3DVertexBuffer8_Unlock(buffer);
+    ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*data));
+    ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+
+    patch.StartVertexOffsetWidth = 0;
+    patch.StartVertexOffsetHeight = 0;
+    patch.Width = 4;
+    patch.Height = 4;
+    patch.Stride = 4;
+    patch.Basis = D3DBASIS_BEZIER;
+    patch.Order = D3DORDER_CUBIC;
+    hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
+    ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, &patch);
+    ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
+    ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, NULL);
+    ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, &patch);
+    ok(SUCCEEDED(hr), "Failed to draw rect patch outside scene, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_DeletePatch(device, handle);
+    ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DeletePatch(device, 0);
+    ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
+    hr = IDirect3DDevice8_DeletePatch(device, 0x1235);
+    ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
+
+    IDirect3DDevice8_DeleteVertexShader(device, shader);
+    IDirect3DVertexBuffer8_Release(buffer);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    IDirect3D8_Release(d3d8);
+    DestroyWindow(window);
+}
+
 START_TEST(device)
 {
     HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
@@ -4699,6 +4813,7 @@ START_TEST(device)
         test_surface_lockrect_blocks();
         test_set_palette();
         test_swvp_buffer();
+        test_rtpatch();
     }
     UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
 }




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