Paul Gofman : ddraw: Turn off legacy texture blending in d3d_device3_SetTextureStageState().
Alexandre Julliard
julliard at winehq.org
Fri Jun 21 16:44:16 CDT 2019
Module: wine
Branch: master
Commit: fb7b878e065da9f279c619ea92a27501131ecd75
URL: https://source.winehq.org/git/wine.git/?a=commit;h=fb7b878e065da9f279c619ea92a27501131ecd75
Author: Paul Gofman <gofmanp at gmail.com>
Date: Tue Jun 18 20:52:25 2019 +0300
ddraw: Turn off legacy texture blending in d3d_device3_SetTextureStageState().
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/ddraw/device.c | 16 +++++++
dlls/ddraw/tests/ddraw4.c | 112 +++++++++++++++++++++++++++++++++++++++++-----
2 files changed, 116 insertions(+), 12 deletions(-)
diff --git a/dlls/ddraw/device.c b/dlls/ddraw/device.c
index c1815d6..ef940d7 100644
--- a/dlls/ddraw/device.c
+++ b/dlls/ddraw/device.c
@@ -5166,10 +5166,26 @@ static HRESULT WINAPI d3d_device3_SetTextureStageState(IDirect3DDevice3 *iface,
DWORD stage, D3DTEXTURESTAGESTATETYPE state, DWORD value)
{
struct d3d_device *device = impl_from_IDirect3DDevice3(iface);
+ DWORD old_value;
+ HRESULT hr;
TRACE("iface %p, stage %u, state %#x, value %#x.\n",
iface, stage, state, value);
+ /* Tests show that legacy texture blending is not reset if the texture stage state
+ * value is unchanged. */
+ if (FAILED(hr = IDirect3DDevice7_GetTextureStageState(&device->IDirect3DDevice7_iface,
+ stage, state, &old_value)))
+ return hr;
+
+ if (old_value == value)
+ {
+ TRACE("Application is setting the same value over, nothing to do.\n");
+ return D3D_OK;
+ }
+
+ device->legacyTextureBlending = FALSE;
+
return IDirect3DDevice7_SetTextureStageState(&device->IDirect3DDevice7_iface, stage, state, value);
}
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index bd6de1e..3498ddb 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -9596,38 +9596,126 @@ static void test_texturemapblend(void)
fx.dwSize = sizeof(fx);
U5(fx).dwFillColor = 0xff0000ff;
hr = IDirectDrawSurface4_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
- ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
U5(fx).dwFillColor = 0x800000ff;
hr = IDirectDrawSurface4_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
- ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
/* Note that the ddraw1 version of this test runs tests 1-3 with
* D3DRENDERSTATE_COLORKEYENABLE enabled, whereas this version only runs
* test 4 with color keying on. Because no color key is set on the texture
* this should not result in different behavior. */
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ /* Texture stage state does not change so legacy texture blending stays enabled. */
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_BeginScene(device);
- ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[0], 4, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[4], 4, 0);
- ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice3_EndScene(device);
- ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = get_surface_color(rt, 5, 5);
+ ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 5);
+ ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 5, 245);
+ ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 245);
+ ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+
+ /* Turn legacy texture blending off. */
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTexture(device, 0, texture);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DViewport3_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[0], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[4], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = get_surface_color(rt, 5, 5);
+ ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 5);
+ ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 5, 245);
+ ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 245);
+ ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+
+ /* This doesn't turn legacy texture blending on again, as setting the same
+ * _TEXTUREMAPBLEND value. */
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTexture(device, 0, texture);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DViewport3_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[0], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[4], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+
+ color = get_surface_color(rt, 5, 5);
+ todo_wine ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 5);
+ ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 5, 245);
+ ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 245);
+ todo_wine ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
+
+ /* Turn legacy texture blending on again. */
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_ADD);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTexture(device, 0, texture);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DViewport3_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[0], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
+ D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1, &test1_quads[4], 4, 0);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = get_surface_color(rt, 5, 5);
ok(compare_color(color, 0x00000080, 2), "Got unexpected color 0x%08x.\n", color);
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