[PATCH 11/12] d3d8/tests: Add a test for D3DMCS_COLOR{1/2}.
Henri Verbeet
hverbeet at codeweavers.com
Sat Aug 4 17:17:55 CDT 2018
From: Stefan Dösinger <stefan at codeweavers.com>
Signed-off-by: Stefan Dösinger <stefan at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/d3d8/tests/visual.c | 113 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 113 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 3379f072cc4..24481bd0533 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -10335,6 +10335,118 @@ done:
DestroyWindow(window);
}
+static void test_color_vertex(void)
+{
+ IDirect3DDevice8 *device;
+ D3DMATERIAL8 material;
+ IDirect3D8 *d3d;
+ D3DCOLOR colour;
+ unsigned int i;
+ ULONG refcount;
+ HWND window;
+ HRESULT hr;
+
+ /* The idea here is to set up ambient light parameters in a way that the
+ * ambient colour from the material is just passed through. The emissive
+ * colour is just passed through anyway. The sum of ambient + emissive
+ * should allow deduction of where the material colour came from.
+ *
+ * Note that in cases without a D3DFVF_DIFFUSE flag the first colour value
+ * in the struct will be fed into the specular vertex colour slot. */
+ static const struct
+ {
+ DWORD fvf, color_vertex, ambient, emissive, result;
+ }
+ tests[] =
+ {
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, FALSE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0},
+
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ffff00},
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x0000ff80},
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040},
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR1, 0x00ff0000},
+ {D3DFVF_DIFFUSE | D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR2, D3DMCS_COLOR2, 0x0000ff00},
+
+ {D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0080},
+ {D3DFVF_SPECULAR, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x000000c0},
+ {D3DFVF_SPECULAR, TRUE, D3DMCS_MATERIAL, D3DMCS_COLOR2, 0x00ff0080},
+ {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x00ff0040},
+ {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR1, D3DMCS_MATERIAL, 0x00ff0040},
+ {D3DFVF_DIFFUSE, TRUE, D3DMCS_COLOR2, D3DMCS_MATERIAL, 0x000000c0},
+
+ {0, TRUE, D3DMCS_COLOR1, D3DMCS_COLOR2, 0x000000c0},
+ };
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ DWORD specular;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
+ {{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
+ {{ 1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff00ff00},
+ };
+
+ window = create_window();
+ ok(!!window, "Failed to create a window.\n");
+
+ d3d = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENT, 0xffffffff);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ memset(&material, 0, sizeof(material));
+ material.Ambient.b = 0.5f;
+ material.Emissive.b = 0.25f;
+ hr = IDirect3DDevice8_SetMaterial(device, &material);
+ ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr);
+
+ for (i = 0; i < ARRAY_SIZE(tests); ++i)
+ {
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORVERTEX, tests[i].color_vertex);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENTMATERIALSOURCE, tests[i].ambient);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear depth/stencil, 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);
+
+ colour = getPixelColor(device, 320, 240);
+ ok(color_match(colour, tests[i].result, 1),
+ "Expected colour 0x%08x for test %u, got 0x%08x.\n",
+ tests[i].result, i, colour);
+ }
+
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -10408,4 +10520,5 @@ START_TEST(visual)
test_drawindexedprimitiveup();
test_map_synchronisation();
test_viewport();
+ test_color_vertex();
}
--
2.11.0
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