[PATCH 5/5] d3d8/tests: Port z_range_test to d3d8.
Stefan Dösinger
stefan at codeweavers.com
Thu Oct 24 17:48:01 CDT 2013
The new test is a superset of the old present_test. The d3d9 version
also grew out of a d3d9 version of present_test.
---
dlls/d3d8/tests/visual.c | 235 ++++++++++++++++++++++++++++++++++++++++-------
1 file changed, 201 insertions(+), 34 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index c013c1c..c8cdb01 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1459,59 +1459,226 @@ static void cnd_test(IDirect3DDevice8 *device)
IDirect3DDevice8_DeletePixelShader(device, shader_11);
}
-static void present_test(IDirect3DDevice8 *device)
+static void z_range_test(IDirect3DDevice8 *device)
{
- struct vertex quad[] =
+ static const struct vertex quad[] =
+ {
+ {-1.0f, 0.0f, 1.1f, 0xffff0000},
+ {-1.0f, 1.0f, 1.1f, 0xffff0000},
+ { 1.0f, 0.0f, -1.1f, 0xffff0000},
+ { 1.0f, 1.0f, -1.1f, 0xffff0000},
+ };
+ static const struct vertex quad2[] =
+ {
+ {-1.0f, 0.0f, 1.1f, 0xff0000ff},
+ {-1.0f, 1.0f, 1.1f, 0xff0000ff},
+ { 1.0f, 0.0f, -1.1f, 0xff0000ff},
+ { 1.0f, 1.0f, -1.1f, 0xff0000ff},
+ };
+ static const struct tvertex quad3[] =
{
- {-1.0f, -1.0f, 0.9f, 0xffff0000},
- {-1.0f, 1.0f, 0.9f, 0xffff0000},
- { 1.0f, -1.0f, 0.1f, 0xffff0000},
- { 1.0f, 1.0f, 0.1f, 0xffff0000},
+ { 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
+ { 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
+ {640.0f, 240.0f, -1.1f, 1.0f, 0xffffff00},
+ {640.0f, 480.0f, -1.1f, 1.0f, 0xffffff00},
+ };
+ static const struct tvertex quad4[] =
+ {
+ { 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
+ { 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
+ {640.0f, 240.0f, -1.1f, 1.0f, 0xff00ff00},
+ {640.0f, 480.0f, -1.1f, 1.0f, 0xff00ff00},
};
HRESULT hr;
DWORD color;
+ DWORD shader;
+ D3DCAPS8 caps;
+ static const DWORD shader_code[] =
+ {
+ 0xfffe0101, /* vs_1_1 */
+ 0x0000001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
+ 0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
+ 0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
+ 0x0000ffff /* end */
+ };
+ static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
+ static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
+ static const DWORD vertex_declaration[] =
+ {
+ D3DVSD_STREAM(0),
+ D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
+ D3DVSD_END()
+ };
+
+ hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
- * then call Present. Then clear the color buffer to make sure it has some defined content
- * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
- * by the depth value.
- */
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
- ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
+ * then call Present. Then clear the color buffer to make sure it has some defined content
+ * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
+ * by the depth value. */
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
- ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
- ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
+ ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
+ ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetFVF returned %08x\n", hr);
+ ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
- ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %08x\n", hr);
- if(hr == D3D_OK)
- {
- /* No lights are defined... That means, lit vertices should be entirely black */
- hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
- ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %08x\n", hr);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
- hr = IDirect3DDevice8_EndScene(device);
- ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %08x\n", hr);
+ /* Test the untransformed vertex path */
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
+ ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+
+ /* Test the transformed vertex path */
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
+ ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
+ 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);
+
+ /* Do not test the exact corner pixels, but go pretty close to them */
+
+ /* Clipped because z > 1.0 */
+ color = getPixelColor(device, 28, 238);
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ color = getPixelColor(device, 28, 241);
+ if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ else
+ ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
+
+ /* Not clipped, > z buffer clear value(0.75).
+ *
+ * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth
+ * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is
+ * equal to a stored depth buffer value of 0.5. */
+ color = getPixelColor(device, 31, 238);
+ ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
+ color = getPixelColor(device, 31, 241);
+ ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
+ color = getPixelColor(device, 100, 238);
+ ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
+ "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
+ color = getPixelColor(device, 100, 241);
+ ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)),
+ "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
+
+ /* Not clipped, < z buffer clear value */
+ color = getPixelColor(device, 104, 238);
+ ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
+ color = getPixelColor(device, 104, 241);
+ ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
+ color = getPixelColor(device, 318, 238);
+ ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
+ color = getPixelColor(device, 318, 241);
+ ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
+
+ /* Clipped because z < 0.0 */
+ color = getPixelColor(device, 321, 238);
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ color = getPixelColor(device, 321, 241);
+ if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+ else
+ ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+
+ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+ /* Test the shader path */
+ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
+ {
+ skip("Vertex shaders not supported\n");
+ goto out;
}
+ hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0);
+ ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr);
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, shader);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1);
+ ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
+ ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1);
+ ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
+ 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);
+
+ hr = IDirect3DDevice8_SetVertexShader(device, 0);
+ ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
- color = getPixelColor(device, 512, 240);
- ok(color == 0x00ffffff, "Present failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
- color = getPixelColor(device, 64, 240);
- ok(color == 0x00ff0000, "Present failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
+ hr = IDirect3DDevice8_DeleteVertexShader(device, shader);
+ ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr);
+
+ /* Z < 1.0 */
+ color = getPixelColor(device, 28, 238);
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
+
+ /* 1.0 < z < 0.75 */
+ color = getPixelColor(device, 31, 238);
+ ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
+ color = getPixelColor(device, 100, 238);
+ ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
+ "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
+
+ /* 0.75 < z < 0.0 */
+ color = getPixelColor(device, 104, 238);
+ ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
+ color = getPixelColor(device, 318, 238);
+ ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
+
+ /* 0.0 < z */
+ color = getPixelColor(device, 321, 238);
+ ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
- ok(SUCCEEDED(hr), "Present failed (%#08x)\n", hr);
+ ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+out:
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable z writes, hr %#x.\n", hr);
}
static void test_rcp_rsq(IDirect3DDevice8 *device)
@@ -4220,7 +4387,7 @@ START_TEST(visual)
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
- present_test(device_ptr);
+ z_range_test(device_ptr);
offscreen_test(device_ptr);
alpha_test(device_ptr);
--
1.8.1.5
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