[PATCH 2/3] ddraw/tests: Port test_texturemapblend to ddraw2.c.
Stefan Dösinger
stefan at codeweavers.com
Sun Feb 15 13:39:11 CST 2015
---
dlls/ddraw/tests/ddraw2.c | 332 ++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 332 insertions(+)
diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c
index 1241417..a81f0a7 100644
--- a/dlls/ddraw/tests/ddraw2.c
+++ b/dlls/ddraw/tests/ddraw2.c
@@ -6998,6 +6998,337 @@ static void test_surface_desc_lock(void)
DestroyWindow(window);
}
+static void test_texturemapblend(void)
+{
+ HRESULT hr;
+ DDSURFACEDESC ddsd;
+ DDBLTFX fx;
+ static RECT rect = {0, 0, 64, 128};
+ static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ DDCOLORKEY ckey;
+ IDirectDrawSurface *surface, *rt;
+ IDirect3DTexture2 *texture;
+ D3DTEXTUREHANDLE texture_handle;
+ HWND window;
+ IDirectDraw2 *ddraw;
+ IDirect3DDevice2 *device;
+ IDirect3DMaterial2 *material;
+ IDirect3DViewport2 *viewport;
+ ULONG ref;
+ D3DCOLOR color;
+
+ static D3DTLVERTEX test1_quads[] =
+ {
+ {{0.0f}, {0.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {0.0f}, {0.0f}},
+ {{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {0.0f}, {1.0f}},
+ {{640.0f}, {0.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {1.0f}, {0.0f}},
+ {{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0xffffffff}, {0}, {1.0f}, {1.0f}},
+ {{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {0.0f}, {0.0f}},
+ {{0.0f}, {480.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {0.0f}, {1.0f}},
+ {{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {1.0f}, {0.0f}},
+ {{640.0f}, {480.0f}, {0.0f}, {1.0f}, {0x80ffffff}, {0}, {1.0f}, {1.0f}},
+ },
+ test2_quads[] =
+ {
+ {{0.0f}, {0.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {0.0f}, {0.0f}},
+ {{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {0.0f}, {1.0f}},
+ {{640.0f}, {0.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {1.0f}, {0.0f}},
+ {{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x00ff0080}, {0}, {1.0f}, {1.0f}},
+ {{0.0f}, {240.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {0.0f}, {0.0f}},
+ {{0.0f}, {480.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {0.0f}, {1.0f}},
+ {{640.0f}, {240.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {1.0f}, {0.0f}},
+ {{640.0f}, {480.0f}, {0.0f}, {1.0f}, {0x008000ff}, {0}, {1.0f}, {1.0f}},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+ ddraw = create_ddraw();
+ ok(!!ddraw, "Failed to create a ddraw object.\n");
+ if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create a 3D device, skipping test.\n");
+ DestroyWindow(window);
+ IDirectDraw2_Release(ddraw);
+ return;
+ }
+
+ hr = IDirect3DDevice2_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ material = create_diffuse_material(device, 0.0f, 0.0f, 0.0f, 1.0f);
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ viewport_set_background(device, viewport, material);
+ hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+
+ /* Test alpha with DDPF_ALPHAPIXELS texture - should be taken from texture alpha channel.
+ *
+ * The vertex alpha is completely ignored in this case, so case 1 and 2 combined are not
+ * a D3DTOP_MODULATE with texture alpha = 0xff in case 2 (no alpha in texture). */
+ memset(&ddsd, 0, sizeof(ddsd));
+ ddsd.dwSize = sizeof(ddsd);
+ ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
+ ddsd.dwHeight = 128;
+ ddsd.dwWidth = 128;
+ ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
+ ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
+ ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
+ U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
+ ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
+
+ hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
+ ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
+ hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
+ ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+ memset(&fx, 0, sizeof(fx));
+ fx.dwSize = sizeof(fx);
+ U5(fx).dwFillColor = 0xff0000ff;
+ hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ U5(fx).dwFillColor = 0x800000ff;
+ hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, 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 = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREMAPBLEND, D3DTBLEND_MODULATE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, 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);
+
+ IDirect3DTexture2_Release(texture);
+ ref = IDirectDrawSurface_Release(surface);
+ ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
+
+ /* Test alpha with texture that has no alpha channel - alpha should be taken from diffuse vertex color. */
+ memset(&ddsd, 0, sizeof(ddsd));
+ ddsd.dwSize = sizeof(ddsd);
+ ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
+ ddsd.dwHeight = 128;
+ ddsd.dwWidth = 128;
+ ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
+ ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
+ ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
+ U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
+
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
+ ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
+
+ hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
+ ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
+ hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
+ ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+ U5(fx).dwFillColor = 0xff0000ff;
+ hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ U5(fx).dwFillColor = 0x800000ff;
+ hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, 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);
+
+ IDirect3DTexture2_Release(texture);
+ ref = IDirectDrawSurface_Release(surface);
+ ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
+
+ /* Test RGB - should multiply color components from diffuse vertex color and texture. */
+ memset(&ddsd, 0, sizeof(ddsd));
+ ddsd.dwSize = sizeof(ddsd);
+ ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
+ ddsd.dwHeight = 128;
+ ddsd.dwWidth = 128;
+ ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
+ ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
+ ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(ddsd.ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x000000ff;
+ U5(ddsd.ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
+ ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
+
+ hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
+ ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
+ hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
+ ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+ U5(fx).dwFillColor = 0x00ffffff;
+ hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ U5(fx).dwFillColor = 0x00ffff80;
+ hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test2_quads[0], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test2_quads[4], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ color = get_surface_color(rt, 5, 5);
+ ok(compare_color(color, 0x00ff0040, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 5);
+ ok(compare_color(color, 0x00ff0080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 5, 245);
+ ok(compare_color(color, 0x00800080, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 245);
+ ok(compare_color(color, 0x008000ff, 2), "Got unexpected color 0x%08x.\n", color);
+
+ IDirect3DTexture2_Release(texture);
+ ref = IDirectDrawSurface_Release(surface);
+ ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
+
+ /* Test alpha again, now with color keyed texture (colorkey emulation in wine can interfere). */
+ memset(&ddsd, 0, sizeof(ddsd));
+ ddsd.dwSize = sizeof(ddsd);
+ ddsd.dwFlags = DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT;
+ ddsd.dwHeight = 128;
+ ddsd.dwWidth = 128;
+ ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE;
+ ddsd.ddpfPixelFormat.dwSize = sizeof(ddsd.ddpfPixelFormat);
+ ddsd.ddpfPixelFormat.dwFlags = DDPF_RGB;
+ U1(ddsd.ddpfPixelFormat).dwRGBBitCount = 16;
+ U2(ddsd.ddpfPixelFormat).dwRBitMask = 0xf800;
+ U3(ddsd.ddpfPixelFormat).dwGBitMask = 0x07e0;
+ U4(ddsd.ddpfPixelFormat).dwBBitMask = 0x001f;
+
+ hr = IDirectDraw2_CreateSurface(ddraw, &ddsd, &surface, NULL);
+ ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
+
+ hr = IDirectDrawSurface_QueryInterface(surface, &IID_IDirect3DTexture2, (void **)&texture);
+ ok(SUCCEEDED(hr), "Failed to get texture interface, hr %#x.\n", hr);
+ hr = IDirect3DTexture2_GetHandle(texture, device, &texture_handle);
+ ok(SUCCEEDED(hr), "Failed to get texture handle, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_TEXTUREHANDLE, texture_handle);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+ U5(fx).dwFillColor = 0xf800;
+ hr = IDirectDrawSurface_Blt(surface, NULL, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+ U5(fx).dwFillColor = 0x001f;
+ hr = IDirectDrawSurface_Blt(surface, &rect, NULL, NULL, DDBLT_COLORFILL | DDBLT_WAIT, &fx);
+ ok(SUCCEEDED(hr), "Failed to clear texture, hr %#x.\n", hr);
+
+ ckey.dwColorSpaceLowValue = 0x001f;
+ ckey.dwColorSpaceHighValue = 0x001f;
+ hr = IDirectDrawSurface_SetColorKey(surface, DDCKEY_SRCBLT, &ckey);
+ ok(SUCCEEDED(hr), "Failed to set color key, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_COLORKEYENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[0], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DVT_TLVERTEX, &test1_quads[4], 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+ color = get_surface_color(rt, 5, 5);
+ ok(compare_color(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 5);
+ ok(compare_color(color, 0x00ff0000, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 5, 245);
+ ok(compare_color(color, 0x00000000, 2), "Got unexpected color 0x%08x.\n", color);
+ color = get_surface_color(rt, 400, 245);
+ ok(compare_color(color, 0x00800000, 2), "Got unexpected color 0x%08x.\n", color);
+
+ IDirect3DTexture2_Release(texture);
+ ref = IDirectDrawSurface_Release(surface);
+ ok(ref == 0, "Surface not properly released, refcount %u.\n", ref);
+
+ destroy_viewport(device, viewport);
+ ref = IDirect3DMaterial2_Release(material);
+ ok(ref == 0, "Material not properly released, refcount %u.\n", ref);
+ IDirectDrawSurface_Release(rt);
+ IDirect3DDevice2_Release(device);
+ ref = IDirectDraw2_Release(ddraw);
+ ok(ref == 0, "Ddraw object not properly released, refcount %u.\n", ref);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw2)
{
IDirectDraw2 *ddraw;
@@ -7069,4 +7400,5 @@ START_TEST(ddraw2)
test_palette_alpha();
test_lost_device();
test_surface_desc_lock();
+ test_texturemapblend();
}
--
2.3.0
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