[PATCH 2/3] d3d9/tests: Test multisample mismatch.

Stefan Dösinger stefan at codeweavers.com
Tue Jun 9 15:48:15 CDT 2015


---
 dlls/d3d9/tests/visual.c | 218 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 218 insertions(+)

diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index a09623d..c4c1171 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -18555,6 +18555,223 @@ done:
     DestroyWindow(window);
 }
 
+static void test_multisample_mismatch(void)
+{
+    IDirect3DDevice9 *device;
+    IDirect3D9 *d3d;
+    HWND window;
+    HRESULT hr;
+    D3DCOLOR color;
+    ULONG refcount;
+    IDirect3DSurface9 *rt, *rt_multi, *ds;
+    static const struct
+    {
+        struct vec3 position;
+        DWORD color;
+    }
+    quad[] =
+    {
+        {{ -1.0f,  -1.0f,  0.0f}, 0x000000ff},
+        {{ -1.0f,   1.0f,  0.0f}, 0x000000ff},
+        {{  1.0f,  -1.0f,  1.0f}, 0x000000ff},
+        {{  1.0f,   1.0f,  1.0f}, 0x000000ff},
+    };
+
+    window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    d3d = Direct3DCreate9(D3D_SDK_VERSION);
+    ok(!!d3d, "Failed to create a D3D object.\n");
+    if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+            D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
+    {
+        skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisample mismatch test.\n");
+        IDirect3D9_Release(d3d);
+        return;
+    }
+    if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+            D3DFMT_D24X8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
+    {
+        skip("Multisampling not supported for D3DFMT_D24X8, skipping multisample mismatch test.\n");
+        IDirect3D9_Release(d3d);
+        return;
+    }
+
+    if (!(device = create_device(d3d, window, window, TRUE)))
+    {
+        skip("Failed to create a D3D device, skipping tests.\n");
+        IDirect3D9_Release(d3d);
+        DestroyWindow(window);
+        return;
+    }
+
+    hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
+            D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt_multi, NULL);
+    ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.1f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
+    ok(SUCCEEDED(hr), "Failed to set depth stencil, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
+    ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+
+    /* Clear with incompatible buffers. Partial and combined clears. */
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+    /* The color buffer is reliably cleared on AMD and Nvidia GPUs. */
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    /* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer
+     * like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in
+     * the Z only clear case nor in the combined clear case. */
+    hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+    ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+    color = getPixelColor(device, 62, 240);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    color = getPixelColor(device, 64, 240);
+    ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
+            "Got unexpected color 0x%08x.\n", color);
+    color = getPixelColor(device, 318, 240);
+    ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
+            "Got unexpected color 0x%08x.\n", color);
+    color = getPixelColor(device, 322, 240);
+    ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    /* Draw with incompatible buffers. AMD even performs Z testing, and the Z test
+     * results appear to be correct for this simple draw. Nvidia doesn't draw unless
+     * the depth test is disabled. Setting ZFUNC = ALWAYS doesn't make the geometry
+     * show up either. Only test the ZENABLE = FALSE case for now. */
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    IDirect3DSurface9_Release(ds);
+
+    /* Test the reverse situation: Multisampled depth buffer, single sampled color buffer.
+     * Color clears work as expected, AMD also clears the depth buffer, Nvidia does not. */
+    hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8,
+            D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
+    ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
+    ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ffff00, 0.1f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.3f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt_multi);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
+    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
+    ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_StretchRect(device, rt_multi, NULL, rt, NULL, D3DTEXF_POINT);
+    ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+    color = getPixelColor(device, 62, 240);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    color = getPixelColor(device, 318, 240);
+    ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x000000ff, 1)),
+            "Got unexpected color 0x%08x.\n", color);
+    color = getPixelColor(device, 322, 240);
+    ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    /* Draw with a single sampled color buffer and a multisampled depth buffer. Again
+     * AMD seems to perform correct Z testing, Nvidia doesn't draw unless the Z test
+     * is disabled. Again only test the ZENABLE = FALSE case. */
+    hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
+    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_BeginScene(device);
+    ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+    ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+    hr = IDirect3DDevice9_EndScene(device);
+    ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
+    hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+    ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
+
+    IDirect3DSurface9_Release(rt);
+    IDirect3DSurface9_Release(ds);
+    IDirect3DSurface9_Release(rt_multi);
+
+    refcount = IDirect3DDevice9_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    IDirect3D9_Release(d3d);
+    DestroyWindow(window);
+}
+
 START_TEST(visual)
 {
     D3DADAPTER_IDENTIFIER9 identifier;
@@ -18668,4 +18885,5 @@ START_TEST(visual)
     test_position_index();
     test_table_fog_zw();
     test_signed_formats();
+    test_multisample_mismatch();
 }
-- 
2.3.6




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