[PATCH 4/7] d3d8/tests: Add test for edge antialiasing blending.

Józef Kucia jkucia at codeweavers.com
Mon Aug 8 09:52:26 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d8/tests/visual.c | 177 +++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 177 insertions(+)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index cd28e82..5075b01 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -9352,6 +9352,182 @@ static void test_color_clamping(void)
     DestroyWindow(window);
 }
 
+static void test_edge_antialiasing_blending(void)
+{
+    IDirect3DDevice8 *device;
+    IDirect3D8 *d3d8;
+    ULONG refcount;
+    D3DCOLOR color;
+    D3DCAPS8 caps;
+    HWND window;
+    HRESULT hr;
+
+    static const D3DMATRIX mat =
+    {{{
+        1.0f, 0.0f, 0.0f, 0.0f,
+        0.0f, 1.0f, 0.0f, 0.0f,
+        0.0f, 0.0f, 1.0f, 0.0f,
+        0.0f, 0.0f, 0.0f, 1.0f,
+    }}};
+    static const struct
+    {
+        struct vec3 position;
+        DWORD diffuse;
+    }
+    green_quad[] =
+    {
+        {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+        {{-1.0f,  1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+        {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+        {{ 1.0f,  1.0f, 0.1f}, D3DCOLOR_ARGB(0x7f, 0x00, 0xff, 0x00)},
+    };
+    static const struct
+    {
+        struct vec3 position;
+        DWORD diffuse;
+    }
+    red_quad[] =
+    {
+        {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+        {{-1.0f,  1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+        {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+        {{ 1.0f,  1.0f, 0.1f}, D3DCOLOR_ARGB(0xcc, 0xff, 0x00, 0x00)},
+    };
+
+    window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    d3d8 = Direct3DCreate8(D3D_SDK_VERSION);
+    ok(!!d3d8, "Failed to create a D3D object.\n");
+    if (!(device = create_device(d3d8, window, window, TRUE)))
+    {
+        skip("Failed to create a D3D device.\n");
+        IDirect3D8_Release(d3d8);
+        DestroyWindow(window);
+        return;
+    }
+
+    hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
+    trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
+    ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
+    ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
+    ok(SUCCEEDED(hr), "Failed to set projection transform, 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_ZENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
+    ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
+    ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD);
+    ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
+    ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
+    ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+    ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
+    ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+    ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
+    hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
+    ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+    ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+    color = getPixelColor(device, 320, 240);
+    ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE);
+    ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, green_quad, sizeof(*green_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);
+    color = getPixelColor(device, 320, 240);
+    todo_wine ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+    hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+    ok(SUCCEEDED(hr), "Failed to clear, 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, red_quad, sizeof(*red_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);
+    color = getPixelColor(device, 320, 240);
+    todo_wine ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    IDirect3D8_Release(d3d8);
+    DestroyWindow(window);
+}
+
 START_TEST(visual)
 {
     D3DADAPTER_IDENTIFIER8 identifier;
@@ -9419,4 +9595,5 @@ START_TEST(visual)
     test_multisample_init();
     test_texture_blending();
     test_color_clamping();
+    test_edge_antialiasing_blending();
 }
-- 
2.7.3




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