[PATCH v2 1/2] ddraw/tests: Add tests for edge antialiasing blending.
Józef Kucia
jkucia at codeweavers.com
Wed Aug 10 04:38:41 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
Version 2:
* Trace raster caps.
* Remove get_surface_rb().
* Add tests for other versions.
---
dlls/ddraw/tests/ddraw2.c | 210 ++++++++++++++++++++++++++++++++++++++++++
dlls/ddraw/tests/ddraw4.c | 226 ++++++++++++++++++++++++++++++++++++++++++++++
dlls/ddraw/tests/ddraw7.c | 206 ++++++++++++++++++++++++++++++++++++++++++
3 files changed, 642 insertions(+)
diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c
index 479b636..43be6e8 100644
--- a/dlls/ddraw/tests/ddraw2.c
+++ b/dlls/ddraw/tests/ddraw2.c
@@ -10244,6 +10244,215 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
+static void test_edge_antialiasing_blending(void)
+{
+ D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ IDirect3DMaterial2 *green_background;
+ IDirect3DMaterial2 *red_background;
+ IDirectDrawSurface *offscreen, *ds;
+ D3DDEVICEDESC hal_desc, hel_desc;
+ IDirect3DViewport2 *viewport;
+ DDSURFACEDESC surface_desc;
+ IDirect3DDevice2 *device;
+ IDirectDraw2 *ddraw;
+ ULONG refcount;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+
+ static 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 D3DLVERTEX green_quad[] =
+ {
+ {{-1.0f}, {-1.0f}, {0.1f}, 0, {0x7f00ff00}},
+ {{-1.0f}, { 1.0f}, {0.1f}, 0, {0x7f00ff00}},
+ {{ 1.0f}, {-1.0f}, {0.1f}, 0, {0x7f00ff00}},
+ {{ 1.0f}, { 1.0f}, {0.1f}, 0, {0x7f00ff00}},
+ };
+ static D3DLVERTEX red_quad[] =
+ {
+ {{-1.0f}, {-1.0f}, {0.1f}, 0, {0xccff0000}},
+ {{-1.0f}, { 1.0f}, {0.1f}, 0, {0xccff0000}},
+ {{ 1.0f}, {-1.0f}, {0.1f}, 0, {0xccff0000}},
+ {{ 1.0f}, { 1.0f}, {0.1f}, 0, {0xccff0000}},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ 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.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ memset(&hal_desc, 0, sizeof(hal_desc));
+ hal_desc.dwSize = sizeof(hal_desc);
+ memset(&hel_desc, 0, sizeof(hel_desc));
+ hel_desc.dwSize = sizeof(hel_desc);
+ hr = IDirect3DDevice2_GetCaps(device, &hal_desc, &hel_desc);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ trace("HAL line edge antialiasing support: %#x.\n",
+ hal_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HAL triangle edge antialiasing support: %#x.\n",
+ hal_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HEL line edge antialiasing support: %#x.\n",
+ hel_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HEL triangle edge antialiasing support: %#x.\n",
+ hel_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+
+ memset(&surface_desc, 0, sizeof(surface_desc));
+ surface_desc.dwSize = sizeof(surface_desc);
+ surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
+ surface_desc.dwWidth = 640;
+ surface_desc.dwHeight = 480;
+ surface_desc.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_3DDEVICE;
+ surface_desc.ddpfPixelFormat.dwSize = sizeof(surface_desc.ddpfPixelFormat);
+ U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
+ U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
+ hr = IDirectDraw2_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
+ ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
+
+ ds = get_depth_stencil(device);
+ hr = IDirectDrawSurface_AddAttachedSurface(offscreen, ds);
+ todo_wine ok(SUCCEEDED(hr), "Failed to attach depth buffer, hr %#x.\n", hr);
+ IDirectDrawSurface_Release(ds);
+
+ hr = IDirect3DDevice2_SetRenderTarget(device, offscreen, 0);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+
+ red_background = create_diffuse_material(device, 1.0f, 0.0f, 0.0f, 0.8f);
+ green_background = create_diffuse_material(device, 0.0f, 1.0f, 0.0f, 0.5f);
+
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to activate the viewport, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
+ ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
+
+ viewport_set_background(device, viewport, red_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, green_quad, 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(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ viewport_set_background(device, viewport, green_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, red_quad, 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(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
+
+ viewport_set_background(device, viewport, red_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, green_quad, 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(offscreen, 320, 240);
+ ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ viewport_set_background(device, viewport, green_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, red_quad, 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(offscreen, 320, 240);
+ ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
+
+ viewport_set_background(device, viewport, red_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, green_quad, 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(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ viewport_set_background(device, viewport, green_background);
+ hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
+ ok(SUCCEEDED(hr), "Failed to clear render target, 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_LVERTEX, red_quad, 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(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ IDirectDrawSurface_Release(offscreen);
+ destroy_viewport(device, viewport);
+ destroy_material(red_background);
+ destroy_material(green_background);
+ refcount = IDirect3DDevice2_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ IDirectDraw2_Release(ddraw);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw2)
{
IDirectDraw2 *ddraw;
@@ -10334,4 +10543,5 @@ START_TEST(ddraw2)
test_blt();
test_getdc();
test_draw_primitive();
+ test_edge_antialiasing_blending();
}
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 8cce19d..3c466ce 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -11560,6 +11560,231 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
+static void test_edge_antialiasing_blending(void)
+{
+ D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ IDirectDrawSurface4 *offscreen, *ds;
+ D3DDEVICEDESC hal_desc, hel_desc;
+ IDirect3DViewport3 *viewport;
+ DDSURFACEDESC2 surface_desc;
+ IDirect3DDevice3 *device;
+ IDirectDraw4 *ddraw;
+ IDirect3D3 *d3d;
+ ULONG refcount;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+
+ static 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 struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ green_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0x7f00ff00},
+ {{-1.0f, 1.0f, 0.1f}, 0x7f00ff00},
+ {{ 1.0f, -1.0f, 0.1f}, 0x7f00ff00},
+ {{ 1.0f, 1.0f, 0.1f}, 0x7f00ff00},
+ };
+ static struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ red_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0xccff0000},
+ {{-1.0f, 1.0f, 0.1f}, 0xccff0000},
+ {{ 1.0f, -1.0f, 0.1f}, 0xccff0000},
+ {{ 1.0f, 1.0f, 0.1f}, 0xccff0000},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ if (!(device = create_device(window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create a 3D device.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ memset(&hal_desc, 0, sizeof(hal_desc));
+ hal_desc.dwSize = sizeof(hal_desc);
+ memset(&hel_desc, 0, sizeof(hel_desc));
+ hel_desc.dwSize = sizeof(hel_desc);
+ hr = IDirect3DDevice3_GetCaps(device, &hal_desc, &hel_desc);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ trace("HAL line edge antialiasing support: %#x.\n",
+ hal_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HAL triangle edge antialiasing support: %#x.\n",
+ hal_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HEL line edge antialiasing support: %#x.\n",
+ hel_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("HEL triangle edge antialiasing support: %#x.\n",
+ hel_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+
+ hr = IDirect3DDevice3_GetDirect3D(device, &d3d);
+ ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
+ hr = IDirect3D3_QueryInterface(d3d, &IID_IDirectDraw4, (void **)&ddraw);
+ ok(SUCCEEDED(hr), "Failed to get DirectDraw4 interface, hr %#x.\n", hr);
+ IDirect3D3_Release(d3d);
+
+ memset(&surface_desc, 0, sizeof(surface_desc));
+ surface_desc.dwSize = sizeof(surface_desc);
+ surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
+ surface_desc.dwWidth = 640;
+ surface_desc.dwHeight = 480;
+ surface_desc.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
+ U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
+ U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
+ hr = IDirectDraw4_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
+ ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
+
+ ds = get_depth_stencil(device);
+ hr = IDirectDrawSurface_AddAttachedSurface(offscreen, ds);
+ todo_wine ok(SUCCEEDED(hr), "Failed to attach depth buffer, hr %#x.\n", hr);
+ IDirectDrawSurface_Release(ds);
+
+ hr = IDirect3DDevice3_SetRenderTarget(device, offscreen, 0);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
+ ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ IDirectDrawSurface4_Release(offscreen);
+ IDirectDraw3_Release(ddraw);
+ destroy_viewport(device, viewport);
+ refcount = IDirect3DDevice3_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw4)
{
IDirectDraw4 *ddraw;
@@ -11658,4 +11883,5 @@ START_TEST(ddraw4)
test_color_clamping();
test_getdc();
test_draw_primitive();
+ test_edge_antialiasing_blending();
}
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index 024da08..213d616 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -11881,6 +11881,211 @@ static void test_draw_primitive(void)
DestroyWindow(window);
}
+static void test_edge_antialiasing_blending(void)
+{
+ IDirectDrawSurface7 *offscreen;
+ DDSURFACEDESC2 surface_desc;
+ D3DDEVICEDESC7 device_desc;
+ IDirect3DDevice7 *device;
+ IDirectDraw7 *ddraw;
+ IDirect3D7 *d3d;
+ ULONG refcount;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+
+ static 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 struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ green_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0x7f00ff00},
+ {{-1.0f, 1.0f, 0.1f}, 0x7f00ff00},
+ {{ 1.0f, -1.0f, 0.1f}, 0x7f00ff00},
+ {{ 1.0f, 1.0f, 0.1f}, 0x7f00ff00},
+ };
+ static struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ red_quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0xccff0000},
+ {{-1.0f, 1.0f, 0.1f}, 0xccff0000},
+ {{ 1.0f, -1.0f, 0.1f}, 0xccff0000},
+ {{ 1.0f, 1.0f, 0.1f}, 0xccff0000},
+ };
+
+ window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ if (!(device = create_device(window, DDSCL_NORMAL)))
+ {
+ skip("Failed to create a 3D device.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice7_GetCaps(device, &device_desc);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ trace("Line edge antialiasing support: %#x.\n",
+ device_desc.dpcLineCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+ trace("Triangle edge antialiasing support: %#x.\n",
+ device_desc.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
+
+ hr = IDirect3DDevice7_GetDirect3D(device, &d3d);
+ ok(SUCCEEDED(hr), "Failed to get D3D interface, hr %#x.\n", hr);
+ hr = IDirect3D7_QueryInterface(d3d, &IID_IDirectDraw7, (void **)&ddraw);
+ ok(SUCCEEDED(hr), "Failed to get DirectDraw7 interface, hr %#x.\n", hr);
+ IDirect3D7_Release(d3d);
+
+ memset(&surface_desc, 0, sizeof(surface_desc));
+ surface_desc.dwSize = sizeof(surface_desc);
+ surface_desc.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
+ surface_desc.dwWidth = 640;
+ surface_desc.dwHeight = 480;
+ surface_desc.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
+ U4(surface_desc).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
+ U1(U4(surface_desc).ddpfPixelFormat).dwRGBBitCount = 32;
+ U2(U4(surface_desc).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
+ U3(U4(surface_desc).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
+ U4(U4(surface_desc).ddpfPixelFormat).dwBBitMask = 0x000000ff;
+ U5(U4(surface_desc).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
+ hr = IDirectDraw7_CreateSurface(ddraw, &surface_desc, &offscreen, NULL);
+ ok(hr == D3D_OK, "Creating the offscreen render target failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, &mat);
+ ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &mat);
+ ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
+ ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
+ ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
+ ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_DESTALPHA);
+ ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
+ ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_EDGEANTIALIAS, TRUE);
+ ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ green_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE,
+ red_quad, 4, 0);
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = get_surface_color(offscreen, 320, 240);
+ todo_wine ok(compare_color(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
+
+ IDirectDrawSurface7_Release(offscreen);
+ IDirectDraw7_Release(ddraw);
+ refcount = IDirect3DDevice7_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@@ -11990,4 +12195,5 @@ START_TEST(ddraw7)
test_color_clamping();
test_getdc();
test_draw_primitive();
+ test_edge_antialiasing_blending();
}
--
2.7.3
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