[PATCH v2 1/5] ddraw/tests: Add a test for color varyings clamping.
Matteo Bruni
mbruni at codeweavers.com
Thu Mar 31 12:50:56 CDT 2016
Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
v2: Don't retrieve the d3d object, it's not needed...
dlls/ddraw/tests/ddraw4.c | 101 +++++++++++++++++++++++++++++++++++++++++++++-
dlls/ddraw/tests/ddraw7.c | 92 +++++++++++++++++++++++++++++++++++++++++
2 files changed, 192 insertions(+), 1 deletion(-)
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 6f863b1..1bb2969 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -10205,7 +10205,6 @@ static void test_range_colorkey(void)
static void test_shademode(void)
{
IDirect3DVertexBuffer *vb_strip, *vb_list, *buffer;
- D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DViewport3 *viewport;
IDirect3DDevice3 *device;
D3DVERTEXBUFFERDESC desc;
@@ -10217,6 +10216,7 @@ static void test_shademode(void)
UINT i, count;
HWND window;
HRESULT hr;
+ static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
static const struct
{
struct vec3 position;
@@ -10858,6 +10858,104 @@ static void test_blt(void)
DestroyWindow(window);
}
+static void test_color_clamping(void)
+{
+ static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
+ 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 vec3 quad[] =
+ {
+ {-1.0f, -1.0f, 0.1f},
+ {-1.0f, 1.0f, 0.1f},
+ { 1.0f, -1.0f, 0.1f},
+ { 1.0f, 1.0f, 0.1f},
+ };
+ IDirect3DViewport3 *viewport;
+ IDirect3DDevice3 *device;
+ IDirectDrawSurface4 *rt;
+ ULONG refcount;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+
+ 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, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice3_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+ viewport = create_viewport(device, 0, 0, 640, 480);
+ hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
+ ok(SUCCEEDED(hr), "Failed to activate the 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_TEXTUREFACTOR, 0xff404040);
+ ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
+ 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_COLORARG2, D3DTA_SPECULAR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice3_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+
+ hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xff00ff00, 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, 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(rt, 320, 240);
+ ok(compare_color(color, 0x00404040, 1), "Got unexpected color 0x%08x.\n", color);
+
+ destroy_viewport(device, viewport);
+ IDirectDrawSurface4_Release(rt);
+ refcount = IDirect3DDevice3_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw4)
{
IDirectDraw4 *ddraw;
@@ -10949,4 +11047,5 @@ START_TEST(ddraw4)
test_offscreen_overlay();
test_overlay_rect();
test_blt();
+ test_color_clamping();
}
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index 6ac8b34..d46d33f 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -11131,6 +11131,97 @@ static void test_blt(void)
DestroyWindow(window);
}
+static void test_color_clamping(void)
+{
+ 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 vec3 quad[] =
+ {
+ {-1.0f, -1.0f, 0.1f},
+ {-1.0f, 1.0f, 0.1f},
+ { 1.0f, -1.0f, 0.1f},
+ { 1.0f, 1.0f, 0.1f},
+ };
+ IDirect3DDevice7 *device;
+ IDirectDrawSurface7 *rt;
+ ULONG refcount;
+ D3DCOLOR color;
+ HWND window;
+ HRESULT hr;
+
+ 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, skipping test.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
+ ok(SUCCEEDED(hr), "Failed to get 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_TEXTUREFACTOR, 0xff404040);
+ ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
+ 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_COLORARG2, D3DTA_SPECULAR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE);
+ ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+ hr = IDirect3DDevice7_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
+ ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 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, 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(rt, 320, 240);
+ ok(compare_color(color, 0x00404040, 1), "Got unexpected color 0x%08x.\n", color);
+
+ IDirectDrawSurface7_Release(rt);
+ refcount = IDirect3DDevice7_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+ DestroyWindow(window);
+}
+
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@@ -11233,4 +11324,5 @@ START_TEST(ddraw7)
test_offscreen_overlay();
test_overlay_rect();
test_blt();
+ test_color_clamping();
}
--
2.7.3
More information about the wine-patches
mailing list