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visual.c

/*
 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
 *
 * This library is free software; you can redistribute it and/or
 * modify it under the terms of the GNU Lesser General Public
 * License as published by the Free Software Foundation; either
 * version 2.1 of the License, or (at your option) any later version.
 *
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
 * Lesser General Public License for more details.
 *
 * You should have received a copy of the GNU Lesser General Public
 * License along with this library; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
 */

/* See comment in dlls/d3d9/tests/visual.c for general guidelines */

#include <assert.h>
#include "wine/test.h"
#include "ddraw.h"
#include "d3d.h"

HWND window;
IDirectDraw7        *DirectDraw = NULL;
IDirectDrawSurface7 *Surface;
IDirect3D7          *Direct3D = NULL;
IDirect3DDevice7    *Direct3DDevice = NULL;

static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN);

static BOOL createObjects(void)
{
    HRESULT hr;
    HMODULE hmod = GetModuleHandleA("ddraw.dll");
    WNDCLASS wc = {0};
    DDSURFACEDESC2 ddsd;


    if(!hmod) return FALSE;
    pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx");
    if(!pDirectDrawCreateEx) return FALSE;

    hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL);
    ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr);
    if(!DirectDraw) goto err;

    wc.lpfnWndProc = &DefWindowProc;
    wc.lpszClassName = "d3d7_test_wc";
    RegisterClass(&wc);
    window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);

    hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
    ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr);
    if(FAILED(hr)) goto err;
    hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0);
    if(FAILED(hr)) {
        /* 24 bit is fine too */
        hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0);

    }
    ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr);
    if(FAILED(hr)) {
        /* use trace, the caller calls skip() */
        trace("SetDisplayMode failed\n");
        goto err;
    }

    hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D);
    if (hr == E_NOINTERFACE) goto err;
    ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr);

    /* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently
     * than hardware implementations. Request single buffering, that seems to work everywhere
     */
    memset(&ddsd, 0, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    ddsd.dwFlags = DDSD_CAPS;
    ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
    ddsd.dwBackBufferCount = 1;
    hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL);
    ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr);
    if(!Surface) goto err;

    hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice);
    if(FAILED(hr))
    {
        trace("Creating a TnLHal Device failed, trying HAL\n");
        hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice);
        if(FAILED(hr))
        {
            trace("Creating a HAL device failed, trying Ref\n");
            hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice);
        }
    }
    ok(hr == D3D_OK, "IDirect3D7_CreateDevice failed with %08x\n", hr);
    if(!Direct3DDevice) goto err;
    return TRUE;

    err:
    if(DirectDraw) IDirectDraw7_Release(DirectDraw);
    if(Surface) IDirectDrawSurface7_Release(Surface);
    if(Direct3D) IDirect3D7_Release(Direct3D);
    if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice);
    if(window) DestroyWindow(window);
    return FALSE;
}

static void releaseObjects(void)
{
    IDirect3DDevice7_Release(Direct3DDevice);
    IDirect3D7_Release(Direct3D);
    IDirectDrawSurface7_Release(Surface);
    IDirectDraw7_Release(DirectDraw);
    DestroyWindow(window);
}

static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y)
{
    DWORD ret;
    HRESULT hr;
    DDSURFACEDESC2 ddsd;
    RECT rectToLock = {x, y, x+1, y+1};
    IDirectDrawSurface7 *surf = NULL;

    /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
     * to an offscreen surface and lock it instead of the front buffer
     */
    memset(&ddsd, 0, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
    ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
    ddsd.dwWidth = 640;
    ddsd.dwHeight = 480;
    ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
    hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
    ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr);
    if(!surf)
    {
        trace("cannot create helper surface\n");
        return 0xdeadbeef;
    }

    memset(&ddsd, 0, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);

    hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0);
    ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr);
    if(FAILED(hr))
    {
        trace("Cannot blit\n");
        ret = 0xdeadbee;
        goto out;
    }

    hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
    if(FAILED(hr))
    {
        trace("Can't lock the offscreen surface, hr=%08x\n", hr);
        ret = 0xdeadbeec;
        goto out;
    }

    /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
     * really important for these tests
     */
    ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
    hr = IDirectDrawSurface7_Unlock(surf, &rectToLock);
    if(FAILED(hr))
    {
        trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
    }

out:
    IDirectDrawSurface7_Release(surf);
    return ret;
}

struct vertex
{
    float x, y, z;
    DWORD diffuse;
};

struct nvertex
{
    float x, y, z;
    float nx, ny, nz;
    DWORD diffuse;
};

static void lighting_test(IDirect3DDevice7 *device)
{
    HRESULT hr;
    DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
    DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
    DWORD color;

    float mat[16] = { 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 };

    struct vertex unlitquad[] =
    {
        {-1.0f, -1.0f,   0.1f,                          0xffff0000},
        {-1.0f,  0.0f,   0.1f,                          0xffff0000},
        { 0.0f,  0.0f,   0.1f,                          0xffff0000},
        { 0.0f, -1.0f,   0.1f,                          0xffff0000},
    };
    struct vertex litquad[] =
    {
        {-1.0f,  0.0f,   0.1f,                          0xff00ff00},
        {-1.0f,  1.0f,   0.1f,                          0xff00ff00},
        { 0.0f,  1.0f,   0.1f,                          0xff00ff00},
        { 0.0f,  0.0f,   0.1f,                          0xff00ff00},
    };
    struct nvertex unlitnquad[] =
    {
        { 0.0f, -1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
        { 0.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
        { 1.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
        { 1.0f, -1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
    };
    struct nvertex litnquad[] =
    {
        { 0.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
        { 0.0f,  1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
        { 1.0f,  1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
        { 1.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
    };
    WORD Indices[] = {0, 1, 2, 2, 3, 0};

    hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
    ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);

    /* Setup some states that may cause issues */
    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
    hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);

    hr = IDirect3DDevice7_BeginScene(device);
    ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
    if(hr == D3D_OK)
    {
        /* No lights are defined... That means, lit vertices should be entirely black */
        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);

        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);

        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);

        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
        ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
                                                    Indices, 6 /* Indexcount */, 0 /* flags */);
        ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);

        IDirect3DDevice7_EndScene(device);
        ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
    }

    color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
    ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
    color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
    ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
    color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
    ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
    color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
    ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);

    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
}

static void clear_test(IDirect3DDevice7 *device)
{
    /* Tests the correctness of clearing parameters */
    HRESULT hr;
    D3DRECT rect[2];
    D3DRECT rect_negneg;
    DWORD color;

    hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
    ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);

    /* Positive x, negative y */
    U1(rect[0]).x1 = 0;
    U2(rect[0]).y1 = 480;
    U3(rect[0]).x2 = 320;
    U4(rect[0]).y2 = 240;

    /* Positive x, positive y */
    U1(rect[1]).x1 = 0;
    U2(rect[1]).y1 = 0;
    U3(rect[1]).x2 = 320;
    U4(rect[1]).y2 = 240;
    /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
     * is ignored, the positive is still cleared afterwards
     */
    hr = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
    ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);

    /* negative x, negative y */
    U1(rect_negneg).x1 = 640;
    U2(rect_negneg).y1 = 240;
    U3(rect_negneg).x2 = 320;
    U4(rect_negneg).y2 = 0;
    hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
    ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);

    color = getPixelColor(device, 160, 360); /* lower left quad */
    ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
    color = getPixelColor(device, 160, 120); /* upper left quad */
    ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
    color = getPixelColor(device, 480, 360); /* lower right quad  */
    ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
    color = getPixelColor(device, 480, 120); /* upper right quad */
    ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
}

struct sVertex {
    float x, y, z;
    DWORD diffuse;
    DWORD specular;
};

struct sVertexT {
    float x, y, z, rhw;
    DWORD diffuse;
    DWORD specular;
};

static void fog_test(IDirect3DDevice7 *device)
{
    HRESULT hr;
    DWORD color;
    float start = 0.0, end = 1.0;
    D3DDEVICEDESC7 caps;

    /* Gets full z based fog with linear fog, no fog with specular color */
    struct sVertex unstransformed_1[] = {
        {-1,    -1,   0.1f,         0xFFFF0000,     0xFF000000  },
        {-1,     0,   0.1f,         0xFFFF0000,     0xFF000000  },
        { 0,     0,   0.1f,         0xFFFF0000,     0xFF000000  },
        { 0,    -1,   0.1f,         0xFFFF0000,     0xFF000000  },
    };
    /* Ok, I am too lazy to deal with transform matrices */
    struct sVertex unstransformed_2[] = {
        {-1,     0,   1.0f,         0xFFFF0000,     0xFF000000  },
        {-1,     1,   1.0f,         0xFFFF0000,     0xFF000000  },
        { 0,     1,   1.0f,         0xFFFF0000,     0xFF000000  },
        { 0,     0,   1.0f,         0xFFFF0000,     0xFF000000  },
    };
    /* Untransformed ones. Give them a different diffuse color to make the test look
     * nicer. It also makes making sure that they are drawn correctly easier.
     */
    struct sVertexT transformed_1[] = {
        {320,    0,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {640,    0,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {640,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {320,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
    };
    struct sVertexT transformed_2[] = {
        {320,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {640,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {640,  480,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
        {320,  480,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
    };
    WORD Indices[] = {0, 1, 2, 2, 3, 0};

    memset(&caps, 0, sizeof(caps));
    hr = IDirect3DDevice7_GetCaps(device, &caps);
    ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr);
    hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
    ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr);

    /* Setup initial states: No lighting, fog on, fog color */
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
    ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
    ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */);
    ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);

    /* First test: Both table fog and vertex fog off */
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
    ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE);
    ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);

    /* Start = 0, end = 1. Should be default, but set them */
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start));
    ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end));
    ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);

    if(IDirect3DDevice7_BeginScene(device) == D3D_OK)
    {
        /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
                                                   unstransformed_1, 4, Indices, 6, 0);
        ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);

        /* That makes it use the Z value */
        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
        ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
        /* Untransformed, vertex fog != none (or table fog != none):
         * Use the Z value as input into the equation
         */
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
                                                   unstransformed_2, 4, Indices, 6, 0);
        ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);

        /* transformed verts */
        ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
        /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
                                                   transformed_1, 4, Indices, 6, 0);
        ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);

        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
        ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
        /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
         * equation
         */
        hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
                                                   transformed_2, 4, Indices, 6, 0);
        ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);

        hr = IDirect3DDevice7_EndScene(device);
        ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
    }
    else
    {
        ok(FALSE, "BeginScene failed\n");
    }

    color = getPixelColor(device, 160, 360);
    ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
    color = getPixelColor(device, 160, 120);
    ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
    color = getPixelColor(device, 480, 120);
    ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
    if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)
    {
        color = getPixelColor(device, 480, 360);
        ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
    }
    else
    {
        /* Without fog table support the vertex fog is still applied, even though table fog is turned on.
         * The settings above result in no fogging with vertex fog
         */
        color = getPixelColor(device, 480, 120);
        ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
        trace("Info: Table fog not supported by this device\n");
    }

    /* Turn off the fog master switch to avoid confusing other tests */
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
    ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
}

static void offscreen_test(IDirect3DDevice7 *device)
{
    HRESULT hr;
    IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
    DWORD color;
    DDSURFACEDESC2 ddsd;

    static const float quad[][5] = {
        {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
        {-0.5f,  0.5f, 0.1f, 0.0f, 1.0f},
        { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
        { 0.5f,  0.5f, 0.1f, 1.0f, 1.0f},
    };

    hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
    ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);

    memset(&ddsd, 0, sizeof(ddsd));
    ddsd.dwSize = sizeof(ddsd);
    U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
    ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
    ddsd.dwWidth = 128;
    ddsd.dwHeight = 128;
    ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
    hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
    ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr);
    if(!offscreen) {
        goto out;
    }

    hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
    ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
    if(!backbuffer) {
        goto out;
    }

    hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
    ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
    hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
    ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
    hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
    ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
    hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
    ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
    ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr);

    if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
        hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
        ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
        hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
        ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);

        /* Draw without textures - Should resut in a white quad */
        hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
        ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);

        hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
        ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
        hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
        ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);

        /* This time with the texture */
        hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
        ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);

        IDirect3DDevice7_EndScene(device);
    }

    /* Center quad - should be white */
    color = getPixelColor(device, 320, 240);
    ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
    /* Some quad in the cleared part of the texture */
    color = getPixelColor(device, 170, 240);
    ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
    /* Part of the originally cleared back buffer */
    color = getPixelColor(device, 10, 10);
    ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
    if(0) {
        /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
         * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
         * the offscreen rendering mode this test would succeed or fail
         */
        color = getPixelColor(device, 10, 470);
        ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
    }

out:
    hr = IDirect3DDevice7_SetTexture(device, 0, NULL);

    /* restore things */
    if(backbuffer) {
        hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
        IDirectDrawSurface7_Release(backbuffer);
    }
    if(offscreen) {
        IDirectDrawSurface7_Release(offscreen);
    }
}

START_TEST(visual)
{
    HRESULT hr;
    DWORD color;
    if(!createObjects())
    {
        skip("Cannot initialize DirectDraw and Direct3D, skipping\n");
        return;
    }

    /* Check for the reliability of the returned data */
    hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
    if(FAILED(hr))
    {
        trace("Clear failed, can't assure correctness of the test results, skipping\n");
        goto cleanup;
    }

    color = getPixelColor(Direct3DDevice, 1, 1);
    if(color !=0x00ff0000)
    {
        trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
        goto cleanup;
    }

    hr = IDirect3DDevice7_Clear(Direct3DDevice, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
    if(FAILED(hr))
    {
        trace("Clear failed, can't assure correctness of the test results, skipping\n");
        goto cleanup;
    }

    color = getPixelColor(Direct3DDevice, 639, 479);
    if(color != 0x0000ddee)
    {
        trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
        goto cleanup;
    }

    /* Now run the tests */
    lighting_test(Direct3DDevice);
    clear_test(Direct3DDevice);
    fog_test(Direct3DDevice);
    offscreen_test(Direct3DDevice);

cleanup:
    releaseObjects();
}

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