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wine
wine-cw
Commits
0badb01c
Commit
0badb01c
authored
Jan 22, 2013
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jan 25, 2013
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d3d8/tests: Add simple DrawRectPatch tests.
parent
1a3f7416
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device.c
dlls/d3d8/tests/device.c
+115
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dlls/d3d8/tests/device.c
View file @
0badb01c
...
...
@@ -4624,6 +4624,120 @@ static void test_swvp_buffer(void)
DestroyWindow
(
window
);
}
static
void
test_rtpatch
(
void
)
{
IDirect3DDevice8
*
device
;
IDirect3D8
*
d3d8
;
UINT
refcount
;
HWND
window
;
HRESULT
hr
;
IDirect3DVertexBuffer8
*
buffer
;
DWORD
shader
;
static
const
unsigned
int
bufsize
=
16
;
struct
{
float
x
,
y
,
z
;
}
*
data
;
D3DRECTPATCH_INFO
patch
;
static
const
float
num_segs
[]
=
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
};
UINT
handle
=
0x1234
;
D3DCAPS8
caps
;
/* Position input, this generates tesselated positions, but do not generate normals
* or texture coordinates. The d3d documentation isn't clear on how to do this */
static
const
DWORD
decl
[]
=
{
D3DVSD_STREAM
(
0
),
D3DVSD_REG
(
D3DVSDE_POSITION
,
D3DVSDT_FLOAT3
),
/* D3DVSDE_POSITION, Register v0 */
D3DVSD_END
()
};
if
(
!
(
d3d8
=
pDirect3DCreate8
(
D3D_SDK_VERSION
)))
{
skip
(
"Failed to create d3d8 object, skipping tests.
\n
"
);
return
;
}
window
=
CreateWindowA
(
"d3d8_test_wc"
,
"d3d8_test"
,
WS_OVERLAPPEDWINDOW
,
0
,
0
,
640
,
480
,
0
,
0
,
0
,
0
);
if
(
!
(
device
=
create_device
(
d3d8
,
window
,
window
,
TRUE
)))
{
skip
(
"Failed to create a D3D device, skipping tests.
\n
"
);
IDirect3D8_Release
(
d3d8
);
DestroyWindow
(
window
);
return
;
}
hr
=
IDirect3DDevice8_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get caps, hr %#x.
\n
"
,
hr
);
if
(
caps
.
DevCaps
&
D3DDEVCAPS_RTPATCHES
)
{
/* The draw methods return the same values, but the patch handle support
* is different on the refrast, which is the only d3d implementation
* known to support tri/rect patches */
skip
(
"Device supports patches, skipping unsupported patch test
\n
"
);
IDirect3DDevice8_Release
(
device
);
IDirect3D8_Release
(
d3d8
);
DestroyWindow
(
window
);
return
;
}
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
decl
,
NULL
,
&
shader
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create vertex shader, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set vertex shader, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateVertexBuffer
(
device
,
bufsize
*
sizeof
(
*
data
),
D3DUSAGE_RTPATCHES
,
0
,
D3DPOOL_MANAGED
,
&
buffer
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create buffer, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DVertexBuffer8_Lock
(
buffer
,
0
,
0
,
(
BYTE
**
)
&
data
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to lock buffer, hr %#x.
\n
"
,
hr
);
memset
(
data
,
0
,
bufsize
*
sizeof
(
*
data
));
hr
=
IDirect3DVertexBuffer8_Unlock
(
buffer
);
ok
(
SUCCEEDED
(
hr
),
"Failed to unlock buffer, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetStreamSource
(
device
,
0
,
buffer
,
sizeof
(
*
data
));
ok
(
SUCCEEDED
(
hr
),
"Failed to set stream source, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
patch
.
StartVertexOffsetWidth
=
0
;
patch
.
StartVertexOffsetHeight
=
0
;
patch
.
Width
=
4
;
patch
.
Height
=
4
;
patch
.
Stride
=
4
;
patch
.
Basis
=
D3DBASIS_BEZIER
;
patch
.
Order
=
D3DORDER_CUBIC
;
hr
=
IDirect3DDevice8_DrawRectPatch
(
device
,
handle
,
num_segs
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw rect patch, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawRectPatch
(
device
,
handle
,
num_segs
,
&
patch
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw rect patch, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawRectPatch
(
device
,
handle
,
num_segs
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw rect patch, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawRectPatch
(
device
,
0
,
num_segs
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw rect patch, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawRectPatch
(
device
,
0
,
num_segs
,
&
patch
);
ok
(
SUCCEEDED
(
hr
),
"Failed to draw rect patch outside scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DeletePatch
(
device
,
handle
);
ok
(
hr
==
D3DERR_INVALIDCALL
,
"DeletePatch returned hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DeletePatch
(
device
,
0
);
ok
(
hr
==
D3DERR_INVALIDCALL
,
"DeletePatch returned hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DeletePatch
(
device
,
0x1235
);
ok
(
hr
==
D3DERR_INVALIDCALL
,
"DeletePatch returned hr %#x.
\n
"
,
hr
);
IDirect3DDevice8_DeleteVertexShader
(
device
,
shader
);
IDirect3DVertexBuffer8_Release
(
buffer
);
refcount
=
IDirect3DDevice8_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
IDirect3D8_Release
(
d3d8
);
DestroyWindow
(
window
);
}
START_TEST
(
device
)
{
HMODULE
d3d8_handle
=
LoadLibraryA
(
"d3d8.dll"
);
...
...
@@ -4699,6 +4813,7 @@ START_TEST(device)
test_surface_lockrect_blocks
();
test_set_palette
();
test_swvp_buffer
();
test_rtpatch
();
}
UnregisterClassA
(
"d3d8_test_wc"
,
GetModuleHandleA
(
NULL
));
}
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