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wine
wine-cw
Commits
2d15cb8b
Commit
2d15cb8b
authored
Jul 27, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Aug 08, 2007
Browse files
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Browse Files
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Plain Diff
d3d: Add a simple offscreen rendering test.
parent
89dccc7c
Hide whitespace changes
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Showing
3 changed files
with
335 additions
and
0 deletions
+335
-0
visual.c
dlls/d3d8/tests/visual.c
+120
-0
visual.c
dlls/d3d9/tests/visual.c
+114
-0
visual.c
dlls/ddraw/tests/visual.c
+101
-0
No files found.
dlls/d3d8/tests/visual.c
View file @
2d15cb8b
...
...
@@ -610,6 +610,125 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
IDirect3DDevice8_DeleteVertexShader
(
device
,
shader
);
}
static
void
offscreen_test
(
IDirect3DDevice8
*
device
)
{
HRESULT
hr
;
IDirect3DTexture8
*
offscreenTexture
=
NULL
;
IDirect3DSurface8
*
backbuffer
=
NULL
,
*
offscreen
=
NULL
,
*
depthstencil
=
NULL
;
DWORD
color
;
static
const
float
quad
[][
5
]
=
{
{
-
0
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
0
.
0
f
},
{
-
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
1
.
0
f
},
{
0
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
0
.
0
f
},
{
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
},
};
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device
,
&
depthstencil
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_GetDepthStencilSurface failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff0000
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"Clear failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateTexture
(
device
,
128
,
128
,
1
,
D3DUSAGE_RENDERTARGET
,
D3DFMT_X8R8G8B8
,
D3DPOOL_DEFAULT
,
&
offscreenTexture
);
ok
(
hr
==
D3D_OK
||
D3DERR_INVALIDCALL
,
"Creating the offscreen render target failed, hr = %08x
\n
"
,
hr
);
if
(
!
offscreenTexture
)
{
trace
(
"Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5
\n
"
);
hr
=
IDirect3DDevice8_CreateTexture
(
device
,
128
,
128
,
1
,
D3DUSAGE_RENDERTARGET
,
D3DFMT_R5G6B5
,
D3DPOOL_DEFAULT
,
&
offscreenTexture
);
ok
(
hr
==
D3D_OK
||
D3DERR_INVALIDCALL
,
"Creating the offscreen render target failed, hr = %08x
\n
"
,
hr
);
if
(
!
offscreenTexture
)
{
skip
(
"Cannot create an offscreen render target
\n
"
);
goto
out
;
}
}
hr
=
IDirect3DDevice8_GetBackBuffer
(
device
,
0
,
D3DBACKBUFFER_TYPE_MONO
,
&
backbuffer
);
ok
(
hr
==
D3D_OK
,
"Can't get back buffer, hr = %08x
\n
"
,
hr
);
if
(
!
backbuffer
)
{
goto
out
;
}
hr
=
IDirect3DTexture8_GetSurfaceLevel
(
offscreenTexture
,
0
,
&
offscreen
);
ok
(
hr
==
D3D_OK
,
"Can't get offscreen surface, hr = %08x
\n
"
,
hr
);
if
(
!
offscreen
)
{
goto
out
;
}
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
D3DFVF_XYZ
|
D3DFVF_TEX1
);
ok
(
hr
==
D3D_OK
,
"SetVertexShader failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_COLOROP
,
D3DTOP_SELECTARG1
);
ok
(
hr
==
D3D_OK
,
"SetTextureStageState failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_TEXTURE
);
ok
(
hr
==
D3D_OK
,
"SetTextureStageState failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_MINFILTER
,
D3DTEXF_NONE
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_MAGFILTER
,
D3DTEXF_NONE
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetRenderState returned %s
\n
"
,
DXGetErrorString8
(
hr
));
if
(
IDirect3DDevice8_BeginScene
(
device
)
==
D3D_OK
)
{
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
offscreen
,
depthstencil
);
ok
(
hr
==
D3D_OK
,
"SetRenderTarget failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_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
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depthstencil
);
ok
(
hr
==
D3D_OK
,
"SetRenderTarget failed, hr = %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture8
*
)
offscreenTexture
);
ok
(
hr
==
D3D_OK
,
"SetTexture failed, %s
\n
"
,
DXGetErrorString8
(
hr
));
/* This time with the texture */
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed, hr = %08x
\n
"
,
hr
);
IDirect3DDevice8_EndScene
(
device
);
}
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
/* 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
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
NULL
);
/* restore things */
if
(
backbuffer
)
{
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depthstencil
);
IDirect3DSurface8_Release
(
backbuffer
);
}
if
(
offscreenTexture
)
{
IDirect3DTexture8_Release
(
offscreenTexture
);
}
if
(
offscreen
)
{
IDirect3DSurface8_Release
(
offscreen
);
}
if
(
depthstencil
)
{
IDirect3DSurface8_Release
(
depthstencil
);
}
}
START_TEST
(
visual
)
{
IDirect3DDevice8
*
device_ptr
;
...
...
@@ -669,6 +788,7 @@ START_TEST(visual)
clear_test
(
device_ptr
);
fog_test
(
device_ptr
);
present_test
(
device_ptr
);
offscreen_test
(
device_ptr
);
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
1
,
1
))
{
...
...
dlls/d3d9/tests/visual.c
View file @
2d15cb8b
...
...
@@ -700,6 +700,119 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
IDirect3DSurface9_Release
(
surface
);
}
static
void
offscreen_test
(
IDirect3DDevice9
*
device
)
{
HRESULT
hr
;
IDirect3DTexture9
*
offscreenTexture
=
NULL
;
IDirect3DSurface9
*
backbuffer
=
NULL
,
*
offscreen
=
NULL
;
DWORD
color
;
static
const
float
quad
[][
5
]
=
{
{
-
0
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
0
.
0
f
},
{
-
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
1
.
0
f
},
{
0
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
0
.
0
f
},
{
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
},
};
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff0000
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"Clear failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_CreateTexture
(
device
,
128
,
128
,
1
,
D3DUSAGE_RENDERTARGET
,
D3DFMT_X8R8G8B8
,
D3DPOOL_DEFAULT
,
&
offscreenTexture
,
NULL
);
ok
(
hr
==
D3D_OK
||
D3DERR_INVALIDCALL
,
"Creating the offscreen render target failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
!
offscreenTexture
)
{
trace
(
"Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5
\n
"
);
hr
=
IDirect3DDevice9_CreateTexture
(
device
,
128
,
128
,
1
,
D3DUSAGE_RENDERTARGET
,
D3DFMT_R5G6B5
,
D3DPOOL_DEFAULT
,
&
offscreenTexture
,
NULL
);
ok
(
hr
==
D3D_OK
||
D3DERR_INVALIDCALL
,
"Creating the offscreen render target failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
!
offscreenTexture
)
{
skip
(
"Cannot create an offscreen render target
\n
"
);
goto
out
;
}
}
hr
=
IDirect3DDevice9_GetBackBuffer
(
device
,
0
,
0
,
D3DBACKBUFFER_TYPE_MONO
,
&
backbuffer
);
ok
(
hr
==
D3D_OK
,
"Can't get back buffer, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
!
backbuffer
)
{
goto
out
;
}
hr
=
IDirect3DTexture9_GetSurfaceLevel
(
offscreenTexture
,
0
,
&
offscreen
);
ok
(
hr
==
D3D_OK
,
"Can't get offscreen surface, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
!
offscreen
)
{
goto
out
;
}
hr
=
IDirect3DDevice9_SetFVF
(
device
,
D3DFVF_XYZ
|
D3DFVF_TEX1
);
ok
(
hr
==
D3D_OK
,
"SetFVF failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLOROP
,
D3DTOP_SELECTARG1
);
ok
(
hr
==
D3D_OK
,
"SetTextureStageState failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetTextureStageState
(
device
,
0
,
D3DTSS_COLORARG1
,
D3DTA_TEXTURE
);
ok
(
hr
==
D3D_OK
,
"SetTextureStageState failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MINFILTER
,
D3DTEXF_NONE
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetSamplerState
(
device
,
0
,
D3DSAMP_MAGFILTER
,
D3DTEXF_NONE
);
ok
(
SUCCEEDED
(
hr
),
"SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetRenderState returned %s
\n
"
,
DXGetErrorString9
(
hr
));
if
(
IDirect3DDevice9_BeginScene
(
device
)
==
D3D_OK
)
{
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
offscreen
);
ok
(
hr
==
D3D_OK
,
"SetRenderTarget failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff00ff
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"Clear failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
/* Draw without textures - Should resut in a white quad */
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
ok
(
hr
==
D3D_OK
,
"SetRenderTarget failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
hr
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture9
*
)
offscreenTexture
);
ok
(
hr
==
D3D_OK
,
"SetTexture failed, %s
\n
"
,
DXGetErrorString9
(
hr
));
/* This time with the texture */
hr
=
IDirect3DDevice9_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
hr
==
D3D_OK
,
"DrawPrimitiveUP failed, hr = %s
\n
"
,
DXGetErrorString9
(
hr
));
IDirect3DDevice9_EndScene
(
device
);
}
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
/* 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
=
IDirect3DDevice9_SetTexture
(
device
,
0
,
NULL
);
/* restore things */
if
(
backbuffer
)
{
IDirect3DDevice9_SetRenderTarget
(
device
,
0
,
backbuffer
);
IDirect3DSurface9_Release
(
backbuffer
);
}
if
(
offscreenTexture
)
{
IDirect3DTexture9_Release
(
offscreenTexture
);
}
if
(
offscreen
)
{
IDirect3DSurface9_Release
(
offscreen
);
}
}
/* This test tests fog in combination with shaders.
* What's tested: linear fog (vertex and table) with pixel shader
* linear table fog with non foggy vertex shader
...
...
@@ -1437,6 +1550,7 @@ START_TEST(visual)
{
skip
(
"No mipmap support
\n
"
);
}
offscreen_test
(
device_ptr
);
if
(
caps
.
VertexShaderVersion
>=
D3DVS_VERSION
(
2
,
0
))
{
...
...
dlls/ddraw/tests/visual.c
View file @
2d15cb8b
...
...
@@ -494,6 +494,106 @@ static void fog_test(IDirect3DDevice7 *device)
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
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
0
.
0
f
},
{
-
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
0
.
0
f
,
1
.
0
f
},
{
0
.
5
f
,
-
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
0
.
0
f
},
{
0
.
5
f
,
0
.
5
f
,
0
.
1
f
,
1
.
0
f
,
1
.
0
f
},
};
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
;
...
...
@@ -537,6 +637,7 @@ START_TEST(visual)
lighting_test
(
Direct3DDevice
);
clear_test
(
Direct3DDevice
);
fog_test
(
Direct3DDevice
);
offscreen_test
(
Direct3DDevice
);
cleanup
:
releaseObjects
();
...
...
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