Commit 322e6dd5 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d8/tests: Use a separate device for fog_test().

parent 24280497
......@@ -372,56 +372,77 @@ static void clear_test(IDirect3DDevice8 *device)
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
}
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(IDirect3DDevice8 *device)
static void fog_test(void)
{
float start = 0.0f, end = 1.0f;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
DWORD color;
float start = 0.0, end = 1.0;
/* Gets full z based fog with linear fog, no fog with specular color */
struct sVertex untransformed_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 untransformed_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 },
/* Gets full z based fog with linear fog, no fog with specular color. */
static const struct
{
float x, y, z;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
untransformed_1[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.1f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.1f, 0xffff0000, 0xff000000},
},
/* Ok, I am too lazy to deal with transform matrices. */
untransformed_2[] =
{
{-1.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.0f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.0f, 0xffff0000, 0xff000000},
},
far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
},
far_quad2[] =
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
WORD Indices[] = {0, 1, 2, 2, 3, 0};
D3DCAPS8 caps;
/* 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. */
static const struct
{
float x, y, z, rhw;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
transformed_1[] =
{
{320.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
},
transformed_2[] =
{
{320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
{320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
};
static const D3DMATRIX ident_mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
......@@ -450,36 +471,38 @@ static void fog_test(IDirect3DDevice8 *device)
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, -1.0f, 1.0f,
}}};
static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
struct sVertex far_quad1[] =
{
{-1.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
{-1.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 0.5f, 0xffff0000, 0xff000000},
{ 0.0f, -1.0f, 0.5f, 0xffff0000, 0xff000000},
};
struct sVertex far_quad2[] =
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
{-1.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
{-1.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 1.0f, 1.5f, 0xffff0000, 0xff000000},
{ 0.0f, 0.0f, 1.5f, 0xffff0000, 0xff000000},
};
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr);
/* Setup initial states: No lighting, fog on, fog color */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon HD 6310, Windows 7) */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
/* First test: Both table fog and vertex fog off */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
......@@ -612,20 +635,17 @@ static void fog_test(IDirect3DDevice8 *device)
"Fogged out quad has color %08x\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
}
else
{
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
}
/* Turn off the fog master switch to avoid confusing other tests */
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(hr == D3D_OK, "Turning off fog calculations returned %#08x\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
/* This tests fog in combination with shaders.
......@@ -4961,7 +4981,6 @@ START_TEST(visual)
depth_clamp_test(device_ptr);
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
......@@ -4969,6 +4988,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
fog_test();
z_range_test();
offscreen_test();
alpha_test();
......
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