Commit 3ebafc80 authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

d3d8/tests: Port the filling convention test to d3d8.

parent 94f8a077
......@@ -11292,6 +11292,488 @@ static void test_dynamic_map_synchronization(void)
DestroyWindow(window);
}
static void test_filling_convention(void)
{
static const DWORD colour_bottom = 0x00ffff00;
static const DWORD colour_clear = 0x000000ff;
static const DWORD colour_right = 0x00000000;
static const DWORD colour_left = 0x00ff0000;
static const DWORD colour_top = 0x0000ff00;
IDirect3DSurface8 *rt, *backbuffer, *cur;
struct surface_readback rb;
IDirect3DDevice8 *device;
unsigned int i, j, x, y;
DWORD colour, expected;
DWORD shader = 0;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
BOOL todo;
static const unsigned int vp_size = 8;
const D3DVIEWPORT8 vp = { 0, 0, vp_size, vp_size, 0.0, 1.0 };
static const DWORD vs_code[] =
{
0xfffe0101, /* vs_1_1 */
0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */
0x0000ffff /* end */
};
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
/* This test data follows the examples in MSDN's
* "Rasterization Rules (Direct3D 9)" article. */
static const float eps = 1.0f / 512.0f;
const struct
{
struct vec3 position;
DWORD diffuse;
}
center_tris[] =
{
/* left */
{{-2.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_left},
{{-2.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_left},
{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_left},
/* top */
{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_top},
{{-2.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_top},
{{-0.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_top},
/* right */
{{-0.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_right},
{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_right},
{{-0.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{-2.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_bottom},
{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_bottom},
{{-0.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_bottom},
},
edge_tris[] =
{
/* left */
{{-2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
{{-2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
/* top */
{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
{{-2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
{{ 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
/* right */
{{ 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
{{ 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{-2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
{{ 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
},
nudge_right_tris[] =
{
/* left */
{{eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
{{eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
/* top */
{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
{{eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
{{eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
/* right */
{{eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
{{eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
{{eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
},
nudge_left_tris[] =
{
{{-eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
{{-eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
/* top */
{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
{{-eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
{{-eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
/* right */
{{-eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
{{-eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{-eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
{{-eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
},
nudge_top_tris[] =
{
/* left */
{{-2.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_left},
{{-2.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_left},
{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_left},
/* top */
{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_top},
{{-2.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_top},
{{ 0.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_top},
/* right */
{{ 0.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_right},
{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_right},
{{ 0.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{-2.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_bottom},
{{ 0.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
},
nudge_bottom_tris[] =
{
/* left */
{{-2.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_left},
{{-2.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_left},
{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_left},
/* top */
{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_top},
{{-2.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_top},
{{ 0.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_top},
/* right */
{{ 0.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_right},
{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_right},
{{ 0.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_right},
/* bottom */
{{-2.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_bottom},
{{ 0.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
};
const struct
{
struct vec4 position;
DWORD diffuse;
}
center_tris_t[] =
{
/* left */
{{ 1.5f, 1.5f, 0.0f, 1.0f}, colour_left},
{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_left},
{{ 1.5f, 5.5f, 0.0f, 1.0f}, colour_left},
/* top */
{{ 1.5f, 1.5f, 0.0f, 1.0f}, colour_top},
{{ 3.5f, 1.5f, 0.0f, 1.0f}, colour_top},
{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_top},
/* right */
{{ 3.5f, 1.5f, 0.0f, 1.0f}, colour_right},
{{ 3.5f, 5.5f, 0.0f, 1.0f}, colour_right},
{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_right},
/* bottom */
{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_bottom},
{{ 3.5f, 5.5f, 0.0f, 1.0f}, colour_bottom},
{{ 1.5f, 5.5f, 0.0f, 1.0f}, colour_bottom},
},
edge_tris_t[] =
{
/* left */
{{ 2.0f, 1.0f, 0.0f, 1.0f}, colour_left},
{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_left},
{{ 2.0f, 5.0f, 0.0f, 1.0f}, colour_left},
/* top */
{{ 2.0f, 1.0f, 0.0f, 1.0f}, colour_top},
{{ 4.0f, 1.0f, 0.0f, 1.0f}, colour_top},
{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_top},
/* right */
{{ 4.0f, 1.0f, 0.0f, 1.0f}, colour_right},
{{ 4.0f, 5.0f, 0.0f, 1.0f}, colour_right},
{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_right},
/* bottom */
{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_bottom},
{{ 4.0f, 5.0f, 0.0f, 1.0f}, colour_bottom},
{{ 2.0f, 5.0f, 0.0f, 1.0f}, colour_bottom},
};
const struct
{
const void *geometry;
size_t stride;
DWORD fvf;
const char *expected[8];
}
tests[] =
{
{
center_tris,
sizeof(center_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" ",
" TT ",
" LR ",
" LR ",
" BB ",
" ",
" "
}
},
{
edge_tris,
sizeof(edge_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" TT ",
" LT ",
" LR ",
" LB ",
" ",
" ",
" "
}
},
{
nudge_right_tris,
sizeof(nudge_right_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" TT ",
" TR ",
" LR ",
" BR ",
" ",
" ",
" "
}
},
{
nudge_left_tris,
sizeof(nudge_left_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" TT ",
" LT ",
" LR ",
" LB ",
" ",
" ",
" "
}
},
{
nudge_top_tris,
sizeof(nudge_top_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" LT ",
" LT ",
" LB ",
" LB ",
" ",
" ",
" "
}
},
{
nudge_bottom_tris,
sizeof(nudge_bottom_tris[0]),
D3DFVF_XYZ | D3DFVF_DIFFUSE,
{
" ",
" ",
" LT ",
" Lt ",
" LB ",
" lB ",
" ",
" "
}
},
{
center_tris_t,
sizeof(center_tris_t[0]),
D3DFVF_XYZRHW | D3DFVF_DIFFUSE,
{
" ",
" ",
" TT ",
" LR ",
" LR ",
" BB ",
" ",
" "
}
},
{
edge_tris_t,
sizeof(edge_tris_t[0]),
D3DFVF_XYZRHW | D3DFVF_DIFFUSE,
{
" ",
" TT ",
" LT ",
" LR ",
" LB ",
" ",
" ",
" "
}
},
};
window = create_window();
d3d = Direct3DCreate8(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a 3D device.\n");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateRenderTarget(device, vp_size, vp_size,
D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &shader, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
}
else
skip("Skipping vertex shader codepath in filling convention test.\n");
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
/* Run tests with shader and fixed function vertex processing if shaders are
* supported. There's no point in running the XYZRHW tests with a VS though. */
if (shader && ((tests[i].fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZ))
j = 0;
else
j = 2;
for (; j < 4; ++j)
{
cur = (j & 1) ? rt : backbuffer;
hr = IDirect3DDevice8_SetVertexShader(device, (j & 2) ? tests[i].fvf : shader);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, cur, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, colour_clear, 0.0f, 0);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_SetViewport(device, &vp);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, tests[i].geometry, tests[i].stride);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
get_rt_readback(cur, &rb);
for (y = 0; y < 8; y++)
{
for (x = 0; x < 8; x++)
{
todo = FALSE;
switch (tests[i].expected[y][x])
{
case 'l': todo = TRUE;
case 'L':
expected = colour_left;
break;
case 't': todo = TRUE;
case 'T':
expected = colour_top;
break;
case 'r': todo = TRUE;
case 'R':
expected = colour_right;
break;
case 'b': todo = TRUE;
case 'B':
expected = colour_bottom;
break;
case ' ':
expected = colour_clear;
break;
default:
ok(0, "Unexpected entry in expected test char\n");
expected = 0xdeadbeef;
}
colour = get_readback_color(&rb, x, y);
/* The nudge-to-bottom test fails on cards that give us a bottom-left
* filling convention. The cause isn't the bottom part of the filling
* convention, but because wined3d will nudge geometry to the left to
* keep diagonals (the 'R' in test case 'edge_tris') intact. */
todo_wine_if(todo && !color_match(colour, expected, 1))
ok(color_match(colour, expected, 1), "Got unexpected colour %08x, %ux%u, case %u, j %u.\n",
colour, x, y, i, j);
}
}
release_surface_readback(&rb);
/* IDirect3DDevice8::CopyRects can't stretch, so don't bother making the offscreen surface
* visible. Use the d3d9 test if you need to see visual output. */
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
}
}
if (shader)
IDirect3DDevice8_DeleteVertexShader(device, shader);
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
......@@ -11371,4 +11853,5 @@ START_TEST(visual)
test_desktop_window();
test_sample_mask();
test_dynamic_map_synchronization();
test_filling_convention();
}
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