Commit 167b2869 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

d3d9/tests: Add a multisampled -> not multisampled depth buffer blit test.

parent cf5bc7a7
......@@ -12978,7 +12978,7 @@ static void multisample_get_rtdata_test(IDirect3DDevice9 *device)
static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
{
IDirect3DDevice9 *device = 0;
IDirect3DSurface9 *original_rt, *rt, *readback, *ds;
IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds;
D3DCAPS9 caps;
HRESULT hr;
D3DPRESENT_PARAMETERS present_parameters;
......@@ -13087,25 +13087,20 @@ static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
/* Render onscreen and then offscreen */
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
......@@ -13122,7 +13117,6 @@ static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
......@@ -13140,25 +13134,118 @@ static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
}
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(readback);
IDirect3DSurface9_Release(rt);
IDirect3DSurface9_Release(original_rt);
cleanup_device(device);
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferWidth = 640;
present_parameters.BackBufferHeight = 480;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
hr = IDirect3D9_CreateDevice(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
&present_parameters, &device);
ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
/* Render to a multisampled offscreen frame buffer and then blit to
* the onscreen (not multisampled) frame buffer. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT);
ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
......@@ -13168,6 +13255,11 @@ static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
{
D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
if (i % 4 < 2)
todo_wine ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
else
ok(color_match(color, expected_colors[i].color, 1),
"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
......@@ -13181,6 +13273,7 @@ static void multisampled_depth_buffer_test(IDirect3D9 *d3d9)
hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(ds);
IDirect3DSurface9_Release(readback);
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment