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wine
wine-winehq
Commits
1e494a69
Commit
1e494a69
authored
Apr 23, 2015
by
Matteo Bruni
Committed by
Alexandre Julliard
Apr 24, 2015
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d3d9/tests: Add a specular lighting test.
parent
d6db6c72
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visual.c
dlls/d3d9/tests/visual.c
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dlls/d3d9/tests/visual.c
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1e494a69
...
...
@@ -537,6 +537,233 @@ done:
DestroyWindow
(
window
);
}
static
void
test_specular_lighting
(
void
)
{
static
const
unsigned
int
vertices_side
=
5
;
static
const
unsigned
int
indices_count
=
(
vertices_side
-
1
)
*
(
vertices_side
-
1
)
*
2
*
3
;
static
const
DWORD
fvf
=
D3DFVF_XYZ
|
D3DFVF_NORMAL
;
static
const
D3DMATRIX
mat
=
{{{
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
}}};
static
const
D3DLIGHT9
directional
=
{
D3DLIGHT_DIRECTIONAL
,
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
1
.
0
f
},
},
point
=
{
D3DLIGHT_POINT
,
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
{
0
.
0
f
,
0
.
0
f
,
0
.
0
f
},
100
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
};
static
const
struct
expected_color
{
unsigned
int
x
,
y
;
D3DCOLOR
color
;
}
expected_directional
[]
=
{
{
160
,
120
,
0x00ffffff
},
{
320
,
120
,
0x00ffffff
},
{
480
,
120
,
0x00ffffff
},
{
160
,
240
,
0x00ffffff
},
{
320
,
240
,
0x00ffffff
},
{
480
,
240
,
0x00ffffff
},
{
160
,
360
,
0x00ffffff
},
{
320
,
360
,
0x00ffffff
},
{
480
,
360
,
0x00ffffff
},
},
expected_directional_local
[]
=
{
{
160
,
120
,
0x003c3c3c
},
{
320
,
120
,
0x00717171
},
{
480
,
120
,
0x003c3c3c
},
{
160
,
240
,
0x00717171
},
{
320
,
240
,
0x00ffffff
},
{
480
,
240
,
0x00717171
},
{
160
,
360
,
0x003c3c3c
},
{
320
,
360
,
0x00717171
},
{
480
,
360
,
0x003c3c3c
},
},
expected_point
[]
=
{
{
160
,
120
,
0x00282828
},
{
320
,
120
,
0x005a5a5a
},
{
480
,
120
,
0x00282828
},
{
160
,
240
,
0x005a5a5a
},
{
320
,
240
,
0x00ffffff
},
{
480
,
240
,
0x005a5a5a
},
{
160
,
360
,
0x00282828
},
{
320
,
360
,
0x005a5a5a
},
{
480
,
360
,
0x00282828
},
},
expected_point_local
[]
=
{
{
160
,
120
,
0x00000000
},
{
320
,
120
,
0x00070707
},
{
480
,
120
,
0x00000000
},
{
160
,
240
,
0x00070707
},
{
320
,
240
,
0x00ffffff
},
{
480
,
240
,
0x00070707
},
{
160
,
360
,
0x00000000
},
{
320
,
360
,
0x00070707
},
{
480
,
360
,
0x00000000
},
};
static
const
struct
{
const
D3DLIGHT9
*
light
;
BOOL
local_viewer
;
const
struct
expected_color
*
expected
;
unsigned
int
expected_count
;
}
tests
[]
=
{
{
&
directional
,
FALSE
,
expected_directional
,
sizeof
(
expected_directional
)
/
sizeof
(
expected_directional
[
0
])},
{
&
directional
,
TRUE
,
expected_directional_local
,
sizeof
(
expected_directional_local
)
/
sizeof
(
expected_directional_local
[
0
])},
{
&
point
,
FALSE
,
expected_point
,
sizeof
(
expected_point
)
/
sizeof
(
expected_point
[
0
])},
{
&
point
,
TRUE
,
expected_point_local
,
sizeof
(
expected_point_local
)
/
sizeof
(
expected_point_local
[
0
])},
};
IDirect3DDevice9
*
device
;
D3DMATERIAL9
material
;
IDirect3D9
*
d3d
;
D3DCOLOR
color
;
ULONG
refcount
;
HWND
window
;
HRESULT
hr
;
unsigned
int
i
,
j
,
x
,
y
;
struct
{
struct
vec3
position
;
struct
vec3
normal
;
}
*
quad
;
WORD
*
indices
;
quad
=
HeapAlloc
(
GetProcessHeap
(),
0
,
vertices_side
*
vertices_side
*
sizeof
(
*
quad
));
indices
=
HeapAlloc
(
GetProcessHeap
(),
0
,
indices_count
*
sizeof
(
*
indices
));
for
(
i
=
0
,
y
=
0
;
y
<
vertices_side
;
++
y
)
{
for
(
x
=
0
;
x
<
vertices_side
;
++
x
)
{
quad
[
i
].
position
.
x
=
x
*
2
.
0
f
/
(
vertices_side
-
1
)
-
1
.
0
f
;
quad
[
i
].
position
.
y
=
y
*
2
.
0
f
/
(
vertices_side
-
1
)
-
1
.
0
f
;
quad
[
i
].
position
.
z
=
1
.
0
f
;
quad
[
i
].
normal
.
x
=
0
.
0
f
;
quad
[
i
].
normal
.
y
=
0
.
0
f
;
quad
[
i
++
].
normal
.
z
=
-
1
.
0
f
;
}
}
for
(
i
=
0
,
y
=
0
;
y
<
(
vertices_side
-
1
);
++
y
)
{
for
(
x
=
0
;
x
<
(
vertices_side
-
1
);
++
x
)
{
indices
[
i
++
]
=
y
*
vertices_side
+
x
+
1
;
indices
[
i
++
]
=
y
*
vertices_side
+
x
;
indices
[
i
++
]
=
(
y
+
1
)
*
vertices_side
+
x
;
indices
[
i
++
]
=
y
*
vertices_side
+
x
+
1
;
indices
[
i
++
]
=
(
y
+
1
)
*
vertices_side
+
x
;
indices
[
i
++
]
=
(
y
+
1
)
*
vertices_side
+
x
+
1
;
}
}
window
=
CreateWindowA
(
"static"
,
"d3d9_test"
,
WS_OVERLAPPEDWINDOW
|
WS_VISIBLE
,
0
,
0
,
640
,
480
,
NULL
,
NULL
,
NULL
,
NULL
);
d3d
=
Direct3DCreate9
(
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 D3D device, skipping tests.
\n
"
);
goto
done
;
}
hr
=
IDirect3DDevice9_SetTransform
(
device
,
D3DTS_WORLD
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set world transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTransform
(
device
,
D3DTS_VIEW
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set view transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetTransform
(
device
,
D3DTS_PROJECTION
,
&
mat
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set projection transform, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_CLIPPING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable clipping, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_ZENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable z test, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_FOGENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable fog, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetFVF
(
device
,
fvf
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set FVF, hr %#x.
\n
"
,
hr
);
memset
(
&
material
,
0
,
sizeof
(
material
));
material
.
Specular
.
r
=
1
.
0
f
;
material
.
Specular
.
g
=
1
.
0
f
;
material
.
Specular
.
b
=
1
.
0
f
;
material
.
Specular
.
a
=
1
.
0
f
;
material
.
Power
=
30
.
0
f
;
hr
=
IDirect3DDevice9_SetMaterial
(
device
,
&
material
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set material, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_LightEnable
(
device
,
0
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to enable light 0, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_SPECULARENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to enable specular lighting, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
tests
[
0
]);
++
i
)
{
hr
=
IDirect3DDevice9_SetLight
(
device
,
0
,
tests
[
i
].
light
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set light parameters, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetRenderState
(
device
,
D3DRS_LOCALVIEWER
,
tests
[
i
].
local_viewer
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set local viewer state, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffffffff
,
0
.
0
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_DrawIndexedPrimitiveUP
(
device
,
D3DPT_TRIANGLELIST
,
0
,
vertices_side
*
vertices_side
,
indices_count
/
3
,
indices
,
D3DFMT_INDEX16
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice9_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
for
(
j
=
0
;
j
<
tests
[
i
].
expected_count
;
++
j
)
{
color
=
getPixelColor
(
device
,
tests
[
i
].
expected
[
j
].
x
,
tests
[
i
].
expected
[
j
].
y
);
ok
(
color_match
(
color
,
tests
[
i
].
expected
[
j
].
color
,
1
),
"Expected color 0x%08x at location (%u, %u), got 0x%08x, case %u.
\n
"
,
tests
[
i
].
expected
[
j
].
color
,
tests
[
i
].
expected
[
j
].
x
,
tests
[
i
].
expected
[
j
].
y
,
color
,
i
);
}
}
refcount
=
IDirect3DDevice9_Release
(
device
);
ok
(
!
refcount
,
"Device has %u references left.
\n
"
,
refcount
);
done:
IDirect3D9_Release
(
d3d
);
DestroyWindow
(
window
);
HeapFree
(
GetProcessHeap
(),
0
,
indices
);
HeapFree
(
GetProcessHeap
(),
0
,
quad
);
}
static
void
clear_test
(
void
)
{
/* Tests the correctness of clearing parameters */
...
...
@@ -17994,6 +18221,7 @@ START_TEST(visual)
depth_clamp_test
();
stretchrect_test
();
lighting_test
();
test_specular_lighting
();
clear_test
();
color_fill_test
();
fog_test
();
...
...
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