Commit 36800e52 authored by Matteo Bruni's avatar Matteo Bruni Committed by Alexandre Julliard

ddraw/tests: Port test_shademode() to ddraw1.

parent 053c190c
...@@ -5492,6 +5492,7 @@ static void test_lighting(void) ...@@ -5492,6 +5492,7 @@ static void test_lighting(void)
if (!(device = create_device(ddraw, window, DDSCL_NORMAL))) if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
{ {
skip("Failed to create a 3D device, skipping test.\n"); skip("Failed to create a 3D device, skipping test.\n");
IDirectDraw_Release(ddraw);
DestroyWindow(window); DestroyWindow(window);
return; return;
} }
...@@ -7729,6 +7730,148 @@ static void test_range_colorkey(void) ...@@ -7729,6 +7730,148 @@ static void test_range_colorkey(void)
DestroyWindow(window); DestroyWindow(window);
} }
static void test_shademode(void)
{
static D3DRECT clear_rect = {{0}, {0}, {640}, {480}};
IDirect3DExecuteBuffer *execute_buffer;
D3DEXECUTEBUFFERDESC exec_desc;
IDirect3DMaterial *background;
IDirect3DViewport *viewport;
IDirect3DDevice *device;
IDirectDrawSurface *rt;
const D3DLVERTEX *quad;
DWORD color0, color1;
UINT i, inst_length;
IDirectDraw *ddraw;
IDirect3D *d3d;
ULONG refcount;
HWND window;
HRESULT hr;
void *ptr;
static const D3DLVERTEX quad_strip[] =
{
{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}},
{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}},
{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}},
{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}},
},
quad_list[] =
{
{{ 1.0f}, {-1.0f}, {0.0f}, 0, {0xff0000ff}},
{{-1.0f}, {-1.0f}, {0.0f}, 0, {0xffff0000}},
{{-1.0f}, { 1.0f}, {0.0f}, 0, {0xff00ff00}},
{{ 1.0f}, { 1.0f}, {0.0f}, 0, {0xffffffff}},
};
static const struct
{
DWORD primtype;
DWORD shademode;
DWORD color0, color1;
}
tests[] =
{
{D3DPT_TRIANGLESTRIP, D3DSHADE_FLAT, 0x00ff0000, 0x000000ff},
{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
{D3DPT_TRIANGLESTRIP, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
{D3DPT_TRIANGLESTRIP, D3DSHADE_PHONG, 0x000dca28, 0x000d45c7},
{D3DPT_TRIANGLELIST, D3DSHADE_FLAT, 0x000000ff, 0x0000ff00},
{D3DPT_TRIANGLELIST, D3DSHADE_GOURAUD, 0x000dca28, 0x000d45c7},
};
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
ddraw = create_ddraw();
ok(!!ddraw, "Failed to create a ddraw object.\n");
if (!(device = create_device(ddraw, window, DDSCL_NORMAL)))
{
skip("Failed to create a 3D device, skipping test.\n");
IDirectDraw_Release(ddraw);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice_GetDirect3D(device, &d3d);
ok(SUCCEEDED(hr), "Failed to get d3d interface, hr %#x.\n", hr);
hr = IDirect3DDevice_QueryInterface(device, &IID_IDirectDrawSurface, (void **)&rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
background = create_diffuse_material(device, 1.0f, 1.0f, 1.0f, 1.0f);
viewport = create_viewport(device, 0, 0, 640, 480);
viewport_set_background(device, viewport, background);
memset(&exec_desc, 0, sizeof(exec_desc));
exec_desc.dwSize = sizeof(exec_desc);
exec_desc.dwFlags = D3DDEB_BUFSIZE | D3DDEB_CAPS;
exec_desc.dwBufferSize = 1024;
exec_desc.dwCaps = D3DDEBCAPS_SYSTEMMEMORY;
hr = IDirect3DDevice_CreateExecuteBuffer(device, &exec_desc, &execute_buffer, NULL);
ok(SUCCEEDED(hr), "Failed to create execute buffer, hr %#x.\n", hr);
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
{
hr = IDirect3DViewport_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
hr = IDirect3DExecuteBuffer_Lock(execute_buffer, &exec_desc);
ok(SUCCEEDED(hr), "Failed to lock execute buffer, hr %#x.\n", hr);
quad = tests[i].primtype == D3DPT_TRIANGLESTRIP ? quad_strip : quad_list;
memcpy(exec_desc.lpData, quad, sizeof(quad_strip));
ptr = ((BYTE *)exec_desc.lpData) + sizeof(quad_strip);
emit_set_rs(&ptr, D3DRENDERSTATE_CLIPPING, FALSE);
emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE);
emit_set_rs(&ptr, D3DRENDERSTATE_FOGENABLE, FALSE);
emit_set_rs(&ptr, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
emit_set_rs(&ptr, D3DRENDERSTATE_SHADEMODE, tests[i].shademode);
emit_process_vertices(&ptr, D3DPROCESSVERTICES_TRANSFORM, 0, 4);
if (tests[i].primtype == D3DPT_TRIANGLESTRIP)
emit_tquad(&ptr, 0);
else
emit_tquad_tlist(&ptr, 0);
emit_end(&ptr);
inst_length = (BYTE *)ptr - (BYTE *)exec_desc.lpData;
inst_length -= sizeof(quad_strip);
hr = IDirect3DExecuteBuffer_Unlock(execute_buffer);
ok(SUCCEEDED(hr), "Failed to unlock execute buffer, hr %#x.\n", hr);
hr = IDirect3DDevice2_BeginScene(device);
set_execute_data(execute_buffer, 4, sizeof(quad_strip), inst_length);
hr = IDirect3DDevice_Execute(device, execute_buffer, viewport, D3DEXECUTE_CLIPPED);
ok(SUCCEEDED(hr), "Failed to execute exec buffer, hr %#x.\n", hr);
hr = IDirect3DDevice2_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color0 = get_surface_color(rt, 100, 100); /* Inside first triangle */
color1 = get_surface_color(rt, 500, 350); /* Inside second triangle */
/* For D3DSHADE_FLAT it should take the color of the first vertex of
* each triangle. This requires EXT_provoking_vertex or similar
* functionality being available. */
/* PHONG should be the same as GOURAUD, since no hardware implements
* this. */
ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
i, color0, tests[i].color0);
ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
i, color1, tests[i].color1);
}
IDirect3DExecuteBuffer_Release(execute_buffer);
destroy_viewport(device, viewport);
destroy_material(background);
IDirectDrawSurface_Release(rt);
IDirect3D_Release(d3d);
refcount = IDirect3DDevice_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirectDraw_Release(ddraw);
DestroyWindow(window);
}
START_TEST(ddraw1) START_TEST(ddraw1)
{ {
IDirectDraw *ddraw; IDirectDraw *ddraw;
...@@ -7800,4 +7943,5 @@ START_TEST(ddraw1) ...@@ -7800,4 +7943,5 @@ START_TEST(ddraw1)
test_color_fill(); test_color_fill();
test_colorkey_precision(); test_colorkey_precision();
test_range_colorkey(); test_range_colorkey();
test_shademode();
} }
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