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wine
wine-winehq
Commits
58a171d1
Commit
58a171d1
authored
Jan 18, 2012
by
Matteo Bruni
Committed by
Alexandre Julliard
Jan 19, 2012
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Browse Files
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Plain Diff
d3d8/tests: Add some RESZ tests.
parent
ec0c7a16
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visual.c
dlls/d3d8/tests/visual.c
+317
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dlls/d3d8/tests/visual.c
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58a171d1
...
...
@@ -2450,6 +2450,322 @@ static void multisample_copy_rects_test(IDirect3DDevice8 *device)
IDirect3DSurface8_Release
(
rt
);
}
static
void
resz_test
(
IDirect3DDevice8
*
device
)
{
IDirect3DSurface8
*
rt
,
*
original_rt
,
*
ds
,
*
original_ds
,
*
intz_ds
;
IDirect3D8
*
d3d8
;
D3DCAPS8
caps
;
HRESULT
hr
;
unsigned
int
i
;
static
const
DWORD
ps_code
[]
=
{
0xffff0101
,
/* ps_1_1 */
0x00000051
,
0xa00f0000
,
0x3f800000
,
0x00000000
,
0x00000000
,
0x00000000
,
/* def c0, 1.0, 0.0, 0.0, 0.0 */
0x00000051
,
0xa00f0001
,
0x00000000
,
0x3f800000
,
0x00000000
,
0x00000000
,
/* def c1, 0.0, 1.0, 0.0, 0.0 */
0x00000051
,
0xa00f0002
,
0x00000000
,
0x00000000
,
0x3f800000
,
0x00000000
,
/* def c2, 0.0, 0.0, 1.0, 0.0 */
0x00000042
,
0xb00f0000
,
/* tex t0 */
0x00000042
,
0xb00f0001
,
/* tex t1 */
0x00000008
,
0xb0070001
,
0xa0e40000
,
0xb0e40001
,
/* dp3 t1.xyz, c0, t1 */
0x00000005
,
0x80070000
,
0xa0e40001
,
0xb0e40001
,
/* mul r0.xyz, c1, t1 */
0x00000004
,
0x80070000
,
0xa0e40000
,
0xb0e40000
,
0x80e40000
,
/* mad r0.xyz, c0, t0, r0 */
0x40000001
,
0x80080000
,
0xa0aa0002
,
/* +mov r0.w, c2.z */
0x0000ffff
,
/* end */
};
struct
{
float
x
,
y
,
z
;
float
s0
,
t0
,
p0
;
float
s1
,
t1
,
p1
,
q1
;
}
quad
[]
=
{
{
-
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
5
f
},
{
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
5
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
.
5
f
},
{
1
.
0
f
,
-
1
.
0
f
,
1
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
1
.
0
f
,
0
.
0
f
,
0
.
0
f
,
0
.
5
f
},
};
struct
{
UINT
x
,
y
;
D3DCOLOR
color
;
}
expected_colors
[]
=
{
{
80
,
100
,
D3DCOLOR_ARGB
(
0x00
,
0x20
,
0x40
,
0x00
)},
{
240
,
100
,
D3DCOLOR_ARGB
(
0x00
,
0x60
,
0xbf
,
0x00
)},
{
400
,
100
,
D3DCOLOR_ARGB
(
0x00
,
0x9f
,
0x40
,
0x00
)},
{
560
,
100
,
D3DCOLOR_ARGB
(
0x00
,
0xdf
,
0xbf
,
0x00
)},
{
80
,
450
,
D3DCOLOR_ARGB
(
0x00
,
0x20
,
0x40
,
0x00
)},
{
240
,
450
,
D3DCOLOR_ARGB
(
0x00
,
0x60
,
0xbf
,
0x00
)},
{
400
,
450
,
D3DCOLOR_ARGB
(
0x00
,
0x9f
,
0x40
,
0x00
)},
{
560
,
450
,
D3DCOLOR_ARGB
(
0x00
,
0xdf
,
0xbf
,
0x00
)},
};
IDirect3DTexture8
*
texture
;
DWORD
ps
,
value
;
hr
=
IDirect3DDevice8_GetDirect3D
(
device
,
&
d3d8
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get d3d8 interface, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3D8_CheckDeviceMultiSampleType
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_A8R8G8B8
,
TRUE
,
D3DMULTISAMPLE_2_SAMPLES
);
if
(
FAILED
(
hr
))
{
skip
(
"Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.
\n
"
);
return
;
}
hr
=
IDirect3D8_CheckDeviceMultiSampleType
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_D24S8
,
TRUE
,
D3DMULTISAMPLE_2_SAMPLES
);
if
(
FAILED
(
hr
))
{
skip
(
"Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.
\n
"
);
return
;
}
hr
=
IDirect3D8_CheckDeviceFormat
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_X8R8G8B8
,
D3DUSAGE_DEPTHSTENCIL
,
D3DRTYPE_TEXTURE
,
MAKEFOURCC
(
'I'
,
'N'
,
'T'
,
'Z'
));
if
(
FAILED
(
hr
))
{
skip
(
"No INTZ support, skipping RESZ test.
\n
"
);
return
;
}
hr
=
IDirect3D8_CheckDeviceFormat
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
D3DFMT_X8R8G8B8
,
D3DUSAGE_RENDERTARGET
,
D3DRTYPE_SURFACE
,
MAKEFOURCC
(
'R'
,
'E'
,
'S'
,
'Z'
));
if
(
FAILED
(
hr
))
{
skip
(
"No RESZ support, skipping RESZ test.
\n
"
);
return
;
}
IDirect3D8_Release
(
d3d8
);
hr
=
IDirect3DDevice8_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"GetDeviceCaps failed, hr %#x.
\n
"
,
hr
);
if
(
caps
.
TextureCaps
&
D3DPTEXTURECAPS_POW2
)
{
skip
(
"No unconditional NP2 texture support, skipping INTZ test.
\n
"
);
return
;
}
hr
=
IDirect3DDevice8_GetRenderTarget
(
device
,
&
original_rt
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device
,
&
original_ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get depth/stencil, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateRenderTarget
(
device
,
640
,
480
,
D3DFMT_A8R8G8B8
,
D3DMULTISAMPLE_2_SAMPLES
,
FALSE
,
&
rt
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateDepthStencilSurface
(
device
,
640
,
480
,
D3DFMT_D24S8
,
D3DMULTISAMPLE_2_SAMPLES
,
&
ds
);
hr
=
IDirect3DDevice8_CreateTexture
(
device
,
640
,
480
,
1
,
D3DUSAGE_DEPTHSTENCIL
,
MAKEFOURCC
(
'I'
,
'N'
,
'T'
,
'Z'
),
D3DPOOL_DEFAULT
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DTexture8_GetSurfaceLevel
(
texture
,
0
,
&
intz_ds
);
ok
(
SUCCEEDED
(
hr
),
"GetSurfaceLevel failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
original_rt
,
intz_ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff00ffff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
intz_ds
);
hr
=
IDirect3DDevice8_CreatePixelShader
(
device
,
ps_code
,
&
ps
);
ok
(
SUCCEEDED
(
hr
),
"CreatePixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
D3DFVF_XYZ
|
D3DFVF_TEX2
|
D3DFVF_TEXCOORDSIZE3
(
0
)
|
D3DFVF_TEXCOORDSIZE4
(
1
));
ok
(
SUCCEEDED
(
hr
),
"SetVertexShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
D3DZB_TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZFUNC
,
D3DCMP_ALWAYS
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_MINFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_MIPFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_MAGFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
0
,
D3DTSS_TEXTURETRANSFORMFLAGS
,
D3DTTFF_COUNT3
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_ADDRESSU
,
D3DTADDRESS_WRAP
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_ADDRESSV
,
D3DTADDRESS_WRAP
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_MAGFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_MINFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_MIPFILTER
,
D3DTEXF_POINT
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTextureStageState
(
device
,
1
,
D3DTSS_TEXTURETRANSFORMFLAGS
,
D3DTTFF_COUNT4
|
D3DTTFF_PROJECTED
);
ok
(
SUCCEEDED
(
hr
),
"SetTextureStageState failed, hr %#x.
\n
"
,
hr
);
/* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff00ff00
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
/* The destination depth texture has to be bound to sampler 0 */
hr
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture8
*
)
texture
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
/* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_COLORWRITEENABLE
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_COLORWRITEENABLE
,
0xf
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
/* The actual multisampled depth buffer resolve happens here */
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_POINTSIZE
,
0x7fa05000
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState (multisampled depth buffer resolve) failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetRenderState
(
device
,
D3DRS_POINTSIZE
,
&
value
);
ok
(
SUCCEEDED
(
hr
)
&&
value
==
0x7fa05000
,
"GetRenderState failed, hr %#x, value %#x.
\n
"
,
hr
,
value
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
original_rt
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
1
,
(
IDirect3DBaseTexture8
*
)
texture
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
ps
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Read the depth values back. */
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
expected_colors
)
/
sizeof
(
*
expected_colors
);
++
i
)
{
D3DCOLOR
color
=
getPixelColor
(
device
,
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
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
/* Test edge cases - try with no texture at all */
hr
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
1
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_POINTSIZE
,
0x7fa05000
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState (multisampled depth buffer resolve) failed, hr %#x.
\n
"
,
hr
);
/* With a non-multisampled depth buffer */
IDirect3DSurface8_Release
(
ds
);
IDirect3DSurface8_Release
(
rt
);
hr
=
IDirect3DDevice8_CreateDepthStencilSurface
(
device
,
640
,
480
,
D3DFMT_D24S8
,
D3DMULTISAMPLE_NONE
,
&
ds
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
original_rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
(
IDirect3DBaseTexture8
*
)
texture
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_COLORWRITEENABLE
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_COLORWRITEENABLE
,
0xf
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_POINTSIZE
,
0x7fa05000
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState (multisampled depth buffer resolve) failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
1
,
(
IDirect3DBaseTexture8
*
)
texture
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
ps
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Read the depth values back. */
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"BeginScene failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
quad
,
sizeof
(
*
quad
));
ok
(
SUCCEEDED
(
hr
),
"DrawPrimitiveUP failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"EndScene failed, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
expected_colors
)
/
sizeof
(
*
expected_colors
);
++
i
)
{
D3DCOLOR
color
=
getPixelColor
(
device
,
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
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
original_rt
,
original_ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set render target, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
ds
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
0
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetTexture
(
device
,
1
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetTexture failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_Release
(
texture
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DeletePixelShader
(
device
,
ps
);
ok
(
SUCCEEDED
(
hr
),
"DeletePixelShader failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
original_ds
);
IDirect3DSurface8_Release
(
original_rt
);
}
START_TEST
(
visual
)
{
IDirect3DDevice8
*
device_ptr
;
...
...
@@ -2529,6 +2845,7 @@ START_TEST(visual)
intz_test
(
device_ptr
);
shadow_test
(
device_ptr
);
multisample_copy_rects_test
(
device_ptr
);
resz_test
(
device_ptr
);
cleanup
:
if
(
device_ptr
)
{
...
...
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