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wine
wine-winehq
Commits
826c91c5
Commit
826c91c5
authored
Apr 04, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 05, 2011
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Plain Diff
d3d8/tests: Add a test for partial depth buffer copies.
parent
032f8702
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visual.c
dlls/d3d8/tests/visual.c
+101
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dlls/d3d8/tests/visual.c
View file @
826c91c5
...
...
@@ -1556,6 +1556,106 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
}
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
static
void
depth_buffer2_test
(
IDirect3DDevice8
*
device
)
{
static
const
struct
vertex
quad
[]
=
{
{
-
1
.
0
,
1
.
0
,
0
.
66
f
,
0xffff0000
},
{
1
.
0
,
1
.
0
,
0
.
66
f
,
0xffff0000
},
{
-
1
.
0
,
-
1
.
0
,
0
.
66
f
,
0xffff0000
},
{
1
.
0
,
-
1
.
0
,
0
.
66
f
,
0xffff0000
},
};
IDirect3DSurface8
*
backbuffer
,
*
rt1
,
*
rt2
;
IDirect3DSurface8
*
depth_stencil
;
unsigned
int
i
,
j
;
D3DVIEWPORT8
vp
;
D3DCOLOR
color
;
HRESULT
hr
;
vp
.
X
=
0
;
vp
.
Y
=
0
;
vp
.
Width
=
640
;
vp
.
Height
=
480
;
vp
.
MinZ
=
0
.
0
;
vp
.
MaxZ
=
1
.
0
;
hr
=
IDirect3DDevice8_SetViewport
(
device
,
&
vp
);
ok
(
SUCCEEDED
(
hr
),
"SetViewport failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_LIGHTING
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState 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_ZWRITEENABLE
,
TRUE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZFUNC
,
D3DCMP_LESSEQUAL
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
D3DFVF_XYZ
|
D3DFVF_DIFFUSE
);
ok
(
SUCCEEDED
(
hr
),
"SetVertexShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateRenderTarget
(
device
,
640
,
480
,
D3DFMT_A8R8G8B8
,
D3DMULTISAMPLE_NONE
,
FALSE
,
&
rt1
);
ok
(
SUCCEEDED
(
hr
),
"CreateRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_CreateRenderTarget
(
device
,
480
,
360
,
D3DFMT_A8R8G8B8
,
D3DMULTISAMPLE_NONE
,
FALSE
,
&
rt2
);
ok
(
SUCCEEDED
(
hr
),
"CreateRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device
,
&
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"GetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetRenderTarget
(
device
,
&
backbuffer
);
ok
(
SUCCEEDED
(
hr
),
"GetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt1
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff0000ff
,
1
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Clear failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xff00ff00
,
0
.
5
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Clear failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt2
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xffffffff
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Clear failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
backbuffer
,
depth_stencil
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
depth_stencil
);
IDirect3DSurface8_Release
(
backbuffer
);
IDirect3DSurface8_Release
(
rt2
);
IDirect3DSurface8_Release
(
rt1
);
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZWRITEENABLE
,
FALSE
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderState 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
);
for
(
i
=
0
;
i
<
4
;
++
i
)
{
for
(
j
=
0
;
j
<
4
;
++
j
)
{
unsigned
int
x
=
80
*
((
2
*
j
)
+
1
);
unsigned
int
y
=
60
*
((
2
*
i
)
+
1
);
color
=
getPixelColor
(
device
,
x
,
y
);
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x00
,
0xff
,
0x00
),
0
),
"Expected color 0x0000ff00 %u,%u, got 0x%08x.
\n
"
,
x
,
y
,
color
);
}
}
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Present failed (0x%08x)
\n
"
,
hr
);
}
static
void
intz_test
(
IDirect3DDevice8
*
device
)
{
static
const
DWORD
ps_code
[]
=
...
...
@@ -2033,6 +2133,7 @@ START_TEST(visual)
p8_texture_test
(
device_ptr
);
texop_test
(
device_ptr
);
depth_buffer_test
(
device_ptr
);
depth_buffer2_test
(
device_ptr
);
intz_test
(
device_ptr
);
shadow_test
(
device_ptr
);
...
...
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