Commit f460db7c authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

d3d8/tests: Test rhw depth clip with z enabled but no depth buffer set.

parent fd218b93
......@@ -4070,6 +4070,8 @@ static void zenable_test(void)
HRESULT hr;
UINT x, y;
UINT i, j;
UINT test;
IDirect3DSurface8 *ds, *rt;
static const struct
{
......@@ -4094,34 +4096,68 @@ static void zenable_test(void)
goto done;
}
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds);
ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
for (test = 0; test < 2; ++test)
{
for (j = 0; j < 4; ++j)
/* The Windows 8 testbot (WARP) appears to clip with
* ZENABLE = D3DZB_TRUE and no depth buffer set. */
static const D3DCOLOR expected_broken[] =
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, 0x0000ff00, 1),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
0x00ff0000, 0x0000ff00, 0x0000ff00, 0x00ff0000,
};
if (!test)
{
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
}
else
{
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
for (i = 0; i < 4; ++i)
{
for (j = 0; j < 4; ++j)
{
x = 80 * ((2 * j) + 1);
y = 60 * ((2 * i) + 1);
color = getPixelColor(device, x, y);
ok(color_match(color, 0x0000ff00, 1)
|| broken(color_match(color, expected_broken[i * 4 + j], 1) && !test),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
}
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
}
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
IDirect3DSurface8_Release(ds);
IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
......
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