From: Stefan Dösinger Subject: [PATCH 2/2] d3d9/tests: Add a depth bias test. Message-Id: <1438250423-16393-2-git-send-email-stefan@codeweavers.com> Date: Thu, 30 Jul 2015 12:00:23 +0200 --- dlls/d3d9/tests/visual.c | 164 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 164 insertions(+) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 13cc27c..1957b5c 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -19624,6 +19624,169 @@ static void test_updatetexture(void) DestroyWindow(window); } +static void test_depthbias(void) +{ + IDirect3DDevice9 *device; + IDirect3D9 *d3d; + IDirect3DSurface9 *ds; + D3DCAPS9 caps; + D3DCOLOR color; + ULONG refcount; + HWND window; + HRESULT hr; + unsigned int i; + static const D3DFORMAT formats[] = + { + D3DFMT_D16, D3DFMT_D24X8, D3DFMT_D32, + + /* The scaling factor detection function detects the wrong factor for + * float formats on Nvidia, therefore the following tests are disabled. + * The wined3d function detects 2^23 like for fixed point formats but + * the test needs 2^22 to pass. + * + * AMD GPUs need a different scaling factor for float depth buffers + * (2^24) than fixed point (2^23), but the wined3d detection function + * works there, producing the right result in the test. + * + * D3DFMT_D32F_LOCKABLE, D3DFMT_D24FS8, + */ + }; + + static const struct + { + struct vec3 position; + } + quad[] = + { + {{-1.0f, -1.0f, 0.0f}}, + {{-1.0f, 1.0f, 0.0f}}, + {{ 1.0f, -1.0f, 1.0f}}, + {{ 1.0f, 1.0f, 1.0f}}, + }; + union + { + float f; + DWORD d; + } conv; + + 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_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.RasterCaps & D3DPRASTERCAPS_DEPTHBIAS)) + { + IDirect3DDevice9_Release(device); + skip("D3DPRASTERCAPS_DEPTHBIAS not supported.\n"); + goto done; + } + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); + ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP,D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + + for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) + { + if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_SURFACE, formats[i]))) + { + skip("Depth format %u not supported, skipping.\n", formats[i]); + continue; + } + + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, formats[i], + D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 0.5f, 0); + ok(SUCCEEDED(hr), "Failed to clear %08x\n", hr); + + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff0000); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = -0.2f; + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 0.0f; + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 0.2f; + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ffffff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + conv.f = 0.4f; + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DEPTHBIAS, conv.d); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + + color = getPixelColor(device, 61, 240); + ok(color_match(color, 0x00ffffff, 1), "Got unexpected color %08x at x=62, format %u.\n", color, formats[i]); + color = getPixelColor(device, 65, 240); + + ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=64, format %u.\n", color, formats[i]); + color = getPixelColor(device, 190, 240); + ok(color_match(color, 0x000000ff, 1), "Got unexpected color %08x at x=190, format %u.\n", color, formats[i]); + + color = getPixelColor(device, 194, 240); + ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=194, format %u.\n", color, formats[i]); + color = getPixelColor(device, 318, 240); + ok(color_match(color, 0x0000ff00, 1), "Got unexpected color %08x at x=318, format %u.\n", color, formats[i]); + + color = getPixelColor(device, 322, 240); + ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=322, format %u.\n", color, formats[i]); + color = getPixelColor(device, 446, 240); + ok(color_match(color, 0x00ff0000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); + + color = getPixelColor(device, 450, 240); + ok(color_match(color, 0x00000000, 1), "Got unexpected color %08x at x=446, format %u.\n", color, formats[i]); + + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr); + IDirect3DSurface9_Release(ds); + } + + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + +done: + IDirect3D9_Release(d3d); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER9 identifier; @@ -19741,4 +19904,5 @@ START_TEST(visual) test_texcoordindex(); test_vertex_blending(); test_updatetexture(); + test_depthbias(); } -- 2.3.6