From: Józef Kucia Subject: [PATCH 05/11] d3d8/tests: Add test showing that primitive restart must be disabled. Message-Id: <1481110985-1006-5-git-send-email-jkucia@codeweavers.com> Date: Wed, 7 Dec 2016 12:42:59 +0100 In-Reply-To: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> References: <1481110985-1006-1-git-send-email-jkucia@codeweavers.com> Signed-off-by: Józef Kucia --- dlls/d3d8/tests/visual.c | 153 +++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 153 insertions(+) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 34d34b1..bf7058c 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -9528,6 +9528,158 @@ static void test_edge_antialiasing_blending(void) DestroyWindow(window); } +/* This test shows that 0xffff is valid index in D3D8. */ +static void test_max_index16(void) +{ + static const D3DMATRIX mat = + {{{ + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, + }}}; + static const struct vertex + { + struct vec3 position; + DWORD diffuse; + } + green_quad[] = + { + {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)}, + }; + static const unsigned short indices[] = {0, 1, 2, 0xffff}; + static const unsigned int vertex_count = 0xffff + 1; + + D3DADAPTER_IDENTIFIER8 identifier; + IDirect3DVertexBuffer8 *vb; + IDirect3DIndexBuffer8 *ib; + IDirect3DDevice8 *device; + struct vertex *vb_data; + IDirect3D8 *d3d8; + ULONG refcount; + D3DCOLOR color; + D3DCAPS8 caps; + HWND window; + BYTE *data; + HRESULT hr; + BOOL warp; + + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d8 = Direct3DCreate8(D3D_SDK_VERSION); + ok(!!d3d8, "Failed to create a D3D object.\n"); + + hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + warp = adapter_is_warp(&identifier); + + if (!(device = create_device(d3d8, window, window, TRUE))) + { + skip("Failed to create a D3D device.\n"); + IDirect3D8_Release(d3d8); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (caps.MaxVertexIndex < 0xffff) + { + skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); + IDirect3DDevice8_Release(device); + IDirect3D8_Release(d3d8); + DestroyWindow(window); + return; + } + + hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, + D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, + D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib); + ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); + ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + + hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + vb_data[0] = green_quad[0]; + vb_data[1] = green_quad[1]; + vb_data[2] = green_quad[2]; + vb_data[0xffff] = green_quad[3]; + hr = IDirect3DVertexBuffer8_Unlock(vb); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + + hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); + ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); + memcpy(data, indices, sizeof(indices)); + hr = IDirect3DIndexBuffer8_Unlock(ib); + ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); + + hr = IDirect3DDevice8_SetIndices(device, ib, 0); + ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex)); + ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2); + 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); + color = getPixelColor(device, 20, 20); + ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); + color = getPixelColor(device, 320, 240); + ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); + color = getPixelColor(device, 620, 460); + ok(color_match(color, 0x0000ff00, 1) || broken(warp), "Got unexpected color 0x%08x.\n", color); + + IDirect3DIndexBuffer8_Release(ib); + IDirect3DVertexBuffer8_Release(vb); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); + IDirect3D8_Release(d3d8); + DestroyWindow(window); +} + START_TEST(visual) { D3DADAPTER_IDENTIFIER8 identifier; @@ -9596,4 +9748,5 @@ START_TEST(visual) test_texture_blending(); test_color_clamping(); test_edge_antialiasing_blending(); + test_max_index16(); } -- 2.7.3