1 /*
2 * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
3 * Copyright (C) 2008 Alexander Dorofeyev
4 *
5 * This library is free software; you can redistribute it and/or
6 * modify it under the terms of the GNU Lesser General Public
7 * License as published by the Free Software Foundation; either
8 * version 2.1 of the License, or (at your option) any later version.
9 *
10 * This library is distributed in the hope that it will be useful,
11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
13 * Lesser General Public License for more details.
14 *
15 * You should have received a copy of the GNU Lesser General Public
16 * License along with this library; if not, write to the Free Software
17 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18 */
19
20 /* See comment in dlls/d3d9/tests/visual.c for general guidelines */
21
22 #include <assert.h>
23 #include "wine/test.h"
24 #include "ddraw.h"
25 #include "d3d.h"
26
27 HWND window;
28 IDirectDraw7 *DirectDraw = NULL;
29 IDirectDrawSurface7 *Surface;
30 IDirect3D7 *Direct3D = NULL;
31 IDirect3DDevice7 *Direct3DDevice = NULL;
32
33 IDirectDraw *DirectDraw1 = NULL;
34 IDirectDrawSurface *Surface1 = NULL;
35 IDirect3D *Direct3D1 = NULL;
36 IDirect3DDevice *Direct3DDevice1 = NULL;
37 IDirect3DExecuteBuffer *ExecuteBuffer = NULL;
38 IDirect3DViewport *Viewport = NULL;
39
40 static HRESULT (WINAPI *pDirectDrawCreateEx)(LPGUID,LPVOID*,REFIID,LPUNKNOWN);
41
42 static BOOL createObjects(void)
43 {
44 HRESULT hr;
45 HMODULE hmod = GetModuleHandleA("ddraw.dll");
46 WNDCLASS wc = {0};
47 DDSURFACEDESC2 ddsd;
48
49
50 if(!hmod) return FALSE;
51 pDirectDrawCreateEx = (void*)GetProcAddress(hmod, "DirectDrawCreateEx");
52 if(!pDirectDrawCreateEx) return FALSE;
53
54 hr = pDirectDrawCreateEx(NULL, (void **) &DirectDraw, &IID_IDirectDraw7, NULL);
55 ok(hr==DD_OK || hr==DDERR_NODIRECTDRAWSUPPORT, "DirectDrawCreateEx returned: %x\n", hr);
56 if(!DirectDraw) goto err;
57
58 wc.lpfnWndProc = DefWindowProc;
59 wc.lpszClassName = "d3d7_test_wc";
60 RegisterClass(&wc);
61 window = CreateWindow("d3d7_test_wc", "d3d7_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
62
63 hr = IDirectDraw7_SetCooperativeLevel(DirectDraw, window, DDSCL_EXCLUSIVE | DDSCL_FULLSCREEN);
64 ok(hr == DD_OK, "IDirectDraw7_SetCooperativeLevel failed with %08x\n", hr);
65 if(FAILED(hr)) goto err;
66 hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 32, 0, 0);
67 if(FAILED(hr)) {
68 /* 24 bit is fine too */
69 hr = IDirectDraw7_SetDisplayMode(DirectDraw, 640, 480, 24, 0, 0);
70
71 }
72 ok(hr == DD_OK || hr == DDERR_UNSUPPORTED, "IDirectDraw7_SetDisplayMode failed with %08x\n", hr);
73 if(FAILED(hr)) {
74 /* use trace, the caller calls skip() */
75 trace("SetDisplayMode failed\n");
76 goto err;
77 }
78
79 hr = IDirectDraw7_QueryInterface(DirectDraw, &IID_IDirect3D7, (void**) &Direct3D);
80 if (hr == E_NOINTERFACE) goto err;
81 ok(hr==DD_OK, "QueryInterface returned: %08x\n", hr);
82
83 /* DirectDraw Flipping behavior doesn't seem that well-defined. The reference rasterizer behaves differently
84 * than hardware implementations. Request single buffering, that seems to work everywhere
85 */
86 memset(&ddsd, 0, sizeof(ddsd));
87 ddsd.dwSize = sizeof(ddsd);
88 ddsd.dwFlags = DDSD_CAPS;
89 ddsd.ddsCaps.dwCaps = DDSCAPS_PRIMARYSURFACE | DDSCAPS_3DDEVICE;
90 ddsd.dwBackBufferCount = 1;
91 hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &Surface, NULL);
92 ok(hr==DD_OK, "CreateSurface returned: %08x\n", hr);
93 if(!Surface) goto err;
94
95 hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DTnLHalDevice, Surface, &Direct3DDevice);
96 if(FAILED(hr))
97 {
98 trace("Creating a TnLHal Device failed, trying HAL\n");
99 hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DHALDevice, Surface, &Direct3DDevice);
100 if(FAILED(hr))
101 {
102 trace("Creating a HAL device failed, trying Ref\n");
103 hr = IDirect3D7_CreateDevice(Direct3D, &IID_IDirect3DRefDevice, Surface, &Direct3DDevice);
104 }
105 }
106 if(!Direct3DDevice) goto err;
107 return TRUE;
108
109 err:
110 if(DirectDraw) IDirectDraw7_Release(DirectDraw);
111 if(Surface) IDirectDrawSurface7_Release(Surface);
112 if(Direct3D) IDirect3D7_Release(Direct3D);
113 if(Direct3DDevice) IDirect3DDevice7_Release(Direct3DDevice);
114 if(window) DestroyWindow(window);
115 return FALSE;
116 }
117
118 static void releaseObjects(void)
119 {
120 IDirect3DDevice7_Release(Direct3DDevice);
121 IDirect3D7_Release(Direct3D);
122 IDirectDrawSurface7_Release(Surface);
123 IDirectDraw7_Release(DirectDraw);
124 DestroyWindow(window);
125 }
126
127 static DWORD getPixelColor(IDirect3DDevice7 *device, UINT x, UINT y)
128 {
129 DWORD ret;
130 HRESULT hr;
131 DDSURFACEDESC2 ddsd;
132 RECT rectToLock = {x, y, x+1, y+1};
133 IDirectDrawSurface7 *surf = NULL;
134
135 /* Some implementations seem to dislike direct locking on the front buffer. Thus copy the front buffer
136 * to an offscreen surface and lock it instead of the front buffer
137 */
138 memset(&ddsd, 0, sizeof(ddsd));
139 ddsd.dwSize = sizeof(ddsd);
140 U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
141 ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
142 ddsd.dwWidth = 640;
143 ddsd.dwHeight = 480;
144 ddsd.ddsCaps.dwCaps = DDSCAPS_OFFSCREENPLAIN | DDSCAPS_SYSTEMMEMORY;
145 hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &surf, NULL);
146 ok(hr == DD_OK, "IDirectDraw7_CreateSurface failed with %08x\n", hr);
147 if(!surf)
148 {
149 trace("cannot create helper surface\n");
150 return 0xdeadbeef;
151 }
152
153 memset(&ddsd, 0, sizeof(ddsd));
154 ddsd.dwSize = sizeof(ddsd);
155 U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
156
157 hr = IDirectDrawSurface_BltFast(surf, 0, 0, Surface, NULL, 0);
158 ok(hr == DD_OK, "IDirectDrawSurface7_BltFast returned %08x\n", hr);
159 if(FAILED(hr))
160 {
161 trace("Cannot blit\n");
162 ret = 0xdeadbee;
163 goto out;
164 }
165
166 hr = IDirectDrawSurface7_Lock(surf, &rectToLock, &ddsd, DDLOCK_READONLY | DDLOCK_WAIT, NULL);
167 if(FAILED(hr))
168 {
169 trace("Can't lock the offscreen surface, hr=%08x\n", hr);
170 ret = 0xdeadbeec;
171 goto out;
172 }
173
174 /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
175 * really important for these tests
176 */
177 ret = ((DWORD *) ddsd.lpSurface)[0] & 0x00ffffff;
178 hr = IDirectDrawSurface7_Unlock(surf, NULL);
179 if(FAILED(hr))
180 {
181 trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
182 }
183
184 out:
185 IDirectDrawSurface7_Release(surf);
186 return ret;
187 }
188
189 struct vertex
190 {
191 float x, y, z;
192 DWORD diffuse;
193 };
194
195 struct nvertex
196 {
197 float x, y, z;
198 float nx, ny, nz;
199 DWORD diffuse;
200 };
201
202 static void lighting_test(IDirect3DDevice7 *device)
203 {
204 HRESULT hr;
205 DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
206 DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
207 DWORD color;
208
209 float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
210 0.0f, 1.0f, 0.0f, 0.0f,
211 0.0f, 0.0f, 1.0f, 0.0f,
212 0.0f, 0.0f, 0.0f, 1.0f };
213
214 struct vertex unlitquad[] =
215 {
216 {-1.0f, -1.0f, 0.1f, 0xffff0000},
217 {-1.0f, 0.0f, 0.1f, 0xffff0000},
218 { 0.0f, 0.0f, 0.1f, 0xffff0000},
219 { 0.0f, -1.0f, 0.1f, 0xffff0000},
220 };
221 struct vertex litquad[] =
222 {
223 {-1.0f, 0.0f, 0.1f, 0xff00ff00},
224 {-1.0f, 1.0f, 0.1f, 0xff00ff00},
225 { 0.0f, 1.0f, 0.1f, 0xff00ff00},
226 { 0.0f, 0.0f, 0.1f, 0xff00ff00},
227 };
228 struct nvertex unlitnquad[] =
229 {
230 { 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
231 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
232 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
233 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
234 };
235 struct nvertex litnquad[] =
236 {
237 { 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
238 { 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
239 { 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
240 { 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
241 };
242 WORD Indices[] = {0, 1, 2, 2, 3, 0};
243
244 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
245 ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
246
247 /* Setup some states that may cause issues */
248 hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_WORLD, (D3DMATRIX *) mat);
249 ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
250 hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_VIEW, (D3DMATRIX *)mat);
251 ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
252 hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, (D3DMATRIX *) mat);
253 ok(hr == D3D_OK, "IDirect3DDevice7_SetTransform returned %08x\n", hr);
254 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
255 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
256 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
257 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
258 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
259 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
260 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
261 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
262 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHATESTENABLE, FALSE);
263 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
264 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, FALSE);
265 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
266 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
267 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed with %08x\n", hr);
268
269 hr = IDirect3DDevice7_BeginScene(device);
270 ok(hr == D3D_OK, "IDirect3DDevice7_BeginScene failed with %08x\n", hr);
271 if(hr == D3D_OK)
272 {
273 /* No lights are defined... That means, lit vertices should be entirely black */
274 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
275 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
276 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, unlitquad, 4 /* NumVerts */,
277 Indices, 6 /* Indexcount */, 0 /* flags */);
278 ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
279
280 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
281 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
282 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, fvf, litquad, 4 /* NumVerts */,
283 Indices, 6 /* Indexcount */, 0 /* flags */);
284 ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
285
286 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
287 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
288 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, unlitnquad, 4 /* NumVerts */,
289 Indices, 6 /* Indexcount */, 0 /* flags */);
290 ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
291
292 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, TRUE);
293 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
294 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, nfvf, litnquad, 4 /* NumVerts */,
295 Indices, 6 /* Indexcount */, 0 /* flags */);
296 ok(hr == D3D_OK, "IDirect3DDevice7_DrawIndexedPrimitiveUP failed with %08x\n", hr);
297
298 IDirect3DDevice7_EndScene(device);
299 ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed with %08x\n", hr);
300 }
301
302 color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
303 ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
304 color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
305 ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
306 color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
307 ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
308 color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
309 ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
310
311 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
312 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned %08x\n", hr);
313 }
314
315 static void clear_test(IDirect3DDevice7 *device)
316 {
317 /* Tests the correctness of clearing parameters */
318 HRESULT hr;
319 D3DRECT rect[2];
320 D3DRECT rect_negneg;
321 DWORD color;
322
323 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
324 ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
325
326 /* Positive x, negative y */
327 U1(rect[0]).x1 = 0;
328 U2(rect[0]).y1 = 480;
329 U3(rect[0]).x2 = 320;
330 U4(rect[0]).y2 = 240;
331
332 /* Positive x, positive y */
333 U1(rect[1]).x1 = 0;
334 U2(rect[1]).y1 = 0;
335 U3(rect[1]).x2 = 320;
336 U4(rect[1]).y2 = 240;
337 /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
338 * is ignored, the positive is still cleared afterwards
339 */
340 hr = IDirect3DDevice7_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
341 ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
342
343 /* negative x, negative y */
344 U1(rect_negneg).x1 = 640;
345 U2(rect_negneg).y1 = 240;
346 U3(rect_negneg).x2 = 320;
347 U4(rect_negneg).y2 = 0;
348 hr = IDirect3DDevice7_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
349 ok(hr == D3D_OK, "IDirect3DDevice7_Clear failed with %08x\n", hr);
350
351 color = getPixelColor(device, 160, 360); /* lower left quad */
352 ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
353 color = getPixelColor(device, 160, 120); /* upper left quad */
354 ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
355 color = getPixelColor(device, 480, 360); /* lower right quad */
356 ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
357 color = getPixelColor(device, 480, 120); /* upper right quad */
358 ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
359 }
360
361 struct sVertex {
362 float x, y, z;
363 DWORD diffuse;
364 DWORD specular;
365 };
366
367 struct sVertexT {
368 float x, y, z, rhw;
369 DWORD diffuse;
370 DWORD specular;
371 };
372
373 static void fog_test(IDirect3DDevice7 *device)
374 {
375 HRESULT hr;
376 DWORD color;
377 float start = 0.0, end = 1.0;
378 D3DDEVICEDESC7 caps;
379
380 /* Gets full z based fog with linear fog, no fog with specular color */
381 struct sVertex unstransformed_1[] = {
382 {-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
383 {-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
384 { 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
385 { 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
386 };
387 /* Ok, I am too lazy to deal with transform matrices */
388 struct sVertex unstransformed_2[] = {
389 {-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
390 {-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
391 { 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
392 { 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
393 };
394 /* Untransformed ones. Give them a different diffuse color to make the test look
395 * nicer. It also makes making sure that they are drawn correctly easier.
396 */
397 struct sVertexT transformed_1[] = {
398 {320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
399 {640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
400 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
401 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
402 };
403 struct sVertexT transformed_2[] = {
404 {320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
405 {640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
406 {640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
407 {320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
408 };
409 WORD Indices[] = {0, 1, 2, 2, 3, 0};
410
411 memset(&caps, 0, sizeof(caps));
412 hr = IDirect3DDevice7_GetCaps(device, &caps);
413 ok(hr == D3D_OK, "IDirect3DDevice7_GetCaps returned %08x\n", hr);
414 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
415 ok(hr == D3D_OK, "IDirect3DDevice7_Clear returned %08x\n", hr);
416
417 /* Setup initial states: No lighting, fog on, fog color */
418 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
419 ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
420 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
421 ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
422 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0xFF00FF00 /* A nice green */);
423 ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
424
425 /* First test: Both table fog and vertex fog off */
426 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_NONE);
427 ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
428 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_NONE);
429 ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
430
431 /* Start = 0, end = 1. Should be default, but set them */
432 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, *((DWORD *) &start));
433 ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
434 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, *((DWORD *) &end));
435 ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
436
437 if(IDirect3DDevice7_BeginScene(device) == D3D_OK)
438 {
439 /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
440 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
441 unstransformed_1, 4, Indices, 6, 0);
442 ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
443
444 /* That makes it use the Z value */
445 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, D3DFOG_LINEAR);
446 ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
447 /* Untransformed, vertex fog != none (or table fog != none):
448 * Use the Z value as input into the equation
449 */
450 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
451 unstransformed_2, 4, Indices, 6, 0);
452 ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
453
454 /* transformed verts */
455 ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
456 /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
457 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
458 transformed_1, 4, Indices, 6, 0);
459 ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
460
461 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, D3DFOG_LINEAR);
462 ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
463 /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
464 * equation
465 */
466 hr = IDirect3DDevice7_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR,
467 transformed_2, 4, Indices, 6, 0);
468 ok(hr == D3D_OK, "DrawIndexedPrimitive returned %08x\n", hr);
469
470 hr = IDirect3DDevice7_EndScene(device);
471 ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
472 }
473 else
474 {
475 ok(FALSE, "BeginScene failed\n");
476 }
477
478 color = getPixelColor(device, 160, 360);
479 ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
480 color = getPixelColor(device, 160, 120);
481 ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
482 color = getPixelColor(device, 480, 120);
483 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
484 if(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)
485 {
486 color = getPixelColor(device, 480, 360);
487 ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
488 }
489 else
490 {
491 /* Without fog table support the vertex fog is still applied, even though table fog is turned on.
492 * The settings above result in no fogging with vertex fog
493 */
494 color = getPixelColor(device, 480, 120);
495 ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
496 trace("Info: Table fog not supported by this device\n");
497 }
498
499 /* Turn off the fog master switch to avoid confusing other tests */
500 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
501 ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
502 }
503
504 static void offscreen_test(IDirect3DDevice7 *device)
505 {
506 HRESULT hr;
507 IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
508 DWORD color;
509 DDSURFACEDESC2 ddsd;
510
511 static const float quad[][5] = {
512 {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
513 {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
514 { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
515 { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
516 };
517
518 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
519 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
520
521 memset(&ddsd, 0, sizeof(ddsd));
522 ddsd.dwSize = sizeof(ddsd);
523 U4(ddsd).ddpfPixelFormat.dwSize = sizeof(U4(ddsd).ddpfPixelFormat);
524 ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS;
525 ddsd.dwWidth = 128;
526 ddsd.dwHeight = 128;
527 ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
528 hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
529 ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr);
530 if(!offscreen) {
531 goto out;
532 }
533
534 hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
535 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
536 if(!backbuffer) {
537 goto out;
538 }
539
540 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
541 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
542 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
543 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
544 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
545 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
546 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
547 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
548 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
549 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState returned hr = %08x\n", hr);
550
551 if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
552 hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
553 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
554 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
555 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
556
557 /* Draw without textures - Should result in a white quad */
558 hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
559 ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
560
561 hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
562 ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
563 hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
564 ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
565
566 /* This time with the texture */
567 hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_TEX1, quad, 4, 0);
568 ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
569
570 IDirect3DDevice7_EndScene(device);
571 }
572
573 /* Center quad - should be white */
574 color = getPixelColor(device, 320, 240);
575 ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
576 /* Some quad in the cleared part of the texture */
577 color = getPixelColor(device, 170, 240);
578 ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
579 /* Part of the originally cleared back buffer */
580 color = getPixelColor(device, 10, 10);
581 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
582 if(0) {
583 /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
584 * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
585 * the offscreen rendering mode this test would succeed or fail
586 */
587 color = getPixelColor(device, 10, 470);
588 ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
589 }
590
591 out:
592 hr = IDirect3DDevice7_SetTexture(device, 0, NULL);
593
594 /* restore things */
595 if(backbuffer) {
596 hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
597 IDirectDrawSurface7_Release(backbuffer);
598 }
599 if(offscreen) {
600 IDirectDrawSurface7_Release(offscreen);
601 }
602 }
603
604 static void alpha_test(IDirect3DDevice7 *device)
605 {
606 HRESULT hr;
607 IDirectDrawSurface7 *backbuffer = NULL, *offscreen = NULL;
608 DWORD color, red, green, blue;
609 DDSURFACEDESC2 ddsd;
610
611 struct vertex quad1[] =
612 {
613 {-1.0f, -1.0f, 0.1f, 0x4000ff00},
614 {-1.0f, 0.0f, 0.1f, 0x4000ff00},
615 { 1.0f, -1.0f, 0.1f, 0x4000ff00},
616 { 1.0f, 0.0f, 0.1f, 0x4000ff00},
617 };
618 struct vertex quad2[] =
619 {
620 {-1.0f, 0.0f, 0.1f, 0xc00000ff},
621 {-1.0f, 1.0f, 0.1f, 0xc00000ff},
622 { 1.0f, 0.0f, 0.1f, 0xc00000ff},
623 { 1.0f, 1.0f, 0.1f, 0xc00000ff},
624 };
625 static const float composite_quad[][5] = {
626 { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
627 { 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
628 { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
629 { 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
630 };
631
632 /* Clear the render target with alpha = 0.5 */
633 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
634 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
635
636 memset(&ddsd, 0, sizeof(ddsd));
637 ddsd.dwSize = sizeof(ddsd);
638 ddsd.dwFlags = DDSD_WIDTH | DDSD_HEIGHT | DDSD_CAPS | DDSD_PIXELFORMAT;
639 ddsd.dwWidth = 128;
640 ddsd.dwHeight = 128;
641 ddsd.ddsCaps.dwCaps = DDSCAPS_TEXTURE | DDSCAPS_3DDEVICE;
642 U4(ddsd).ddpfPixelFormat.dwFlags = DDPF_RGB | DDPF_ALPHAPIXELS;
643 U1(U4(ddsd).ddpfPixelFormat).dwRGBBitCount = 32;
644 U2(U4(ddsd).ddpfPixelFormat).dwRBitMask = 0x00ff0000;
645 U3(U4(ddsd).ddpfPixelFormat).dwGBitMask = 0x0000ff00;
646 U4(U4(ddsd).ddpfPixelFormat).dwBBitMask = 0x000000ff;
647 U5(U4(ddsd).ddpfPixelFormat).dwRGBAlphaBitMask = 0xff000000;
648 hr = IDirectDraw7_CreateSurface(DirectDraw, &ddsd, &offscreen, NULL);
649 ok(hr == D3D_OK, "Creating the offscreen render target failed, hr = %08x\n", hr);
650 if(!offscreen) {
651 goto out;
652 }
653 hr = IDirect3DDevice7_GetRenderTarget(device, &backbuffer);
654 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
655 if(!backbuffer) {
656 goto out;
657 }
658
659 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
660 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
661 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
662 ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
663 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DFILTER_NEAREST);
664 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
665 hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DFILTER_NEAREST);
666 ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
667
668 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
669 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
670 if(IDirect3DDevice7_BeginScene(device) == D3D_OK) {
671
672 /* Draw two quads, one with src alpha blending, one with dest alpha blending. The
673 * SRCALPHA / INVSRCALPHA blend doesn't give any surprises. Colors are blended based on
674 * the input alpha
675 *
676 * The DESTALPHA / INVDESTALPHA do not "work" on the regular buffer because there is no alpha.
677 * They give essentially ZERO and ONE blend factors
678 */
679 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
680 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
681 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
682 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
683 hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0);
684 ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
685
686 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA);
687 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
688 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVDESTALPHA);
689 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
690 hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad2, 4, 0);
691 ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
692
693 /* Switch to the offscreen buffer, and redo the testing. SRCALPHA and DESTALPHA. The offscreen buffer
694 * has a alpha channel on its own. Clear the offscreen buffer with alpha = 0.5 again, then draw the
695 * quads again. The SRCALPHA/INVSRCALPHA doesn't give any surprises, but the DESTALPHA/INVDESTALPHA
696 * blending works as supposed now - blend factor is 0.5 in both cases, not 0.75 as from the input
697 * vertices
698 */
699 hr = IDirect3DDevice7_SetRenderTarget(device, offscreen, 0);
700 ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
701 hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
702 ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
703
704 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_SRCALPHA);
705 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
706 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_DESTBLEND, D3DBLEND_INVSRCALPHA);
707 ok(hr == D3D_OK, "IDirect3DDevice7_SetRenderState failed, hr = %08x\n", hr);
708 hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, D3DFVF_XYZ | D3DFVF_DIFFUSE, quad1, 4, 0);
709 ok(hr == D3D_OK, "DrawPrimitive failed, hr = %08x\n", hr);
710
711 hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SRCBLEND, D3DBLEND_DESTALPHA);