d3d9/tests: Clean up z_range_test a bit.

This commit is contained in:
Stefan Dösinger 2013-09-12 12:23:31 +02:00 committed by Alexandre Julliard
parent b8eb171b6b
commit ed50457694

View File

@ -2454,39 +2454,37 @@ static void texbem_test(IDirect3DDevice9 *device)
static void z_range_test(IDirect3DDevice9 *device)
{
const struct vertex quad[] =
static const struct vertex quad[] =
{
{-1.0f, 0.0f, 1.1f, 0xffff0000},
{-1.0f, 1.0f, 1.1f, 0xffff0000},
{ 1.0f, 0.0f, -1.1f, 0xffff0000},
{ 1.0f, 1.0f, -1.1f, 0xffff0000},
{-1.0f, 0.0f, 1.1f, 0xffff0000},
{-1.0f, 1.0f, 1.1f, 0xffff0000},
{ 1.0f, 0.0f, -1.1f, 0xffff0000},
{ 1.0f, 1.0f, -1.1f, 0xffff0000},
};
const struct vertex quad2[] =
static const struct vertex quad2[] =
{
{-1.0f, 0.0f, 1.1f, 0xff0000ff},
{-1.0f, 1.0f, 1.1f, 0xff0000ff},
{ 1.0f, 0.0f, -1.1f, 0xff0000ff},
{ 1.0f, 1.0f, -1.1f, 0xff0000ff},
{-1.0f, 0.0f, 1.1f, 0xff0000ff},
{-1.0f, 1.0f, 1.1f, 0xff0000ff},
{ 1.0f, 0.0f, -1.1f, 0xff0000ff},
{ 1.0f, 1.0f, -1.1f, 0xff0000ff},
};
const struct tvertex quad3[] =
static const struct tvertex quad3[] =
{
{ 0, 240, 1.1f, 1.0, 0xffffff00},
{ 0, 480, 1.1f, 1.0, 0xffffff00},
{ 640, 240, -1.1f, 1.0, 0xffffff00},
{ 640, 480, -1.1f, 1.0, 0xffffff00},
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
{640.0f, 240.0f, -1.1f, 1.0f, 0xffffff00},
{640.0f, 480.0f, -1.1f, 1.0f, 0xffffff00},
};
const struct tvertex quad4[] =
static const struct tvertex quad4[] =
{
{ 0, 240, 1.1f, 1.0, 0xff00ff00},
{ 0, 480, 1.1f, 1.0, 0xff00ff00},
{ 640, 240, -1.1f, 1.0, 0xff00ff00},
{ 640, 480, -1.1f, 1.0, 0xff00ff00},
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
{640.0f, 240.0f, -1.1f, 1.0f, 0xff00ff00},
{640.0f, 480.0f, -1.1f, 1.0f, 0xff00ff00},
};
HRESULT hr;
DWORD color;
IDirect3DVertexShader9 *shader;
IDirect3DVertexDeclaration9 *decl;
D3DCAPS9 caps;
static const DWORD shader_code[] =
{
@ -2496,188 +2494,172 @@ static void z_range_test(IDirect3DDevice9 *device)
0x00000001, 0xd00f0000, 0xa0e40000, /* mov oD0, c0 */
0x0000ffff /* end */
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
IDirect3DDevice9_GetDeviceCaps(device, &caps);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
* then call Present. Then clear the color buffer to make sure it has some defined content
* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
* by the depth value.
*/
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
* by the depth value. */
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
/* Test the untransformed vertex path */
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
/* Test the transformed vertex path */
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
/* Do not test the exact corner pixels, but go pretty close to them */
/* Clipped because z > 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 28, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
{
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
}
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, > z buffer clear value(0.75) */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 31, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 241);
ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
/* Not clipped, < z buffer clear value */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 104, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 241);
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
/* Clipped because z < 0.0 */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
color = getPixelColor(device, 321, 241);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
{
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
else
{
ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
}
ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
/* Test the shader path */
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) {
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("Vertex shaders not supported\n");
goto out;
}
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(hr == D3D_OK)
{
float colorf[] = {1.0, 0.0, 0.0, 1.0};
float colorf2[] = {0.0, 0.0, 1.0, 1.0};
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_1, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_2, 1);
ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
IDirect3DVertexDeclaration9_Release(decl);
IDirect3DVertexShader9_Release(shader);
/* Z < 1.0 */
color = getPixelColor(device, 28, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
/* 1.0 < z < 0.75 */
color = getPixelColor(device, 31, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
color = getPixelColor(device, 100, 238);
ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
/* 0.75 < z < 0.0 */
color = getPixelColor(device, 104, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
color = getPixelColor(device, 318, 238);
ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
/* 0.0 < z */
color = getPixelColor(device, 321, 238);
ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
out:
out:
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
ok(SUCCEEDED(hr), "Failed to enable z writes, hr %#x.\n", hr);
}
static void fill_surface(IDirect3DSurface9 *surface, DWORD color)