ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
}
+static void depth_blit_test(IDirect3DDevice9 *device)
+{
+ static const struct vertex quad1[] =
+ {
+ { -1.0, 1.0, 0.50f, 0xff00ff00},
+ { 1.0, 1.0, 0.50f, 0xff00ff00},
+ { -1.0, -1.0, 0.50f, 0xff00ff00},
+ { 1.0, -1.0, 0.50f, 0xff00ff00},
+ };
+ static const struct vertex quad2[] =
+ {
+ { -1.0, 1.0, 0.66f, 0xff0000ff},
+ { 1.0, 1.0, 0.66f, 0xff0000ff},
+ { -1.0, -1.0, 0.66f, 0xff0000ff},
+ { 1.0, -1.0, 0.66f, 0xff0000ff},
+ };
+ static const DWORD expected_colors[4][4] =
+ {
+ {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
+ {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
+ {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
+ {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
+ };
+
+ IDirect3DSurface9 *backbuffer, *ds1, *ds2;
+ RECT src_rect, dst_rect;
+ unsigned int i, j;
+ D3DVIEWPORT9 vp;
+ D3DCOLOR color;
+ HRESULT hr;
+
+ vp.X = 0;
+ vp.Y = 0;
+ vp.Width = 640;
+ vp.Height = 480;
+ vp.MinZ = 0.0;
+ vp.MaxZ = 1.0;
+
+ hr = IDirect3DDevice9_SetViewport(device, &vp);
+ ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
+ ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1);
+ ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL);
+ ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2);
+ ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+ SetRect(&dst_rect, 0, 0, 480, 360);
+ hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+ SetRect(&dst_rect, 0, 0, 320, 240);
+ hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+
+ /* Partial blit. */
+ SetRect(&src_rect, 0, 0, 320, 240);
+ SetRect(&dst_rect, 0, 0, 320, 240);
+ hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
+ ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Flipped. */
+ SetRect(&src_rect, 0, 0, 640, 480);
+ SetRect(&dst_rect, 0, 480, 640, 0);
+ hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
+ ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ /* Full, explicit. */
+ SetRect(&src_rect, 0, 0, 640, 480);
+ SetRect(&dst_rect, 0, 0, 640, 480);
+ hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
+ ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+ /* Filtered blit. */
+ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR);
+ ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+ /* Depth -> color blit.*/
+ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT);
+ ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
+ IDirect3DSurface9_Release(backbuffer);
+
+ hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1);
+ ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
+ ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT);
+ ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
+ IDirect3DSurface9_Release(ds2);
+ IDirect3DSurface9_Release(ds1);
+
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
+ ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_BeginScene(device);
+ ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
+ ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
+ hr = IDirect3DDevice9_EndScene(device);
+ ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
+
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ unsigned int x = 80 * ((2 * j) + 1);
+ unsigned int y = 60 * ((2 * i) + 1);
+ color = getPixelColor(device, x, y);
+ ok(color_match(color, expected_colors[i][j], 0),
+ "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
+ }
+ }
+
+ hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+ ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
+}
+
static void intz_test(IDirect3DDevice9 *device)
{
static const DWORD ps_code[] =
dp3_alpha_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
+ depth_blit_test(device_ptr);
intz_test(device_ptr);
shadow_test(device_ptr);
fp_special_test(device_ptr);