Source code of Windows XP (NT5)
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/****************************************************************************
*
* File: testd3d8.cpp
* Project: DxDiag (DirectX Diagnostic Tool)
* Author: Jason Sandlin ([email protected])
* Purpose: Test D3D8/AGP Texturing functionality on this machine
*
* (C) Copyright 2000 Microsoft Corp. All rights reserved.
*
****************************************************************************/
#include <Windows.h>
#define DIRECT3D_VERSION 0x0800 // file uses DX8
#include <d3d8.h>
#include <d3dx8.h>
#include "reginfo.h"
#include "sysinfo.h"
#include "dispinfo.h"
#include "testagp.h"
#include "resource.h"
#ifndef ReleasePpo
#define ReleasePpo(ppo) \
if (*(ppo) != NULL) \
{ \
(*(ppo))->Release(); \
*(ppo) = NULL; \
} \
else (VOID)0
#endif
typedef IDirect3D8* (WINAPI* LPDIRECT3DCREATE8)(UINT SDKVersion);
#define D3DFVF_VERTEX (D3DFVF_XYZ|D3DFVF_NORMAL|D3DFVF_TEX1)
#define MAX_FORMATS 64
#define MAX_MODES 512
#define MAX_CONFIRMED_MODES 512
struct D3DVERTEX
{
D3DXVECTOR3 p;
D3DXVECTOR3 n;
FLOAT tu, tv;
D3DVERTEX() {};
D3DVERTEX( D3DXVECTOR3 vp, D3DXVECTOR3 vn, FLOAT fTu, FLOAT fTv ) : p(vp), n(vn), tu(fTu), tv(fTv) {}
};
struct D3DModeInfo
{
DWORD Width; // Screen width in this mode
DWORD Height; // Screen height in this mode
D3DFORMAT Format; // Pixel format in this mode
DWORD dwBehavior; // Hardware / Software / Mixed vertex processing
};
enum TESTID
{
TESTID_LOAD_D3D8_DLL=1,
TESTID_GET_D3DCREATE8,
TESTID_D3DCREATE8,
TESTID_ENUMADAPTERMODES,
TESTID_GETDEVICECAPS,
TESTID_NOMODEFOUND,
TESTID_CREATE_TEST_WINDOW,
TESTID_CREATE_DEVICE,
TESTID_GETBACKBUFFER,
TESTID_GETDESC,
TESTID_CREATE_VERTEX_BUFFER,
TESTID_CREATE_INDEX_BUFFER,
TESTID_LOCK,
TESTID_UNLOCK,
TESTID_SETLIGHT,
TESTID_LIGHTENABLE,
TESTID_SETTRANSFORM,
TESTID_SETRENDERSTATE,
TESTID_CREATETEXTURE,
TESTID_SETTEXTURESTAGESTATE,
TESTID_SETTEXTURE,
TESTID_SETVERTEXSHADER,
TESTID_USER_CANCELLED,
TESTID_VIEWPORT_CLEAR,
TESTID_BEGINSCENE,
TESTID_SETMATERIAL,
TESTID_SETSTREAMSOURCE,
TESTID_SETINDICES,
TESTID_DRAW_INDEXED_PRIMITIVE,
TESTID_ENDSCENE,
TESTID_PRESENT,
TESTID_USER_VERIFY_D3D7_RENDERING,
TESTID_USER_VERIFY_D3D8_RENDERING,
TESTID_LOAD_DDRAW_DLL,
TESTID_GET_DIRECTDRAWCREATE,
TESTID_DIRECTDRAWCREATE,
TESTID_SETCOOPERATIVELEVEL_FULLSCREEN,
TESTID_SETCOOPERATIVELEVEL_NORMAL,
TESTID_SETDISPLAYMODE,
TESTID_CREATEPRIMARYSURFACE_FLIP_ONEBACK,
TESTID_GETATTACHEDSURFACE,
TESTID_QUERY_D3D,
TESTID_SETVIEWPORT,
TESTID_ENUMTEXTUREFORMATS,
TESTID_CREATESURFACE,
TESTID_GETDC,
TESTID_RELEASEDC,
};
BOOL BTranslateError(HRESULT hr, TCHAR* psz, BOOL bEnglish = FALSE); // from main.cpp
static HRESULT SelectModeAndFormat( DisplayInfo* pDisplayInfo, IDirect3D8* pD3D8, D3DModeInfo* pSelectedMode, D3DDEVTYPE* pSelectedDeviceType );
static HRESULT Test3D( BOOL bUseTexture, IDirect3D8* pD3D8, HWND hwndMain, DWORD iAdapter, D3DModeInfo selectedMode, D3DDEVTYPE selectedDeviceType, LONG* piStepThatFailed );
static HRESULT CreateTestWindow(HWND hwndMain, HWND* phwnd);
static HRESULT InitVertexBuffer( IDirect3DDevice8* pd3dDevice, const D3DVERTEX* vertexArray, DWORD dwNumVertices, LPDIRECT3DVERTEXBUFFER8* ppVB, LONG* piStepThatFailed );
static HRESULT InitIndexBuffer( IDirect3DDevice8* pd3dDevice, const WORD* wIndexArray, DWORD dwNumIndices, LPDIRECT3DINDEXBUFFER8* ppIB, LONG* piStepThatFailed );
static HRESULT DrawTwoSides( BOOL bUseTexture, IDirect3DDevice8* pd3dDevice, D3DMATERIAL8* pMtrl, LPDIRECT3DVERTEXBUFFER8 pVB1, LPDIRECT3DINDEXBUFFER8 pIB1, LPDIRECT3DVERTEXBUFFER8 pVB2, LPDIRECT3DINDEXBUFFER8 pIB2, LONG* piStepThatFailed );
//-----------------------------------------------------------------------------
// Name: TestD3Dv8()
// Desc:
//-----------------------------------------------------------------------------
VOID TestD3Dv8( BOOL bUseTexture, HWND hwndMain, DisplayInfo* pDisplayInfo)
{
HRESULT hr = S_OK;
TCHAR sz[MAX_PATH];
TCHAR szTitle[MAX_PATH];
HINSTANCE hInstD3D8 = NULL;
IDirect3D8* pD3D8 = NULL;
HWND hwnd = NULL;
D3DModeInfo selectedMode;
D3DDEVTYPE selectedDeviceType;
if( pDisplayInfo == NULL )
return;
LoadString(NULL, IDS_APPFULLNAME, szTitle, MAX_PATH);
LPDIRECT3DCREATE8 pD3DCreate8 = NULL;
TCHAR szPath[MAX_PATH];
GetSystemDirectory(szPath, MAX_PATH);
lstrcat(szPath, TEXT("\\d3d8.dll"));
// This may fail if DX8 isn't on the system
hInstD3D8 = LoadLibrary(szPath);
if (hInstD3D8 == NULL)
{
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_LOAD_D3D8_DLL;
pDisplayInfo->m_testResultD3D8.m_hr = E_FAIL;
goto LEnd;
}
pD3DCreate8 = (LPDIRECT3DCREATE8)GetProcAddress(hInstD3D8, "Direct3DCreate8");
if (pD3DCreate8 == NULL)
{
FreeLibrary(hInstD3D8);
hInstD3D8 = NULL;
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_GET_D3DCREATE8;
pDisplayInfo->m_testResultD3D8.m_hr = E_POINTER;
goto LEnd;
}
pD3D8 = pD3DCreate8(D3D_SDK_VERSION);
if( pD3D8 == NULL )
{
// We have the wrong headers since d3d8.dll loaded but D3DCreate8() failed.
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_D3DCREATE8;
pDisplayInfo->m_testResultD3D8.m_hr = E_FAIL;
goto LEnd;
}
// Enum and select a support mode and format and device type
if( FAILED( SelectModeAndFormat( pDisplayInfo, pD3D8,
&selectedMode, &selectedDeviceType ) ) )
goto LEnd;
// Save the cursor
POINT ptMouse;
GetCursorPos(&ptMouse);
// Run the test
if (FAILED(hr = Test3D( bUseTexture, pD3D8, hwndMain, pDisplayInfo->m_iAdapter, selectedMode,
selectedDeviceType, &pDisplayInfo->m_testResultD3D8.m_iStepThatFailed)))
{
pDisplayInfo->m_testResultD3D8.m_hr = hr;
goto LEnd;
}
// Restore the cursor position
SetCursorPos( ptMouse.x, ptMouse.y );
// Tell the user if they canceled
if (pDisplayInfo->m_testResultD3D8.m_iStepThatFailed == TESTID_USER_CANCELLED)
{
LoadString(NULL, IDS_YOUCANCELLED, sz, MAX_PATH);
MessageBox(hwndMain, sz, szTitle, MB_OK);
pDisplayInfo->m_testResultD3D8.m_bCancelled = TRUE;
goto LEnd;
}
// Confirm the test succeeded
LoadString(NULL, IDS_CONFIRMD3DTEST, sz, MAX_PATH);
if (IDNO == MessageBox(hwndMain, sz, szTitle, MB_YESNO))
{
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_USER_VERIFY_D3D8_RENDERING;
pDisplayInfo->m_testResultD3D8.m_hr = S_OK;
goto LEnd;
}
LEnd:
ReleasePpo( &pD3D8 );
if( hInstD3D8 )
{
FreeLibrary(hInstD3D8);
hInstD3D8 = NULL;
}
}
//-----------------------------------------------------------------------------
// Name: Test3D()
// Desc: Generate a spinning 3D cube
//-----------------------------------------------------------------------------
HRESULT Test3D( BOOL bUseTexture, IDirect3D8* pD3D8, HWND hwndMain, DWORD iAdapter,
D3DModeInfo selectedMode, D3DDEVTYPE selectedDeviceType,
LONG* piStepThatFailed )
{
LPDIRECT3DDEVICE8 pd3dDevice = NULL;
LPDIRECT3DTEXTURE8 pTexture = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBFront = NULL;
LPDIRECT3DINDEXBUFFER8 pIBFront = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBBack = NULL;
LPDIRECT3DINDEXBUFFER8 pIBBack = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBLeft = NULL;
LPDIRECT3DINDEXBUFFER8 pIBLeft = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBRight = NULL;
LPDIRECT3DINDEXBUFFER8 pIBRight = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBTop = NULL;
LPDIRECT3DINDEXBUFFER8 pIBTop = NULL;
LPDIRECT3DVERTEXBUFFER8 pVBBottom = NULL;
LPDIRECT3DINDEXBUFFER8 pIBBottom = NULL;
LPDIRECT3DSURFACE8 pBackBuffer = NULL;
D3DMATERIAL8 mtrlWhite;
D3DMATERIAL8 mtrlRed;
D3DMATERIAL8 mtrlBlue;
D3DMATERIAL8 mtrlGreen;
D3DXMATRIX matRotY;
D3DXMATRIX matRotX;
D3DXMATRIX mat;
D3DSURFACE_DESC d3dsdBackBuffer;
FLOAT fRotY;
FLOAT fRotX;
HRESULT hr;
HWND hwnd;
MSG msg;
DWORD i;
static const D3DVERTEX vertexArrayFront[] =
{
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, -1.0), D3DXVECTOR3(0.0, 0.0, -1.0), 1.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, -1.0, -1.0), D3DXVECTOR3(0.0, 0.0, -1.0), 0.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, -1.0), D3DXVECTOR3(0.0, 0.0, -1.0), 1.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, 1.0, -1.0), D3DXVECTOR3(0.0, 0.0, -1.0), 0.0f, 1.0f),
};
static const WORD indexArrayFront[] =
{
0, 2, 1,
2, 3, 1,
};
static const D3DVERTEX vertexArrayBack[] =
{
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, 1.0), D3DXVECTOR3(0.0, 0.0, 1.0), 0.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, -1.0, 1.0), D3DXVECTOR3(0.0, 0.0, 1.0), 1.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, 1.0), D3DXVECTOR3(0.0, 0.0, 1.0), 0.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, 1.0, 1.0), D3DXVECTOR3(0.0, 0.0, 1.0), 1.0f, 1.0f),
};
static const WORD indexArrayBack[] =
{
0, 1, 2,
2, 1, 3,
};
static const D3DVERTEX vertexArrayLeft[] =
{
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, -1.0), D3DXVECTOR3(-1.0, 0.0, 0.0), 0.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, 1.0), D3DXVECTOR3(-1.0, 0.0, 0.0), 1.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, -1.0), D3DXVECTOR3(-1.0, 0.0, 0.0), 0.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, 1.0), D3DXVECTOR3(-1.0, 0.0, 0.0), 1.0f, 1.0f),
};
static const WORD indexArrayLeft[] =
{
0, 1, 2,
2, 1, 3,
};
static const D3DVERTEX vertexArrayRight[] =
{
D3DVERTEX(D3DXVECTOR3(1.0, -1.0, -1.0), D3DXVECTOR3(1.0, 0.0, 0.0), 1.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(1.0, -1.0, 1.0), D3DXVECTOR3(1.0, 0.0, 0.0), 0.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3(1.0, 1.0, -1.0), D3DXVECTOR3(1.0, 0.0, 0.0), 1.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3(1.0, 1.0, 1.0), D3DXVECTOR3(1.0, 0.0, 0.0), 0.0f, 1.0f),
};
static const WORD indexArrayRight[] =
{
0, 2, 1,
2, 3, 1,
};
static const D3DVERTEX vertexArrayTop[] =
{
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, -1.0), D3DXVECTOR3(0.0, 1.0, 0.0), 0.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, 1.0, -1.0), D3DXVECTOR3(0.0, 1.0, 0.0), 1.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, 1.0, 1.0), D3DXVECTOR3(0.0, 1.0, 0.0), 0.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, 1.0, 1.0), D3DXVECTOR3(0.0, 1.0, 0.0), 1.0f, 0.0f),
};
static const WORD indexArrayTop[] =
{
0, 2, 1,
2, 3, 1,
};
static const D3DVERTEX vertexArrayBottom[] =
{
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, -1.0), D3DXVECTOR3(0.0, -1.0, 0.0), 1.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, -1.0, -1.0), D3DXVECTOR3(0.0, -1.0, 0.0), 0.0f, 1.0f),
D3DVERTEX(D3DXVECTOR3(-1.0, -1.0, 1.0), D3DXVECTOR3(0.0, -1.0, 0.0), 1.0f, 0.0f),
D3DVERTEX(D3DXVECTOR3( 1.0, -1.0, 1.0), D3DXVECTOR3(0.0, -1.0, 0.0), 0.0f, 0.0f),
};
static const WORD indexArrayBottom[] =
{
0, 1, 2,
2, 1, 3,
};
ShowCursor(FALSE);
// Create test window
if (FAILED(hr = CreateTestWindow(hwndMain, &hwnd)))
{
*piStepThatFailed = TESTID_CREATE_TEST_WINDOW;
goto LEnd;
}
// Set up the presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = FALSE;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.EnableAutoDepthStencil = FALSE;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.FullScreen_PresentationInterval = D3DPRESENT_INTERVAL_ONE;
d3dpp.hDeviceWindow = hwnd;
d3dpp.BackBufferWidth = selectedMode.Width;
d3dpp.BackBufferHeight = selectedMode.Height;
d3dpp.BackBufferFormat = selectedMode.Format;
// Create the device
if( FAILED( hr = pD3D8->CreateDevice( iAdapter, selectedDeviceType,
hwnd, selectedMode.dwBehavior, &d3dpp,
&pd3dDevice ) ) )
{
*piStepThatFailed = TESTID_CREATE_DEVICE;
goto LEnd;
}
if( pd3dDevice == NULL )
{
*piStepThatFailed = TESTID_CREATE_DEVICE;
hr = E_POINTER;
goto LEnd;
}
// Get the desc of the backbuffer
if( FAILED( hr = pd3dDevice->GetBackBuffer( 0, D3DBACKBUFFER_TYPE_MONO, &pBackBuffer ) ) )
{
*piStepThatFailed = TESTID_GETBACKBUFFER;
goto LEnd;
}
if( pBackBuffer == NULL )
{
*piStepThatFailed = TESTID_GETBACKBUFFER;
hr = E_POINTER;
goto LEnd;
}
if( FAILED( hr = pBackBuffer->GetDesc( &d3dsdBackBuffer ) ) )
{
*piStepThatFailed = TESTID_GETDESC;
goto LEnd;
}
ReleasePpo(&pBackBuffer);
// Init the vertex/index buffer for the Front
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayFront, sizeof(vertexArrayFront)/sizeof(D3DVERTEX), &pVBFront, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayFront, sizeof(indexArrayFront)/sizeof(WORD), &pIBFront, piStepThatFailed ) ) )
goto LEnd;
// Init the vertex/index buffer for the Back
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayBack, sizeof(vertexArrayBack)/sizeof(D3DVERTEX), &pVBBack, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayBack, sizeof(indexArrayBack)/sizeof(WORD), &pIBBack, piStepThatFailed ) ) )
goto LEnd;
// Init the vertex/index buffer for the Left
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayLeft, sizeof(vertexArrayLeft)/sizeof(D3DVERTEX), &pVBLeft, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayLeft, sizeof(indexArrayLeft)/sizeof(WORD), &pIBLeft, piStepThatFailed ) ) )
goto LEnd;
// Init the vertex/index buffer for the Right
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayRight, sizeof(vertexArrayRight)/sizeof(D3DVERTEX), &pVBRight, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayRight, sizeof(indexArrayRight)/sizeof(WORD), &pIBRight, piStepThatFailed ) ) )
goto LEnd;
// Init the vertex/index buffer for the Top
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayTop, sizeof(vertexArrayTop)/sizeof(D3DVERTEX), &pVBTop, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayTop, sizeof(indexArrayTop)/sizeof(WORD), &pIBTop, piStepThatFailed ) ) )
goto LEnd;
// Init the vertex/index buffer for the Bottom
if( FAILED( hr = InitVertexBuffer( pd3dDevice, vertexArrayBottom, sizeof(vertexArrayBottom)/sizeof(D3DVERTEX), &pVBBottom, piStepThatFailed ) ) )
goto LEnd;
if( FAILED( hr = InitIndexBuffer( pd3dDevice, indexArrayBottom, sizeof(indexArrayBottom)/sizeof(WORD), &pIBBottom, piStepThatFailed ) ) )
goto LEnd;
// Add a light
D3DLIGHT8 light;
ZeroMemory( &light, sizeof(D3DLIGHT8) );
light.Type = D3DLIGHT_DIRECTIONAL;
light.Diffuse.r = 1.0f;
light.Diffuse.g = 1.0f;
light.Diffuse.b = 1.0f;
light.Direction.x = 0.0f;
light.Direction.y = 0.0f;
light.Direction.z = 1.0f;
if( FAILED( hr = pd3dDevice->SetLight( 0, &light ) ) )
{
*piStepThatFailed = TESTID_SETLIGHT;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->LightEnable( 0, TRUE ) ) )
{
*piStepThatFailed = TESTID_LIGHTENABLE;
goto LEnd;
}
// Set up matrices
mat = D3DXMATRIX(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);
if( FAILED( hr = pd3dDevice->SetTransform( D3DTS_WORLD, &mat ) ) )
{
*piStepThatFailed = TESTID_SETTRANSFORM;
goto LEnd;
}
mat = D3DXMATRIX(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, 5.0f, 1.0f);
if( FAILED( hr = pd3dDevice->SetTransform( D3DTS_VIEW, &mat ) ) )
{
*piStepThatFailed = TESTID_SETTRANSFORM;
goto LEnd;
}
D3DXMatrixPerspectiveFovLH( &mat, D3DXToRadian(60.0f),
(float) d3dsdBackBuffer.Width / (float) d3dsdBackBuffer.Height,
1.0f, 1000.0f );
if( FAILED( hr = pd3dDevice->SetTransform( D3DTS_PROJECTION, &mat ) ) )
{
*piStepThatFailed = TESTID_SETTRANSFORM;
goto LEnd;
}
fRotY = 3.14f;
fRotX = 0.0f;
if( FAILED( hr = pd3dDevice->SetRenderState( D3DRS_DITHERENABLE, TRUE ) ) )
{
*piStepThatFailed = TESTID_SETRENDERSTATE;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0x40404040 ) ) )
{
*piStepThatFailed = TESTID_SETRENDERSTATE;
goto LEnd;
}
ZeroMemory( &mtrlWhite, sizeof(D3DMATERIAL8) );
mtrlWhite.Diffuse.r = mtrlWhite.Ambient.r = 1.0f;
mtrlWhite.Diffuse.g = mtrlWhite.Ambient.g = 1.0f;
mtrlWhite.Diffuse.b = mtrlWhite.Ambient.b = 1.0f;
mtrlWhite.Diffuse.a = mtrlWhite.Ambient.a = 0.0f;
ZeroMemory( &mtrlRed, sizeof(D3DMATERIAL8) );
mtrlRed.Diffuse.r = mtrlRed.Ambient.r = 1.0f;
mtrlRed.Diffuse.g = mtrlRed.Ambient.g = 0.0f;
mtrlRed.Diffuse.b = mtrlRed.Ambient.b = 0.0f;
mtrlRed.Diffuse.a = mtrlRed.Ambient.a = 0.0f;
ZeroMemory( &mtrlGreen, sizeof(D3DMATERIAL8) );
mtrlGreen.Diffuse.r = mtrlGreen.Ambient.r = 0.0f;
mtrlGreen.Diffuse.g = mtrlGreen.Ambient.g = 1.0f;
mtrlGreen.Diffuse.b = mtrlGreen.Ambient.b = 0.0f;
mtrlGreen.Diffuse.a = mtrlGreen.Ambient.a = 0.0f;
ZeroMemory( &mtrlBlue, sizeof(D3DMATERIAL8) );
mtrlBlue.Diffuse.r = mtrlBlue.Ambient.r = 0.0f;
mtrlBlue.Diffuse.g = mtrlBlue.Ambient.g = 0.0f;
mtrlBlue.Diffuse.b = mtrlBlue.Ambient.b = 1.0f;
mtrlBlue.Diffuse.a = mtrlBlue.Ambient.a = 0.0f;
if( bUseTexture )
{
D3DCAPS8 d3dCaps;
// Load default texture in resource anDefaultTextureResource[i]
if( FAILED( hr = D3DXCreateTextureFromResourceEx( pd3dDevice, NULL, TEXT("DIRECTX"),
D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, 0, d3dsdBackBuffer.Format,
D3DPOOL_DEFAULT, D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR,
D3DX_FILTER_TRIANGLE|D3DX_FILTER_MIRROR, 0, NULL, NULL, &pTexture ) ) )
{
*piStepThatFailed = TESTID_CREATETEXTURE;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->GetDeviceCaps( &d3dCaps ) ) )
{
*piStepThatFailed = TESTID_GETDEVICECAPS;
goto LEnd;
}
if( d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MINFLINEAR )
{
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_MINFILTER, D3DTEXF_LINEAR )))
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
}
if( d3dCaps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFLINEAR )
{
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR )))
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
}
if (FAILED( hr = pd3dDevice->SetTexture( 0, pTexture ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_MODULATE ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_TEXTURE ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE ) ) )
{
*piStepThatFailed = TESTID_SETTEXTURESTAGESTATE;
goto LEnd;
}
// Set color
if( FAILED( hr = pd3dDevice->SetMaterial( &mtrlWhite ) ) )
{
*piStepThatFailed = TESTID_SETMATERIAL;
goto LEnd;
}
}
if( FAILED( hr = pd3dDevice->SetVertexShader( D3DFVF_VERTEX ) ) )
{
*piStepThatFailed = TESTID_SETVERTEXSHADER;
goto LEnd;
}
// Here's the draw loop:
for (i = 0; i < 600; i++)
{
if (PeekMessage(&msg, hwnd, WM_KEYDOWN, WM_KEYDOWN, PM_REMOVE))
{
*piStepThatFailed = TESTID_USER_CANCELLED;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->TestCooperativeLevel() ) )
{
*piStepThatFailed = TESTID_USER_CANCELLED;
goto LEnd;
}
// Build world matrix
D3DXMatrixRotationY( &matRotY, fRotY );
D3DXMatrixRotationX( &matRotX, fRotX );
D3DXMatrixMultiply( &mat, &matRotY, &matRotX );
if( FAILED( hr = pd3dDevice->SetTransform( D3DTS_WORLD, &mat ) ) )
{
*piStepThatFailed = TESTID_SETTRANSFORM;
goto LEnd;
}
// Clear the backbuffer
if (FAILED(hr = pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET,
0x00000000, 1.0f, 0L )))
{
*piStepThatFailed = TESTID_VIEWPORT_CLEAR;
goto LEnd;
}
// Begin the scene
if( FAILED(hr = pd3dDevice->BeginScene() ) )
{
*piStepThatFailed = TESTID_BEGINSCENE;
goto LEnd;
}
// Green, Front/Back
if( FAILED( hr = DrawTwoSides( bUseTexture, pd3dDevice, &mtrlGreen,
pVBFront, pIBFront, pVBBack, pIBBack,
piStepThatFailed ) ) )
goto LEnd;
// Red, Left/Right
if( FAILED( hr = DrawTwoSides( bUseTexture, pd3dDevice, &mtrlRed,
pVBLeft, pIBLeft, pVBRight, pIBRight,
piStepThatFailed ) ) )
goto LEnd;
// Blue, Top/Bottom
if( FAILED( hr = DrawTwoSides( bUseTexture, pd3dDevice, &mtrlBlue,
pVBTop, pIBTop, pVBBottom, pIBBottom,
piStepThatFailed ) ) )
goto LEnd;
// End the scene.
if (FAILED(hr = pd3dDevice->EndScene()))
{
*piStepThatFailed = TESTID_ENDSCENE;
goto LEnd;
}
if (FAILED(hr = pd3dDevice->Present( NULL, NULL, NULL, NULL ) ) )
{
*piStepThatFailed = TESTID_PRESENT;
goto LEnd;
}
fRotY += 0.05f;
fRotX += 0.02f;
Sleep(10);
}
LEnd:
ShowCursor(TRUE);
ReleasePpo(&pTexture);
ReleasePpo(&pVBFront);
ReleasePpo(&pIBFront);
ReleasePpo(&pVBBack);
ReleasePpo(&pIBBack);
ReleasePpo(&pVBLeft);
ReleasePpo(&pIBLeft);
ReleasePpo(&pVBRight);
ReleasePpo(&pIBRight);
ReleasePpo(&pVBTop);
ReleasePpo(&pIBTop);
ReleasePpo(&pVBBottom);
ReleasePpo(&pIBBottom);
ReleasePpo(&pBackBuffer);
ReleasePpo(&pd3dDevice);
if (hwnd != NULL)
SendMessage(hwnd, WM_CLOSE, 0, 0);
return hr;
}
//-----------------------------------------------------------------------------
// Name: CreateTestWindow()
// Desc:
//-----------------------------------------------------------------------------
HRESULT CreateTestWindow(HWND hwndMain, HWND* phwnd)
{
static BOOL bClassRegistered = FALSE;
WNDCLASS wndClass;
TCHAR* pszClass = TEXT("DxDiag D3D8 Test Window"); // Don't need to localize
HINSTANCE hInst = (HINSTANCE)GetWindowLongPtr(hwndMain, GWLP_HINSTANCE);
TCHAR szTitle[MAX_PATH];
if (!bClassRegistered)
{
ZeroMemory(&wndClass, sizeof(wndClass));
wndClass.style = CS_HREDRAW | CS_VREDRAW;
wndClass.lpfnWndProc = DefWindowProc;
wndClass.cbClsExtra = 0;
wndClass.cbWndExtra = 0;
wndClass.hInstance = hInst;
wndClass.hIcon = NULL;
wndClass.hCursor = NULL;
wndClass.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wndClass.lpszMenuName = NULL;
wndClass.lpszClassName = pszClass;
if (NULL == RegisterClass(&wndClass))
return E_FAIL;
bClassRegistered = TRUE;
}
LoadString(NULL, IDS_APPFULLNAME, szTitle, MAX_PATH);
*phwnd = CreateWindow( pszClass, szTitle, WS_OVERLAPPED,
0, 0, 0, 0, hwndMain, NULL, hInst, NULL);
if (*phwnd == NULL)
return E_FAIL;
ShowWindow(*phwnd, SW_SHOW);
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: SortModesCallback()
// Desc: Callback function for sorting display modes (used by BuildDeviceList).
//-----------------------------------------------------------------------------
static int SortModesCallback( const VOID* arg1, const VOID* arg2 )
{
D3DDISPLAYMODE* p1 = (D3DDISPLAYMODE*)arg1;
D3DDISPLAYMODE* p2 = (D3DDISPLAYMODE*)arg2;
if( p1->Format > p2->Format ) return -1;
if( p1->Format < p2->Format ) return +1;
if( p1->Width < p2->Width ) return -1;
if( p1->Width > p2->Width ) return +1;
if( p1->Height < p2->Height ) return -1;
if( p1->Height > p2->Height ) return +1;
return 0;
}
//-----------------------------------------------------------------------------
// Name: SelectModeAndFormat()
// Desc:
//-----------------------------------------------------------------------------
HRESULT SelectModeAndFormat( DisplayInfo* pDisplayInfo, IDirect3D8* pD3D8,
D3DModeInfo* pSelectedMode, D3DDEVTYPE* pSelectedDeviceType )
{
// Enumerate all display modes on this adapter
HRESULT hr;
D3DDISPLAYMODE modes[MAX_MODES];
D3DFORMAT formats[MAX_FORMATS];
DWORD dwBehavior[MAX_FORMATS];
D3DModeInfo confirmedModes[MAX_CONFIRMED_MODES];
ZeroMemory( pSelectedMode, sizeof(D3DModeInfo) );
DWORD dwNumConfirmedModes = 0;
DWORD dwNumFormats = 0;
DWORD dwNumModes = 0;
DWORD dwNumAdapterModes = pD3D8->GetAdapterModeCount( pDisplayInfo->m_iAdapter );
DWORD dwBestMatchMode = 0;
for( UINT iMode = 0; iMode < dwNumAdapterModes; iMode++ )
{
// Get the display mode attributes
D3DDISPLAYMODE DisplayMode;
if( FAILED( hr = pD3D8->EnumAdapterModes( pDisplayInfo->m_iAdapter, iMode, &DisplayMode ) ) )
{
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_ENUMADAPTERMODES;
pDisplayInfo->m_testResultD3D8.m_hr = hr;
return hr;
}
// Check if the mode already exists (to filter out refresh rates)
for( DWORD m=0L; m<dwNumModes; m++ )
{
if( ( modes[m].Width == DisplayMode.Width ) &&
( modes[m].Height == DisplayMode.Height ) &&
( modes[m].Format == DisplayMode.Format ) )
break;
}
// If we found a new mode, add it to the list of modes
if( m == dwNumModes )
{
modes[dwNumModes].Width = DisplayMode.Width;
modes[dwNumModes].Height = DisplayMode.Height;
modes[dwNumModes].Format = DisplayMode.Format;
modes[dwNumModes].RefreshRate = 0;
dwNumModes++;
// Check if the mode's format already exists
for( DWORD f=0; f<dwNumFormats; f++ )
{
if( DisplayMode.Format == formats[f] )
break;
}
// If the format is new, add it to the list
if( f== dwNumFormats )
formats[dwNumFormats++] = DisplayMode.Format;
}
if( dwNumFormats == MAX_FORMATS || dwNumModes == MAX_MODES )
break;
}
// Sort the list of display modes (by format, then width, then height)
qsort( modes, dwNumModes, sizeof(D3DDISPLAYMODE), SortModesCallback );
const DWORD dwNumDeviceTypes = 2;
const D3DDEVTYPE DeviceTypes[] = { D3DDEVTYPE_HAL, D3DDEVTYPE_SW };
// Add devices to adapter
for( UINT iDevice = 0; iDevice < dwNumDeviceTypes; iDevice++ )
{
// Fill in device info
D3DCAPS8 d3dCaps;
if( FAILED( hr = pD3D8->GetDeviceCaps( pDisplayInfo->m_iAdapter, DeviceTypes[iDevice], &d3dCaps ) ) )
{
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_GETDEVICECAPS;
pDisplayInfo->m_testResultD3D8.m_hr = hr;
return hr;
}
// Examine each format supported by the adapter
for( DWORD f=0; f<dwNumFormats; f++ )
{
// Skip formats that cannot be used as render targets on this device
if( FAILED( pD3D8->CheckDeviceType( pDisplayInfo->m_iAdapter, DeviceTypes[iDevice],
formats[f], formats[f], FALSE ) ) )
continue;
// Figure out the behavior
if( d3dCaps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
{
if( d3dCaps.DevCaps & D3DDEVCAPS_PUREDEVICE )
{
dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING |
D3DCREATE_PUREDEVICE;
}
else
{
dwBehavior[f] = D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
}
else
{
dwBehavior[f] = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
}
// Add all enumerated display modes with confirmed formats to the
// device's list of valid modes
for( DWORD m=0L; m<dwNumModes; m++ )
{
for( DWORD f=0; f<dwNumFormats; f++ )
{
if( modes[m].Format == formats[f] )
{
// Add this mode to the device's list of valid modes
confirmedModes[dwNumConfirmedModes].Width = modes[m].Width;
confirmedModes[dwNumConfirmedModes].Height = modes[m].Height;
confirmedModes[dwNumConfirmedModes].Format = modes[m].Format;
confirmedModes[dwNumConfirmedModes].dwBehavior = dwBehavior[f];
dwNumConfirmedModes++;
}
}
}
// Select any 640x480 mode for default (but prefer a 16-bit mode)
for( m=0; m<dwNumConfirmedModes; m++ )
{
if( confirmedModes[m].Width==640 && confirmedModes[m].Height==480 )
{
dwBestMatchMode = m;
if( confirmedModes[m].Format == D3DFMT_R5G6B5 ||
confirmedModes[m].Format == D3DFMT_X1R5G5B5 ||
confirmedModes[m].Format == D3DFMT_A1R5G5B5 )
{
break;
}
}
}
// If valid modes were found then stop and use this device
if( dwNumConfirmedModes > 0 )
break;
}
if( dwNumConfirmedModes > 0 )
{
*pSelectedDeviceType = DeviceTypes[iDevice];
*pSelectedMode = confirmedModes[dwBestMatchMode];
return S_OK;
}
else
{
pDisplayInfo->m_testResultD3D8.m_iStepThatFailed = TESTID_NOMODEFOUND;
pDisplayInfo->m_testResultD3D8.m_hr = E_FAIL;
return E_FAIL;
}
}
//-----------------------------------------------------------------------------
// Name: InitVertexBuffer()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitVertexBuffer( IDirect3DDevice8* pd3dDevice, const D3DVERTEX* vertexArray,
DWORD dwNumVertices, LPDIRECT3DVERTEXBUFFER8* ppVB,
LONG* piStepThatFailed )
{
HRESULT hr = S_OK;
DWORD i;
D3DVERTEX* vVertex = NULL;
if( FAILED( hr = pd3dDevice->CreateVertexBuffer( dwNumVertices*sizeof(D3DVERTEX),
D3DUSAGE_WRITEONLY, D3DFVF_VERTEX,
D3DPOOL_MANAGED, ppVB ) ) )
{
*piStepThatFailed = TESTID_CREATE_VERTEX_BUFFER;
goto LEnd;
}
if( *ppVB == NULL )
{
*piStepThatFailed = TESTID_CREATE_VERTEX_BUFFER;
hr = E_POINTER;
goto LEnd;
}
if( FAILED( hr = (*ppVB)->Lock( 0, 0, (BYTE**)&vVertex, 0 ) ) )
{
*piStepThatFailed = TESTID_LOCK;
goto LEnd;
}
if( vVertex == NULL )
{
*piStepThatFailed = TESTID_LOCK;
goto LEnd;
}
for( i=0; i<dwNumVertices; i++ )
vVertex[i] = vertexArray[i];
if( FAILED( hr = (*ppVB)->Unlock() ) )
{
*piStepThatFailed = TESTID_UNLOCK;
goto LEnd;
}
LEnd:
return hr;
}
//-----------------------------------------------------------------------------
// Name: InitIndexBuffer()
// Desc:
//-----------------------------------------------------------------------------
HRESULT InitIndexBuffer( IDirect3DDevice8* pd3dDevice, const WORD* wIndexArray,
DWORD dwNumIndices, LPDIRECT3DINDEXBUFFER8* ppIB,
LONG* piStepThatFailed )
{
HRESULT hr = S_OK;
DWORD i;
WORD* pwIndices = NULL;
if( FAILED( hr = pd3dDevice->CreateIndexBuffer( dwNumIndices*sizeof(WORD),
D3DUSAGE_WRITEONLY, D3DFMT_INDEX16,
D3DPOOL_MANAGED, ppIB ) ) )
{
*piStepThatFailed = TESTID_CREATE_INDEX_BUFFER;
goto LEnd;
}
if( *ppIB == NULL )
{
*piStepThatFailed = TESTID_CREATE_INDEX_BUFFER;
hr = E_POINTER;
goto LEnd;
}
if( FAILED( hr = (*ppIB)->Lock( 0, dwNumIndices*sizeof(WORD), (BYTE**) &pwIndices, 0 ) ) )
{
*piStepThatFailed = TESTID_LOCK;
goto LEnd;
}
if( pwIndices == NULL )
{
*piStepThatFailed = TESTID_LOCK;
goto LEnd;
}
for( i=0; i<dwNumIndices; i++ )
*pwIndices++ = wIndexArray[i];
if( FAILED( hr = (*ppIB)->Unlock() ) )
{
*piStepThatFailed = TESTID_UNLOCK;
goto LEnd;
}
LEnd:
return hr;
}
//-----------------------------------------------------------------------------
// Name: DrawTwoSides()
// Desc:
//-----------------------------------------------------------------------------
HRESULT DrawTwoSides( BOOL bUseTexture, IDirect3DDevice8* pd3dDevice, D3DMATERIAL8* pMtrl,
LPDIRECT3DVERTEXBUFFER8 pVB1, LPDIRECT3DINDEXBUFFER8 pIB1,
LPDIRECT3DVERTEXBUFFER8 pVB2, LPDIRECT3DINDEXBUFFER8 pIB2,
LONG* piStepThatFailed )
{
HRESULT hr;
if( !bUseTexture )
{
// Set color
if( FAILED( hr = pd3dDevice->SetMaterial( pMtrl ) ) )
{
*piStepThatFailed = TESTID_SETMATERIAL;
goto LEnd;
}
}
// #1
if( FAILED( hr = pd3dDevice->SetStreamSource( 0, pVB1, sizeof(D3DVERTEX) ) ) )
{
*piStepThatFailed = TESTID_SETSTREAMSOURCE;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->SetIndices( pIB1, 0 ) ) )
{
*piStepThatFailed = TESTID_SETINDICES;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 4, 0, 2 ) ) )
{
*piStepThatFailed = TESTID_DRAW_INDEXED_PRIMITIVE;
goto LEnd;
}
// #2
if( FAILED( hr = pd3dDevice->SetStreamSource( 0, pVB2, sizeof(D3DVERTEX) ) ) )
{
*piStepThatFailed = TESTID_SETSTREAMSOURCE;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->SetIndices( pIB2, 0 ) ) )
{
*piStepThatFailed = TESTID_SETINDICES;
goto LEnd;
}
if( FAILED( hr = pd3dDevice->DrawIndexedPrimitive( D3DPT_TRIANGLELIST, 0, 4, 0, 2 ) ) )
{
*piStepThatFailed = TESTID_DRAW_INDEXED_PRIMITIVE;
goto LEnd;
}
LEnd:
return hr;
}