[5/14] D3D9: Use HAL devices in some tests
Stefan Dösinger
stefan at codeweavers.com
Wed Nov 7 01:01:53 CST 2007
Am Mittwoch, 7. November 2007 07:13:24 schrieb Vitaliy Margolen:
> Stefan Dösinger wrote:
> > ------------------------------------------------------------------------
> >
> >
> >
> > @@ -343,7 +343,7 @@ static void test_refcount(void)
> > d3dpp.EnableAutoDepthStencil = TRUE;
> > d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
> >
> > - hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT,
> > D3DDEVTYPE_NULLREF, hwnd, + hr = IDirect3D9_CreateDevice( pD3d,
> > D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
> > D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
> > ok(SUCCEEDED(hr), "Failed to create IDirect3D9Device (%s)\n",
> > DXGetErrorString9(hr)); if (FAILED(hr)) goto cleanup;
>
> By doing this change you render all VMs useless to run d3d tests. This is
> much bigger loss then broken tests on vista.
IMHO VMs are useless for d3d tests anyway, see the past discussions.
Vista shows that HAL and NULLREF devices do not behave in the same way even at
d3d9 API level, so apparently the NULLREF device should be taken with a grain
of salt anyway. The games use HAL devices, not NULLREF ones.
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