[PATCH 2/7] d3d9/tests: Test that Direct3D9 doesn't modify the pixel format of the window it targets. (try 3)

Ken Thomases ken at codeweavers.com
Fri Feb 14 20:52:55 CST 2014


On Feb 14, 2014, at 11:53 AM, Henri Verbeet wrote:

> On 14 February 2014 00:31, Ken Thomases <ken at codeweavers.com> wrote:
>> +    /* If no opengl32 function has been called, GetPixelFormat() doesn't reflect a
>> +       prior SetPixelFormat().  So, call wglCreateContext() even though it will fail. */
>> +    hglrc = wglCreateContext(hdc);
>> +    ok(hglrc == NULL, "wglCreateContext succeeded when no pixel format has been set\n");
>> +    if (hglrc) wglDeleteContext(hglrc);
> I decided to look into this a bit, but could only reproduce it on the
> testbot. It seems just loading opengl32 is enough to make
> GetPixelFormat() work. (Also see
> https://newtestbot.winehq.org/JobDetails.pl?Key=4908.)

Hmm.  I won't be able to double-check until Monday, but I'm pretty sure I got the opengl32 test_setpixelformat() to fail on a real Win7 machine just by commenting out the wglCreateContext() call (and the other tests) that is done before it.  That is, running the executable from <https://newtestbot.winehq.org/JobDetails.pl?Key=4752>.

Assuming it works without the wglCreateContext(), would you prefer the dynamic loading approach to the import I had done?

-Ken




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