[PATCH 4/6] d3d8/tests: Add test for stale render target views regression.
Józef Kucia
jkucia at codeweavers.com
Thu Jan 5 04:50:53 CST 2017
This test exercises a regression introduced by commit
b005ad6f905dc0051b17ea45b3690e0662e48481.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d8/tests/visual.c | 103 +++++++++++++++++++++++++++++++++++++++++++++++
1 file changed, 103 insertions(+)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index fa3d4f3..0fb85d3 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -9684,6 +9684,108 @@ static void test_max_index16(void)
DestroyWindow(window);
}
+/* This test exercises a regression in Wine d3d8 implementation. */
+static void test_backbuffer_resize(void)
+{
+ D3DPRESENT_PARAMETERS present_parameters = {0};
+ IDirect3DSurface8 *backbuffer;
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ ULONG refcount;
+ HWND window;
+ HRESULT hr;
+
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
+ {{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
+ {{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
+ {{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
+ };
+
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate8(D3D_SDK_VERSION);
+ ok(!!d3d, "Failed to create a D3D object.\n");
+ if (!(device = create_device(d3d, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device.\n");
+ goto done;
+ }
+
+ /* In order to exercise the regression the backbuffer surface has to be
+ * unreferenced when SetRenderTarget() is called. */
+ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
+ ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
+ refcount = IDirect3DSurface8_Release(backbuffer);
+ ok(!refcount, "Surface has %u references left.\n", refcount);
+ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ color = getPixelColor(device, 1, 1);
+ ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
+
+ present_parameters.BackBufferWidth = 800;
+ present_parameters.BackBufferHeight = 600;
+ present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
+ present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
+ present_parameters.hDeviceWindow = NULL;
+ present_parameters.Windowed = TRUE;
+ present_parameters.EnableAutoDepthStencil = TRUE;
+ present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
+ hr = IDirect3DDevice8_Reset(device, &present_parameters);
+ ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
+ ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
+
+ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
+ ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
+ ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
+ IDirect3DSurface8_Release(backbuffer);
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
+ ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
+ color = getPixelColor(device, 1, 1);
+ ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 700, 500);
+ todo_wine ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
+
+ hr = IDirect3DDevice8_BeginScene(device);
+ ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
+ ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_EndScene(device);
+ ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+ color = getPixelColor(device, 1, 1);
+ ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
+ color = getPixelColor(device, 700, 500);
+ todo_wine ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
+
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
+}
+
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@@ -9753,4 +9855,5 @@ START_TEST(visual)
test_color_clamping();
test_edge_antialiasing_blending();
test_max_index16();
+ test_backbuffer_resize();
}
--
2.7.3
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