Henri Verbeet : d3d8/tests: Add a test for resource bindings after reset.
Alexandre Julliard
julliard at winehq.org
Mon Jun 18 15:00:25 CDT 2012
Module: wine
Branch: master
Commit: 60ff5906ae44ca0e7606596de07f06bf4673fda6
URL: http://source.winehq.org/git/wine.git/?a=commit;h=60ff5906ae44ca0e7606596de07f06bf4673fda6
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Jun 18 17:19:41 2012 +0200
d3d8/tests: Add a test for resource bindings after reset.
---
dlls/d3d8/tests/device.c | 65 ++++++++++++++++++++++++++++++++++++++++++++++
1 files changed, 65 insertions(+), 0 deletions(-)
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index a34ba47..ddb72c6 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -3163,6 +3163,70 @@ done:
if (hwnd) DestroyWindow(hwnd);
}
+static void test_reset_resources(void)
+{
+ IDirect3DSurface8 *surface, *rt;
+ IDirect3DTexture8 *texture;
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d8;
+ HWND window;
+ HRESULT hr;
+ ULONG ref;
+
+ window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
+ 0, 0, 640, 480, 0, 0, 0, 0);
+
+ if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION)))
+ {
+ skip("Failed to create IDirect3D8 object, skipping tests.\n");
+ DestroyWindow(window);
+ return;
+ }
+
+ if (!(device = create_device(d3d8, window, window, TRUE)))
+ {
+ skip("Failed to create a D3D device, skipping tests.\n");
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_DEPTHSTENCIL,
+ D3DFMT_D24S8, D3DPOOL_DEFAULT, &texture);
+ ok(SUCCEEDED(hr), "Failed to create depth/stencil texture, hr %#x.\n", hr);
+ hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
+ ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture);
+
+ hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
+ D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
+ ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr);
+ hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt);
+ ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
+ IDirect3DTexture8_Release(texture);
+
+ hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface);
+ ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr);
+ IDirect3DSurface8_Release(rt);
+ IDirect3DSurface8_Release(surface);
+
+ hr = reset_device(device, device_window, TRUE);
+ ok(SUCCEEDED(hr), "Failed to reset device.\n");
+
+ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt);
+ ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
+ hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
+ ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
+ ok(surface == rt, "Got unexpected surface %p for render target.\n", surface);
+ IDirect3DSurface8_Release(surface);
+ IDirect3DSurface8_Release(rt);
+
+ ref = IDirect3DDevice8_Release(device);
+ ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
+
+done:
+ IDirect3D8_Release(d3d8);
+ DestroyWindow(window);
+}
+
START_TEST(device)
{
HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
@@ -3217,6 +3281,7 @@ START_TEST(device)
test_wrong_shader();
test_mode_change();
test_device_window_reset();
+ test_reset_resources();
depth_blit_test();
}
UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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