Henri Verbeet : d3d8/tests: Use a separate device for shadow_test().

Alexandre Julliard julliard at winehq.org
Thu Apr 17 13:43:23 CDT 2014


Module: wine
Branch: master
Commit: 527882d4e23d07f7815a5594054002198aa1bcb5
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=527882d4e23d07f7815a5594054002198aa1bcb5

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Apr 17 08:21:19 2014 +0200

d3d8/tests: Use a separate device for shadow_test().

---

 dlls/d3d8/tests/visual.c |   62 +++++++++++++++++++++++++---------------------
 1 file changed, 34 insertions(+), 28 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 7a2c932..8c8fe97 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -3137,8 +3137,18 @@ static void intz_test(IDirect3DDevice8 *device)
     IDirect3DSurface8_Release(rt);
 }
 
-static void shadow_test(IDirect3DDevice8 *device)
+static void shadow_test(void)
 {
+    IDirect3DSurface8 *original_rt, *rt;
+    IDirect3DDevice8 *device;
+    IDirect3D8 *d3d;
+    ULONG refcount;
+    D3DCAPS8 caps;
+    HWND window;
+    HRESULT hr;
+    DWORD ps;
+    UINT i;
+
     static const DWORD ps_code[] =
     {
         0xffff0101,                                                             /* ps_1_1                       */
@@ -3153,7 +3163,7 @@ static void shadow_test(IDirect3DDevice8 *device)
         0x40000001, 0x80080000, 0xa0aa0002,                                     /* +mov r0.w, c2.z              */
         0x0000ffff,                                                             /* end                          */
     };
-    struct
+    static const struct
     {
         D3DFORMAT format;
         const char *name;
@@ -3168,7 +3178,7 @@ static void shadow_test(IDirect3DDevice8 *device)
         {D3DFMT_D24X4S4,        "D3DFMT_D24X4S4"},
         {D3DFMT_D16,            "D3DFMT_D16"},
     };
-    struct
+    static const struct
     {
         float x, y, z;
         float s0, t0, p0;
@@ -3181,7 +3191,7 @@ static void shadow_test(IDirect3DDevice8 *device)
         { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
         {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
     };
-    struct
+    static const struct
     {
         UINT x, y;
         D3DCOLOR color;
@@ -3198,27 +3208,27 @@ static void shadow_test(IDirect3DDevice8 *device)
         {240,  60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
     };
 
-    IDirect3DSurface8 *original_ds, *original_rt, *rt;
-    IDirect3D8 *d3d8;
-    D3DCAPS8 caps;
-    HRESULT hr;
-    DWORD ps;
-    UINT i;
+    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, skipping tests.\n");
+        goto done;
+    }
 
     hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
     ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
     if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
     {
         skip("No pixel shader 1.1 support, skipping shadow test.\n");
-        return;
+        IDirect3DDevice8_Release(device);
+        goto done;
     }
 
-    hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
-    ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
     hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
     ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
-    hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
-    ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
 
     hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
             D3DMULTISAMPLE_NONE, FALSE, &rt);
@@ -3268,9 +3278,9 @@ static void shadow_test(IDirect3DDevice8 *device)
         IDirect3DSurface8 *ds;
         unsigned int j;
 
-        hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
-                D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
-        if (FAILED(hr)) continue;
+        if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+                D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
+            continue;
 
         hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
                 D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
@@ -3335,19 +3345,15 @@ static void shadow_test(IDirect3DDevice8 *device)
         ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
     }
 
-    hr = IDirect3DDevice8_SetPixelShader(device, 0);
-    ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
     hr = IDirect3DDevice8_DeletePixelShader(device, ps);
     ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
-
-    hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
-    ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
-    IDirect3DSurface8_Release(original_ds);
-
     IDirect3DSurface8_Release(original_rt);
     IDirect3DSurface8_Release(rt);
-
-    IDirect3D8_Release(d3d8);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+    IDirect3D8_Release(d3d);
+    DestroyWindow(window);
 }
 
 static void multisample_copy_rects_test(void)
@@ -4816,7 +4822,6 @@ START_TEST(visual)
     depth_buffer_test(device_ptr);
     depth_buffer2_test(device_ptr);
     intz_test(device_ptr);
-    shadow_test(device_ptr);
 
     refcount = IDirect3DDevice8_Release(device_ptr);
     ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4824,6 +4829,7 @@ cleanup:
     IDirect3D8_Release(d3d);
     DestroyWindow(window);
 
+    shadow_test();
     multisample_copy_rects_test();
     zenable_test();
     resz_test();




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