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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