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

Alexandre Julliard julliard at winehq.org
Thu Apr 17 13:43:24 CDT 2014


Module: wine
Branch: master
Commit: 8cd5f7fdca2915fa53af12aba0c77d59a99c8ee7
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=8cd5f7fdca2915fa53af12aba0c77d59a99c8ee7

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Thu Apr 17 08:21:22 2014 +0200

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

---

 dlls/d3d8/tests/visual.c |   35 +++++++++++++++++++++++++++--------
 1 file changed, 27 insertions(+), 8 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 06faa6c..f390ea7 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -2570,8 +2570,19 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
     ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
 }
 
-static void depth_buffer_test(IDirect3DDevice8 *device)
+static void depth_buffer_test(void)
 {
+    IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
+    IDirect3DSurface8 *depth_stencil;
+    IDirect3DDevice8 *device;
+    unsigned int i, j;
+    D3DVIEWPORT8 vp;
+    IDirect3D8 *d3d;
+    D3DCOLOR color;
+    ULONG refcount;
+    HWND window;
+    HRESULT hr;
+
     static const struct vertex quad1[] =
     {
         { -1.0,  1.0, 0.33f, 0xff00ff00},
@@ -2601,12 +2612,15 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
         {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
     };
 
-    IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
-    IDirect3DSurface8 *depth_stencil;
-    unsigned int i, j;
-    D3DVIEWPORT8 vp;
-    D3DCOLOR color;
-    HRESULT hr;
+    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;
+    }
 
     vp.X = 0;
     vp.Y = 0;
@@ -2702,6 +2716,11 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
     IDirect3DSurface8_Release(rt3);
     IDirect3DSurface8_Release(rt2);
     IDirect3DSurface8_Release(rt1);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+    IDirect3D8_Release(d3d);
+    DestroyWindow(window);
 }
 
 /* Test that partial depth copies work the way they're supposed to. The clear
@@ -4841,7 +4860,6 @@ START_TEST(visual)
 
     p8_texture_test(device_ptr);
     texop_test(device_ptr);
-    depth_buffer_test(device_ptr);
 
     refcount = IDirect3DDevice8_Release(device_ptr);
     ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4849,6 +4867,7 @@ cleanup:
     IDirect3D8_Release(d3d);
     DestroyWindow(window);
 
+    depth_buffer_test();
     depth_buffer2_test();
     intz_test();
     shadow_test();




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