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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