Henri Verbeet : d3d8/tests: Use a separate device for cnd_test().
Alexandre Julliard
julliard at winehq.org
Fri Apr 18 11:01:04 CDT 2014
Module: wine
Branch: master
Commit: af8cd4a7af776a6c68b328ed51affcf5836ff8cf
URL: http://source.winehq.org/git/wine.git/?a=commit;h=af8cd4a7af776a6c68b328ed51affcf5836ff8cf
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Fri Apr 18 08:15:56 2014 +0200
d3d8/tests: Use a separate device for cnd_test().
---
dlls/d3d8/tests/visual.c | 56 +++++++++++++++++++++++++++++++++-------------
1 file changed, 40 insertions(+), 16 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 4801bae..6158dee 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -909,13 +909,19 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
}
-static void cnd_test(IDirect3DDevice8 *device)
+static void cnd_test(void)
{
- DWORD shader_11, shader_12, shader_13, shader_14;
- DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2;
- HRESULT hr;
+ DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
+ DWORD shader_11, shader_12, shader_13, shader_14;
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d;
+ ULONG refcount;
+ D3DCAPS8 caps;
DWORD color;
+ HWND window;
+ HRESULT hr;
+
/* ps 1.x shaders are rather picky with writemasks and source swizzles.
* The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
* r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
@@ -1091,29 +1097,29 @@ static void cnd_test(IDirect3DDevice8 *device)
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
- 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
+ 0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
- 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
- 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
+ 1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
- 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
+ 0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
};
static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
@@ -1121,7 +1127,26 @@ static void cnd_test(IDirect3DDevice8 *device)
static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0);
+ 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), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
+ {
+ skip("No ps_1_4 support, skipping tests.\n");
+ IDirect3DDevice8_Release(device);
+ goto done;
+ }
+
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11);
@@ -1359,9 +1384,6 @@ static void cnd_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
- hr = IDirect3DDevice8_SetPixelShader(device, 0);
- ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
-
/* 1.4 shader */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
@@ -1429,6 +1451,11 @@ static void cnd_test(IDirect3DDevice8 *device)
IDirect3DDevice8_DeletePixelShader(device, shader_13);
IDirect3DDevice8_DeletePixelShader(device, shader_12);
IDirect3DDevice8_DeletePixelShader(device, shader_11);
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
}
static void z_range_test(IDirect3DDevice8 *device)
@@ -4866,11 +4893,7 @@ START_TEST(visual)
{
test_scalar_instructions(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
- {
fog_with_shader_test(device_ptr);
- if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4))
- cnd_test(device_ptr);
- }
}
else
{
@@ -4883,6 +4906,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
+ cnd_test();
p8_texture_test();
texop_test();
depth_buffer_test();
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