Henri Verbeet : d3d8/tests: Use a separate device for offscreen_test().
Alexandre Julliard
julliard at winehq.org
Mon Apr 21 12:36:54 CDT 2014
Module: wine
Branch: master
Commit: f8bd0523665c751291c0d583043f55c4680a9155
URL: http://source.winehq.org/git/wine.git/?a=commit;h=f8bd0523665c751291c0d583043f55c4680a9155
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Mon Apr 21 08:10:32 2014 +0200
d3d8/tests: Use a separate device for offscreen_test().
---
dlls/d3d8/tests/visual.c | 94 +++++++++++++++++++++++-----------------------
1 file changed, 46 insertions(+), 48 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 3b8f92d..6ee64cf 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -1882,49 +1882,63 @@ done:
DestroyWindow(window);
}
-static void offscreen_test(IDirect3DDevice8 *device)
+static void offscreen_test(void)
{
+ IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil;
+ IDirect3DTexture8 *offscreenTexture;
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ ULONG refcount;
+ HWND window;
HRESULT hr;
- IDirect3DTexture8 *offscreenTexture = NULL;
- IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
- DWORD color;
- static const float quad[][5] = {
+ static const float quad[][5] =
+ {
{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
};
- hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
- ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", 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;
+ }
- hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
+ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr);
- hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
+ hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
+ D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
- if(!offscreenTexture) {
+ if (!offscreenTexture)
+ {
trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
- hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
+ hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
+ D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture);
ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
- if(!offscreenTexture) {
- skip("Cannot create an offscreen render target\n");
- goto out;
+ if (!offscreenTexture)
+ {
+ skip("Cannot create an offscreen render target.\n");
+ IDirect3DDevice8_Release(device);
+ goto done;
}
}
+ hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
+ ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
+
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
- if(!backbuffer) {
- goto out;
- }
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
- if(!offscreen) {
- goto out;
- }
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1);
ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
@@ -1973,36 +1987,20 @@ static void offscreen_test(IDirect3DDevice8 *device)
/* Part of the originally cleared back buffer */
color = getPixelColor(device, 10, 10);
ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
- if(0) {
- /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
- * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
- * the offscreen rendering mode this test would succeed or fail
- */
- color = getPixelColor(device, 10, 470);
- ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
- }
+ color = getPixelColor(device, 10, 470);
+ ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
-out:
- hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
- ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr);
-
- /* restore things */
- if(backbuffer) {
- hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil);
- ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr);
- IDirect3DSurface8_Release(backbuffer);
- }
- if(offscreenTexture) {
- IDirect3DTexture8_Release(offscreenTexture);
- }
- if(offscreen) {
- IDirect3DSurface8_Release(offscreen);
- }
- if(depthstencil) {
- IDirect3DSurface8_Release(depthstencil);
- }
+ IDirect3DSurface8_Release(backbuffer);
+ IDirect3DTexture8_Release(offscreenTexture);
+ IDirect3DSurface8_Release(offscreen);
+ IDirect3DSurface8_Release(depthstencil);
+ refcount = IDirect3DDevice8_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D8_Release(d3d);
+ DestroyWindow(window);
}
static void alpha_test(void)
@@ -4949,7 +4947,6 @@ START_TEST(visual)
clear_test(device_ptr);
fog_test(device_ptr);
z_range_test(device_ptr);
- offscreen_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4957,6 +4954,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
+ offscreen_test();
alpha_test();
test_scalar_instructions();
fog_with_shader_test();
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