Henri Verbeet : d3d9/tests: Use a separate device for depth_buffer2_test() .
Alexandre Julliard
julliard at winehq.org
Tue Mar 18 14:15:06 CDT 2014
Module: wine
Branch: master
Commit: 38e2f4ca05030fd2d88735c241cd72f6326b6663
URL: http://source.winehq.org/git/wine.git/?a=commit;h=38e2f4ca05030fd2d88735c241cd72f6326b6663
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Tue Mar 18 09:37:53 2014 +0100
d3d9/tests: Use a separate device for depth_buffer2_test().
---
dlls/d3d9/tests/visual.c | 23 +++++++++++++++++++++--
1 file changed, 21 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 3065614..fd8eb6d 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -11869,7 +11869,7 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
-static void depth_buffer2_test(IDirect3DDevice9 *device)
+static void depth_buffer2_test(void)
{
static const struct vertex quad[] =
{
@@ -11880,11 +11880,25 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
};
IDirect3DSurface9 *backbuffer, *rt1, *rt2;
+ IDirect3DDevice9 *device;
unsigned int i, j;
D3DVIEWPORT9 vp;
+ IDirect3D9 *d3d;
D3DCOLOR color;
+ ULONG refcount;
+ HWND window;
HRESULT hr;
+ window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+ 0, 0, 640, 480, NULL, NULL, NULL, NULL);
+ d3d = Direct3DCreate9(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;
vp.Width = 640;
@@ -11961,6 +11975,11 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(backbuffer);
IDirect3DSurface9_Release(rt2);
IDirect3DSurface9_Release(rt1);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
}
static void depth_blit_test(void)
@@ -15651,11 +15670,11 @@ START_TEST(visual)
alphareplicate_test(device_ptr);
dp3_alpha_test(device_ptr);
depth_buffer_test(device_ptr);
- depth_buffer2_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
+ depth_buffer2_test();
depth_blit_test();
intz_test();
shadow_test();
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