[PATCH 1/3] d3dx9/tests: Add test for null shaders in effect.
Matteo Bruni
matteo.mystral at gmail.com
Thu Sep 7 17:16:40 CDT 2017
2017-09-01 20:19 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:
> +static void test_effect_null_shader(void)
> +{
> + D3DPRESENT_PARAMETERS present_parameters = {0};
> + IDirect3DDevice9 *device;
> + ID3DXEffect *effect;
> + D3DXPASS_DESC desc;
> + IDirect3D9 *d3d;
> + D3DXHANDLE pass;
> + ULONG refcount;
> + HWND window;
> + HRESULT hr;
> +
> + /* Creating a fresh device because the existing device can have invalid render states
> + from previous tests. If IDirect3DDevice9_ValidateDevice() returns certain error codes,
> + native ValidateTechnique() fails. */
We generally want to be sure that each test is independent from the
others so creating a separate device for each test function is a good
idea regardless.
Your point about ValidateDevice() is very interesting though, actually
it makes a lot of sense and it probably means that ValidateTechnique()
should delegate a good chunk of its work to ValidateDevice() (not
surprising but somehow I forgot about it). It would be interesting to
extend the d3d9 ValidateDevice() tests at some point.
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