[PATCH 5/5] d3d8/tests: Use a separate device for volume_v16u16_test().

Henri Verbeet hverbeet at codeweavers.com
Tue Apr 15 02:15:23 CDT 2014


---
 dlls/d3d8/tests/visual.c |   57 ++++++++++++++++++++++++++++------------------
 1 file changed, 35 insertions(+), 22 deletions(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index c395355..ce4de4a 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -4142,17 +4142,21 @@ static void volume_dxt5_test(IDirect3DDevice8 *device)
     IDirect3DVolumeTexture8_Release(texture);
 }
 
-static void volume_v16u16_test(IDirect3DDevice8 *device)
+static void volume_v16u16_test(void)
 {
-    HRESULT hr;
-    IDirect3D8 *d3d8;
     IDirect3DVolumeTexture8 *texture;
-    DWORD shader;
+    IDirect3DDevice8 *device;
     D3DLOCKED_BOX box;
+    IDirect3D8 *d3d;
     unsigned int i;
-    DWORD color;
-    SHORT *texel;
+    D3DCOLOR color;
+    ULONG refcount;
     D3DCAPS8 caps;
+    DWORD shader;
+    SHORT *texel;
+    HWND window;
+    HRESULT hr;
+
     static const struct
     {
         struct vec3 position;
@@ -4161,13 +4165,13 @@ static void volume_v16u16_test(IDirect3DDevice8 *device)
     quads[] =
     {
         {{ -1.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.25f}},
-        {{  0.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.25f}},
         {{ -1.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.25f}},
+        {{  0.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.25f}},
         {{  0.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.25f}},
 
         {{  0.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.75f}},
-        {{  1.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.75f}},
         {{  0.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.75f}},
+        {{  1.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.75f}},
         {{  1.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.75f}},
     };
     static const DWORD shader_code[] =
@@ -4180,22 +4184,30 @@ static void volume_v16u16_test(IDirect3DDevice8 *device)
         0x0000ffff                                                      /* end                  */
     };
 
-    hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
-    ok(SUCCEEDED(hr), "Failed to get d3d8 interface, hr %#x.\n", hr);
-    hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
-            D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16);
-    IDirect3D8_Release(d3d8);
-    if (FAILED(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;
+    }
+
+    if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
+            D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16)))
     {
         skip("Volume V16U16 textures are not supported, skipping test.\n");
-        return;
+        IDirect3DDevice8_Release(device);
+        goto done;
     }
     hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
     ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
     if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
     {
         skip("No pixel shader 1.1 support, skipping test.\n");
-        return;
+        IDirect3DDevice8_Release(device);
+        goto done;
     }
 
     hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
@@ -4258,7 +4270,7 @@ static void volume_v16u16_test(IDirect3DDevice8 *device)
         hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture);
         ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
 
-        hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff00ff, 0.0f, 0);
+        hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
         ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
         hr = IDirect3DDevice8_BeginScene(device);
         ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
@@ -4288,12 +4300,13 @@ static void volume_v16u16_test(IDirect3DDevice8 *device)
         IDirect3DVolumeTexture8_Release(texture);
     }
 
-    hr = IDirect3DDevice8_SetPixelShader(device, 0);
-    ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
     hr = IDirect3DDevice8_DeletePixelShader(device, shader);
     ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr);
-    hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
-    ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+    IDirect3D8_Release(d3d);
+    DestroyWindow(window);
 }
 
 static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags)
@@ -4736,7 +4749,6 @@ START_TEST(visual)
     resz_test(device_ptr);
     fog_special_test(device_ptr);
     volume_dxt5_test(device_ptr);
-    volume_v16u16_test(device_ptr);
 
     refcount = IDirect3DDevice8_Release(device_ptr);
     ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4744,5 +4756,6 @@ cleanup:
     IDirect3D8_Release(d3d);
     DestroyWindow(window);
 
+    volume_v16u16_test();
     add_dirty_rect_test();
 }
-- 
1.7.10.4




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