[PATCH 4/5] d3d8/tests: Use a separate device for zenable_test().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 16 01:55:24 CDT 2014
---
dlls/d3d8/tests/visual.c | 39 ++++++++++++++++++++++++++++-----------
1 file changed, 28 insertions(+), 11 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 05f576e..df3da7c 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -3755,8 +3755,18 @@ done:
DestroyWindow(window);
}
-static void zenable_test(IDirect3DDevice8 *device)
+static void zenable_test(void)
{
+ IDirect3DDevice8 *device;
+ IDirect3D8 *d3d;
+ D3DCOLOR color;
+ ULONG refcount;
+ D3DCAPS8 caps;
+ HWND window;
+ HRESULT hr;
+ UINT x, y;
+ UINT i, j;
+
static const struct
{
struct vec4 position;
@@ -3769,11 +3779,16 @@ static void zenable_test(IDirect3DDevice8 *device)
{{640.0f, 480.0f, 1.5f, 1.0f}, 0xff00ff00},
{{640.0f, 0.0f, 1.5f, 1.0f}, 0xff00ff00},
};
- D3DCOLOR color;
- D3DCAPS8 caps;
- HRESULT hr;
- UINT x, y;
- UINT i, j;
+
+ 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_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
@@ -3878,15 +3893,17 @@ static void zenable_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetPixelShader(device, 0);
- ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
- hr = IDirect3DDevice8_SetVertexShader(device, 0);
- ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, vs);
ok(SUCCEEDED(hr), "Failed to delete vertex shader, 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 fog_special_test(void)
@@ -4796,7 +4813,6 @@ START_TEST(visual)
intz_test(device_ptr);
shadow_test(device_ptr);
multisample_copy_rects_test(device_ptr);
- zenable_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@@ -4804,6 +4820,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
+ zenable_test();
resz_test();
fog_special_test();
volume_dxt5_test();
--
1.7.10.4
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