[PATCH 1/5] d3d9/tests: Use a separate device for texdepth_test().
Henri Verbeet
hverbeet at codeweavers.com
Mon Mar 24 05:31:33 CDT 2014
---
dlls/d3d9/tests/visual.c | 71 +++++++++++++++++++++++++++++++---------------
1 file changed, 48 insertions(+), 23 deletions(-)
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 9d3d201..1d27326 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -4679,17 +4679,24 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(decl4);
}
-static void texdepth_test(IDirect3DDevice9 *device)
+static void texdepth_test(void)
{
IDirect3DPixelShader9 *shader;
+ IDirect3DDevice9 *device;
+ IDirect3D9 *d3d;
+ ULONG refcount;
+ D3DCAPS9 caps;
+ DWORD color;
+ HWND window;
HRESULT hr;
- const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0};
- const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0};
- const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0};
- const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0};
- const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0};
- const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0};
- const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0};
+
+ static const float texdepth_test_data1[] = { 0.25f, 2.0f, 0.0f, 0.0f};
+ static const float texdepth_test_data2[] = { 0.25f, 0.5f, 0.0f, 0.0f};
+ static const float texdepth_test_data3[] = {-1.00f, 0.1f, 0.0f, 0.0f};
+ static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f};
+ static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f};
+ static const float texdepth_test_data6[] = { 1.00f, 0.5f, 0.0f, 0.0f};
+ static const float texdepth_test_data7[] = { 0.50f, 0.0f, 0.0f, 0.0f};
static const DWORD shader_code[] =
{
0xffff0104, /* ps_1_4 */
@@ -4700,19 +4707,40 @@ static void texdepth_test(IDirect3DDevice9 *device)
0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */
0x0000ffff /* end */
};
- DWORD color;
- float vertex[] = {
- -1.0, -1.0, 0.0,
- 1.0, -1.0, 1.0,
- -1.0, 1.0, 0.0,
- 1.0, 1.0, 1.0
+ static const float vertex[] =
+ {
+ -1.0f, -1.0f, 0.0f,
+ -1.0f, 1.0f, 0.0f,
+ 1.0f, -1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f,
};
+ 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;
+ }
+
+ hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+ ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
+ if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
+ {
+ skip("No ps_1_1 support, skipping tests.\n");
+ IDirect3DDevice9_Release(device);
+ goto done;
+ }
+
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+ ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
@@ -4897,15 +4925,12 @@ static void texdepth_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
- /* Cleanup */
- hr = IDirect3DDevice9_SetPixelShader(device, NULL);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
-
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
- ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
+ refcount = IDirect3DDevice9_Release(device);
+ ok(!refcount, "Device has %u references left.\n", refcount);
+done:
+ IDirect3D9_Release(d3d);
+ DestroyWindow(window);
}
static void texkill_test(void)
@@ -16043,13 +16068,13 @@ START_TEST(visual)
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
texbem_test(device_ptr);
- texdepth_test(device_ptr);
}
else skip("No ps_1_1 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
+ texdepth_test();
texkill_test();
x8l8v8u8_test();
volume_v16u16_test();
--
1.7.10.4
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