d3d9/tests: Use a separate device for nested_loop_test().
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07c42c9eda
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@ -6225,8 +6225,18 @@ static void cnd_test(IDirect3DDevice9 *device)
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IDirect3DPixelShader9_Release(shader_11);
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}
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static void nested_loop_test(IDirect3DDevice9 *device)
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static void nested_loop_test(void)
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{
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IDirect3DVertexShader9 *vshader;
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IDirect3DPixelShader9 *shader;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const DWORD shader_code[] =
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{
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0xffff0300, /* ps_3_0 */
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@ -6250,17 +6260,33 @@ static void nested_loop_test(IDirect3DDevice9 *device)
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0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
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0x0000ffff /* end */
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};
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IDirect3DPixelShader9 *shader;
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IDirect3DVertexShader9 *vshader;
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HRESULT hr;
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DWORD color;
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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static const float quad[] =
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{
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-1.0f, -1.0f, 0.1f,
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-1.0f, 1.0f, 0.1f,
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1.0f, -1.0f, 0.1f,
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1.0f, 1.0f, 0.1f,
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};
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
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{
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skip("No shader model 3 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, shader);
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@ -6271,7 +6297,7 @@ static void nested_loop_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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@ -6291,12 +6317,13 @@ static void nested_loop_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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IDirect3DPixelShader9_Release(shader);
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IDirect3DVertexShader9_Release(vshader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void pretransformed_varying_test(void)
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@ -15870,11 +15897,6 @@ START_TEST(visual)
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if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
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dp2add_ps_test(device_ptr);
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unbound_sampler_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
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nested_loop_test(device_ptr);
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} else {
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skip("No ps_3_0 or vs_3_0 support\n");
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}
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} else {
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skip("No ps_2_0 support\n");
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}
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@ -15885,6 +15907,7 @@ START_TEST(visual)
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cleanup_device(device_ptr);
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device_ptr = NULL;
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nested_loop_test();
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pretransformed_varying_test();
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vface_register_test();
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vpos_register_test();
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