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/*
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* Copyright (C) 2006 Vitaliy Margolen
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#define COBJMACROS
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#include <d3d8.h>
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#include <dxerr8.h>
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#include "wine/test.h"
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static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT);
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static int get_refcount(IUnknown *object)
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{
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IUnknown_AddRef( object );
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return IUnknown_Release( object );
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}
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#define CHECK_CALL(r,c,d,rc) \
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if (SUCCEEDED(r)) {\
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int tmp1 = get_refcount( (IUnknown *)d ); \
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ok(rc == tmp1, "Invalid refcount. Expected %d got %d\n", rc, tmp1); \
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} else {\
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trace("%s failed: %s\n", c, DXGetErrorString8(r)); \
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}
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void test_refcount(void)
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{
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HRESULT hr;
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HWND hwnd = NULL;
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IDirect3D8 *pD3d = NULL;
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IDirect3DDevice8 *pDevice = NULL;
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IDirect3DVertexBuffer8 *pVertexBuffer = NULL;
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IDirect3DIndexBuffer8 *pIndexBuffer = NULL;
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DWORD dVertexShader = -1;
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DWORD dPixelShader = -1;
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IDirect3DCubeTexture8 *pCubeTexture = NULL;
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IDirect3DTexture8 *pTexture = NULL;
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IDirect3DVolumeTexture8 *pVolumeTexture = NULL;
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IDirect3DSurface8 *pStencilSurface = NULL;
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IDirect3DSurface8 *pImageSurface = NULL;
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IDirect3DSurface8 *pRenderTarget = NULL;
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IDirect3DSurface8 *pTextureLevel = NULL;
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DWORD dStateBlock = -1;
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IDirect3DSwapChain8 *pSwapChain = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE d3ddm;
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int refcount, tmp;
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DWORD decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
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D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR), /* D3DVSDE_DIFFUSE, Register v5 */
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D3DVSD_END()
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};
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static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
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0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
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0x0000FFFF}; /* END */
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xB00F0000, /* tex t0 */
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0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
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0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
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0x0000FFFF}; /* END */
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pD3d = pDirect3DCreate8( D3D_SDK_VERSION );
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ok(pD3d != NULL, "Failed to create IDirect3D8 object\n");
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hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
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ok(hwnd != NULL, "Failed to create window\n");
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if (!pD3d || !hwnd) goto cleanup;
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IDirect3D8_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
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ok(SUCCEEDED(hr), "Failed to create IDirect3D8Device (%s)\n", DXGetErrorString8(hr));
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if (FAILED(hr)) goto cleanup;
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/* Buffers */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer );
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CHECK_CALL( hr, "CreateIndexBuffer", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer );
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CHECK_CALL( hr, "CreateVertexBuffer", pDevice, refcount+1 );
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/* Shaders */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateVertexShader( pDevice, decl, simple_vs, &dVertexShader, 0 );
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CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreatePixelShader( pDevice, simple_ps, &dPixelShader );
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CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount );
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/* Textures */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture );
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CHECK_CALL( hr, "CreateTexture", pDevice, refcount+1 );
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if (pTexture)
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{
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tmp = get_refcount( (IUnknown *)pTexture );
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/* This should not increment device refcount */
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hr = IDirect3DTexture8_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
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CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount+1 );
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/* But should increment texture's refcount */
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CHECK_CALL( hr, "GetSurfaceLevel", pTexture, tmp+1 );
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}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture );
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CHECK_CALL( hr, "CreateCubeTexture", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture );
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CHECK_CALL( hr, "CreateVolumeTexture", pDevice, refcount+1 );
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/* Surfaces */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &pStencilSurface );
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todo_wine {CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, refcount+1 );}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateImageSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, &pImageSurface );
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todo_wine {CHECK_CALL( hr, "CreateImageSurface", pDevice, refcount+1 );}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &pRenderTarget );
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todo_wine {CHECK_CALL( hr, "CreateRenderTarget", pDevice, refcount+1 );}
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/* Misc */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateStateBlock( pDevice, D3DSBT_ALL, &dStateBlock );
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CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
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CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, refcount+1 );
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cleanup:
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if (pDevice) IUnknown_Release( pDevice );
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/* Buffers */
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if (pVertexBuffer) IUnknown_Release( pVertexBuffer );
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if (pIndexBuffer) IUnknown_Release( pIndexBuffer );
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/* Shaders */
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if (dVertexShader != -1) IDirect3DDevice8_DeleteVertexShader( pDevice, dVertexShader );
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if (dPixelShader != -1) IDirect3DDevice8_DeletePixelShader( pDevice, dPixelShader );
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/* Textures */
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if (pTexture) IUnknown_Release( pTexture );
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if (pTextureLevel) IUnknown_Release( pTextureLevel );
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if (pCubeTexture) IUnknown_Release( pCubeTexture );
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if (pVolumeTexture) IUnknown_Release( pVolumeTexture );
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/* Surfaces */
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if (pStencilSurface) IUnknown_Release( pStencilSurface );
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if (pImageSurface) IUnknown_Release( pImageSurface );
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if (pRenderTarget) IUnknown_Release( pRenderTarget );
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/* Misc */
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if (dStateBlock != -1) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock );
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/* Avoid crash for now.
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if (pSwapChain) IUnknown_Release( pSwapChain );
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*/
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if (pD3d) IUnknown_Release( pD3d );
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DestroyWindow( hwnd );
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}
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START_TEST(device)
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" );
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if (pDirect3DCreate8)
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{
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test_refcount();
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}
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}
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