d3d8/tests: Use a separate device for alpha_test().
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@ -2005,54 +2005,64 @@ out:
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}
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}
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static void alpha_test(IDirect3DDevice8 *device)
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static void alpha_test(void)
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{
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HRESULT hr;
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IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil;
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IDirect3DTexture8 *offscreenTexture;
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IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
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DWORD color;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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struct vertex quad1[] =
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static const struct vertex quad1[] =
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{
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{-1.0f, -1.0f, 0.1f, 0x4000ff00},
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{-1.0f, 0.0f, 0.1f, 0x4000ff00},
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{ 1.0f, -1.0f, 0.1f, 0x4000ff00},
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{ 1.0f, 0.0f, 0.1f, 0x4000ff00},
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{-1.0f, -1.0f, 0.1f, 0x4000ff00},
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{-1.0f, 0.0f, 0.1f, 0x4000ff00},
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{ 1.0f, -1.0f, 0.1f, 0x4000ff00},
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{ 1.0f, 0.0f, 0.1f, 0x4000ff00},
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};
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struct vertex quad2[] =
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static const struct vertex quad2[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xc00000ff},
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{-1.0f, 1.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 0.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 1.0f, 0.1f, 0xc00000ff},
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{-1.0f, 0.0f, 0.1f, 0xc00000ff},
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{-1.0f, 1.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 0.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 1.0f, 0.1f, 0xc00000ff},
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};
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static const float composite_quad[][5] = {
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static const float composite_quad[][5] =
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{
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{ 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
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{ 0.0f, 1.0f, 0.1f, 0.0f, 0.0f},
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
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{ 1.0f, 1.0f, 0.1f, 1.0f, 0.0f},
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};
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(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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/* Clear the render target with alpha = 0.5 */
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
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ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil);
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ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr);
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ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
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ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr);
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if(!backbuffer) {
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goto out;
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}
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ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
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ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr);
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if(!offscreen) {
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goto out;
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}
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr);
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@ -2126,8 +2136,6 @@ static void alpha_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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@ -2150,20 +2158,15 @@ static void alpha_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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out:
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/* restore things */
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if(backbuffer) {
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IDirect3DSurface8_Release(backbuffer);
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}
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if(offscreenTexture) {
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IDirect3DTexture8_Release(offscreenTexture);
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}
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if(offscreen) {
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IDirect3DSurface8_Release(offscreen);
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}
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if(depthstencil) {
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IDirect3DSurface8_Release(depthstencil);
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}
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IDirect3DSurface8_Release(backbuffer);
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IDirect3DTexture8_Release(offscreenTexture);
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IDirect3DSurface8_Release(offscreen);
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IDirect3DSurface8_Release(depthstencil);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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static void p8_texture_test(void)
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@ -4947,7 +4950,6 @@ START_TEST(visual)
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fog_test(device_ptr);
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z_range_test(device_ptr);
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offscreen_test(device_ptr);
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alpha_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -4955,6 +4957,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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alpha_test();
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test_scalar_instructions();
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fog_with_shader_test();
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cnd_test();
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