d3d9/tests: Use a separate device for float_texture_test().

This commit is contained in:
Henri Verbeet 2014-04-08 09:21:56 +02:00 committed by Alexandre Julliard
parent 63c679e651
commit 1abd58edea
1 changed files with 44 additions and 27 deletions

View File

@ -3791,37 +3791,48 @@ static void release_buffer_test(IDirect3DDevice9 *device)
IDirect3DVertexBuffer9_Release(vb);
}
static void float_texture_test(IDirect3DDevice9 *device)
static void float_texture_test(void)
{
IDirect3D9 *d3d = NULL;
HRESULT hr;
IDirect3DTexture9 *texture = NULL;
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
ULONG refcount;
float *data;
DWORD color;
float quad[] = {
-1.0, -1.0, 0.1, 0.0, 0.0,
-1.0, 1.0, 0.1, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0,
HWND window;
HRESULT hr;
static const float quad[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
memset(&lr, 0, sizeof(lr));
IDirect3DDevice9_GetDirect3D(device, &d3d);
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) {
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;
}
if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK)
{
skip("D3DFMT_R32F textures not supported\n");
goto out;
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F,
D3DPOOL_MANAGED, &texture, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
if(!texture) {
skip("Failed to create R32F texture\n");
goto out;
}
hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
memset(&lr, 0, sizeof(lr));
hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
data = lr.pBits;
@ -3829,9 +3840,14 @@ static void float_texture_test(IDirect3DDevice9 *device)
hr = IDirect3DTexture9_UnlockRect(texture, 0);
ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
if(SUCCEEDED(hr))
@ -3845,8 +3861,6 @@ static void float_texture_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
color = getPixelColor(device, 240, 320);
ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color);
@ -3854,9 +3868,12 @@ static void float_texture_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
out:
if(texture) IDirect3DTexture9_Release(texture);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void g16r16_texture_test(void)
@ -16606,11 +16623,11 @@ START_TEST(visual)
shademode_test(device_ptr);
srgbtexture_test(device_ptr);
release_buffer_test(device_ptr);
float_texture_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
float_texture_test();
g16r16_texture_test();
pixelshader_blending_test();
texture_transform_flags_test();