d3d9/tests: Use a separate device for float_texture_test().
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63c679e651
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1abd58edea
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@ -3791,37 +3791,48 @@ static void release_buffer_test(IDirect3DDevice9 *device)
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IDirect3DVertexBuffer9_Release(vb);
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}
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static void float_texture_test(IDirect3DDevice9 *device)
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static void float_texture_test(void)
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{
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IDirect3D9 *d3d = NULL;
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HRESULT hr;
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IDirect3DTexture9 *texture = NULL;
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IDirect3DTexture9 *texture;
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IDirect3DDevice9 *device;
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D3DLOCKED_RECT lr;
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IDirect3D9 *d3d;
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ULONG refcount;
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float *data;
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DWORD color;
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float quad[] = {
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-1.0, -1.0, 0.1, 0.0, 0.0,
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-1.0, 1.0, 0.1, 0.0, 1.0,
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1.0, -1.0, 0.1, 1.0, 0.0,
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1.0, 1.0, 0.1, 1.0, 1.0,
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HWND window;
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HRESULT hr;
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static const float quad[] =
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{
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-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
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};
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memset(&lr, 0, sizeof(lr));
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IDirect3DDevice9_GetDirect3D(device, &d3d);
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if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
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D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) {
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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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if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK)
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{
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skip("D3DFMT_R32F textures not supported\n");
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goto out;
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F,
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D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
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if(!texture) {
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skip("Failed to create R32F texture\n");
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goto out;
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}
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hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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memset(&lr, 0, sizeof(lr));
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hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
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ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
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data = lr.pBits;
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@ -3829,9 +3840,14 @@ static void float_texture_test(IDirect3DDevice9 *device)
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hr = IDirect3DTexture9_UnlockRect(texture, 0);
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ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
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if(SUCCEEDED(hr))
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@ -3845,8 +3861,6 @@ static void float_texture_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
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}
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
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color = getPixelColor(device, 240, 320);
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ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color);
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@ -3854,9 +3868,12 @@ static void float_texture_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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out:
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if(texture) IDirect3DTexture9_Release(texture);
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IDirect3DTexture9_Release(texture);
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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 g16r16_texture_test(void)
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@ -16606,11 +16623,11 @@ START_TEST(visual)
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shademode_test(device_ptr);
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srgbtexture_test(device_ptr);
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release_buffer_test(device_ptr);
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float_texture_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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float_texture_test();
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g16r16_texture_test();
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pixelshader_blending_test();
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texture_transform_flags_test();
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