d3d9: Release pixel shaders after we're done with them in the visual test.
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49864b084d
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@ -2567,8 +2567,11 @@ static void texdepth_test(IDirect3DDevice9 *device)
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color = getPixelColor(device, 638, 240);
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ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
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/* Cleanup */
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
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IDirect3DPixelShader9_Release(shader);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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@ -2722,6 +2725,11 @@ static void texkill_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
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color = getPixelColor(device, 575, 430);
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ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
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/* Cleanup */
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
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IDirect3DPixelShader9_Release(shader);
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}
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static void x8l8v8u8_test(IDirect3DDevice9 *device)
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