d3d8/tests: Port the filling convention test to d3d8.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
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commit
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@ -11292,6 +11292,488 @@ static void test_dynamic_map_synchronization(void)
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DestroyWindow(window);
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}
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static void test_filling_convention(void)
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{
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static const DWORD colour_bottom = 0x00ffff00;
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static const DWORD colour_clear = 0x000000ff;
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static const DWORD colour_right = 0x00000000;
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static const DWORD colour_left = 0x00ff0000;
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static const DWORD colour_top = 0x0000ff00;
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IDirect3DSurface8 *rt, *backbuffer, *cur;
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struct surface_readback rb;
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IDirect3DDevice8 *device;
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unsigned int i, j, x, y;
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DWORD colour, expected;
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DWORD shader = 0;
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IDirect3D8 *d3d;
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ULONG refcount;
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D3DCAPS8 caps;
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HWND window;
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HRESULT hr;
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BOOL todo;
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static const unsigned int vp_size = 8;
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const D3DVIEWPORT8 vp = { 0, 0, vp_size, vp_size, 0.0, 1.0 };
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static const DWORD vs_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xd00f0000, 0x90e40005, /* mov oD0, v5 */
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0x0000ffff /* end */
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};
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static const DWORD decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
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D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
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D3DVSD_END()
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};
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/* This test data follows the examples in MSDN's
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* "Rasterization Rules (Direct3D 9)" article. */
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static const float eps = 1.0f / 512.0f;
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const struct
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{
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struct vec3 position;
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DWORD diffuse;
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}
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center_tris[] =
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{
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/* left */
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{{-2.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_left},
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{{-2.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_left},
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{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_top},
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{{-2.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_top},
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{{-0.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{-0.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_right},
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{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_right},
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{{-0.5f / 4.0f, 2.5f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{-2.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_bottom},
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{{-1.5f / 4.0f, 0.5f / 4.0f, 0.0f}, colour_bottom},
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{{-0.5f / 4.0f, -1.5f / 4.0f, 0.0f}, colour_bottom},
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},
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edge_tris[] =
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{
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/* left */
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{{-2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
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{{-2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
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{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
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{{-2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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{{ 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{ 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
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{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
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{{ 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{-2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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{{-1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{ 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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},
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nudge_right_tris[] =
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{
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/* left */
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{{eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
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{{eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
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{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
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{{eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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{{eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
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{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
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{{eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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{{eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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},
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nudge_left_tris[] =
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{
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{{-eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_left},
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{{-eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_left},
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{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_top},
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{{-eps - 2.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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{{-eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{-eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_right},
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{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_right},
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{{-eps - 0.0f / 4.0f, 3.0f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{-eps - 2.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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{{-eps - 1.0f / 4.0f, 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{-eps - 0.0f / 4.0f, -1.0f / 4.0f, 0.0f}, colour_bottom},
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},
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nudge_top_tris[] =
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{
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/* left */
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{{-2.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_left},
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{{-2.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_left},
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{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_top},
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{{-2.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_top},
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{{ 0.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{ 0.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_right},
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{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_right},
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{{ 0.0f / 4.0f, eps + 3.0f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{-2.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{-1.0f / 4.0f, eps + 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{ 0.0f / 4.0f, eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
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},
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nudge_bottom_tris[] =
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{
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/* left */
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{{-2.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_left},
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{{-2.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_left},
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{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_left},
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/* top */
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{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_top},
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{{-2.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_top},
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{{ 0.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_top},
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/* right */
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{{ 0.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_right},
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{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_right},
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{{ 0.0f / 4.0f, -eps + 3.0f / 4.0f, 0.0f}, colour_right},
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/* bottom */
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{{-2.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{-1.0f / 4.0f, -eps + 1.0f / 4.0f, 0.0f}, colour_bottom},
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{{ 0.0f / 4.0f, -eps - 1.0f / 4.0f, 0.0f}, colour_bottom},
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};
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const struct
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{
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struct vec4 position;
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DWORD diffuse;
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}
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center_tris_t[] =
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{
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/* left */
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{{ 1.5f, 1.5f, 0.0f, 1.0f}, colour_left},
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{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_left},
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{{ 1.5f, 5.5f, 0.0f, 1.0f}, colour_left},
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/* top */
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{{ 1.5f, 1.5f, 0.0f, 1.0f}, colour_top},
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{{ 3.5f, 1.5f, 0.0f, 1.0f}, colour_top},
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{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_top},
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/* right */
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{{ 3.5f, 1.5f, 0.0f, 1.0f}, colour_right},
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{{ 3.5f, 5.5f, 0.0f, 1.0f}, colour_right},
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{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_right},
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/* bottom */
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{{ 2.5f, 3.5f, 0.0f, 1.0f}, colour_bottom},
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{{ 3.5f, 5.5f, 0.0f, 1.0f}, colour_bottom},
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{{ 1.5f, 5.5f, 0.0f, 1.0f}, colour_bottom},
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},
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edge_tris_t[] =
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{
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/* left */
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{{ 2.0f, 1.0f, 0.0f, 1.0f}, colour_left},
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{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_left},
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{{ 2.0f, 5.0f, 0.0f, 1.0f}, colour_left},
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/* top */
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{{ 2.0f, 1.0f, 0.0f, 1.0f}, colour_top},
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{{ 4.0f, 1.0f, 0.0f, 1.0f}, colour_top},
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{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_top},
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/* right */
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{{ 4.0f, 1.0f, 0.0f, 1.0f}, colour_right},
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{{ 4.0f, 5.0f, 0.0f, 1.0f}, colour_right},
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{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_right},
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/* bottom */
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{{ 3.0f, 3.0f, 0.0f, 1.0f}, colour_bottom},
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{{ 4.0f, 5.0f, 0.0f, 1.0f}, colour_bottom},
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{{ 2.0f, 5.0f, 0.0f, 1.0f}, colour_bottom},
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};
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const struct
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{
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const void *geometry;
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size_t stride;
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DWORD fvf;
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const char *expected[8];
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}
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tests[] =
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{
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{
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center_tris,
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sizeof(center_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" ",
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" TT ",
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" LR ",
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" LR ",
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" BB ",
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" ",
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" "
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}
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},
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{
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edge_tris,
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sizeof(edge_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" TT ",
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" LT ",
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" LR ",
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" LB ",
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" ",
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" ",
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" "
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}
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},
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{
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nudge_right_tris,
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sizeof(nudge_right_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" TT ",
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" TR ",
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" LR ",
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" BR ",
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" ",
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" ",
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" "
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}
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},
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{
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nudge_left_tris,
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sizeof(nudge_left_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" TT ",
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" LT ",
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" LR ",
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" LB ",
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" ",
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" ",
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" "
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}
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},
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{
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nudge_top_tris,
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sizeof(nudge_top_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" LT ",
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" LT ",
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" LB ",
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" LB ",
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" ",
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" ",
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" "
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}
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},
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{
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nudge_bottom_tris,
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sizeof(nudge_bottom_tris[0]),
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D3DFVF_XYZ | D3DFVF_DIFFUSE,
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{
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" ",
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" ",
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" LT ",
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" Lt ",
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" LB ",
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" lB ",
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" ",
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" "
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}
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},
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{
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center_tris_t,
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sizeof(center_tris_t[0]),
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE,
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{
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" ",
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" ",
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" TT ",
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" LR ",
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" LR ",
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" BB ",
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" ",
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" "
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}
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},
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{
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edge_tris_t,
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sizeof(edge_tris_t[0]),
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D3DFVF_XYZRHW | D3DFVF_DIFFUSE,
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{
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" ",
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" TT ",
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" LT ",
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" LR ",
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" LB ",
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" ",
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" ",
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" "
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}
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},
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};
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window = create_window();
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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 3D device.\n");
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_CreateRenderTarget(device, vp_size, vp_size,
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D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt);
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ok(hr == D3D_OK, "Got unexpected 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, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
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{
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &shader, 0);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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}
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else
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skip("Skipping vertex shader codepath in filling convention test.\n");
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
|
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{
|
||||
/* Run tests with shader and fixed function vertex processing if shaders are
|
||||
* supported. There's no point in running the XYZRHW tests with a VS though. */
|
||||
if (shader && ((tests[i].fvf & D3DFVF_POSITION_MASK) == D3DFVF_XYZ))
|
||||
j = 0;
|
||||
else
|
||||
j = 2;
|
||||
|
||||
for (; j < 4; ++j)
|
||||
{
|
||||
cur = (j & 1) ? rt : backbuffer;
|
||||
|
||||
hr = IDirect3DDevice8_SetVertexShader(device, (j & 2) ? tests[i].fvf : shader);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice8_SetRenderTarget(device, cur, NULL);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, colour_clear, 0.0f, 0);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_SetViewport(device, &vp);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice8_BeginScene(device);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, tests[i].geometry, tests[i].stride);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
hr = IDirect3DDevice8_EndScene(device);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
|
||||
get_rt_readback(cur, &rb);
|
||||
for (y = 0; y < 8; y++)
|
||||
{
|
||||
for (x = 0; x < 8; x++)
|
||||
{
|
||||
todo = FALSE;
|
||||
switch (tests[i].expected[y][x])
|
||||
{
|
||||
case 'l': todo = TRUE;
|
||||
case 'L':
|
||||
expected = colour_left;
|
||||
break;
|
||||
case 't': todo = TRUE;
|
||||
case 'T':
|
||||
expected = colour_top;
|
||||
break;
|
||||
case 'r': todo = TRUE;
|
||||
case 'R':
|
||||
expected = colour_right;
|
||||
break;
|
||||
case 'b': todo = TRUE;
|
||||
case 'B':
|
||||
expected = colour_bottom;
|
||||
break;
|
||||
case ' ':
|
||||
expected = colour_clear;
|
||||
break;
|
||||
default:
|
||||
ok(0, "Unexpected entry in expected test char\n");
|
||||
expected = 0xdeadbeef;
|
||||
}
|
||||
colour = get_readback_color(&rb, x, y);
|
||||
/* The nudge-to-bottom test fails on cards that give us a bottom-left
|
||||
* filling convention. The cause isn't the bottom part of the filling
|
||||
* convention, but because wined3d will nudge geometry to the left to
|
||||
* keep diagonals (the 'R' in test case 'edge_tris') intact. */
|
||||
todo_wine_if(todo && !color_match(colour, expected, 1))
|
||||
ok(color_match(colour, expected, 1), "Got unexpected colour %08x, %ux%u, case %u, j %u.\n",
|
||||
colour, x, y, i, j);
|
||||
}
|
||||
}
|
||||
release_surface_readback(&rb);
|
||||
|
||||
/* IDirect3DDevice8::CopyRects can't stretch, so don't bother making the offscreen surface
|
||||
* visible. Use the d3d9 test if you need to see visual output. */
|
||||
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
|
||||
}
|
||||
}
|
||||
|
||||
if (shader)
|
||||
IDirect3DDevice8_DeleteVertexShader(device, shader);
|
||||
IDirect3DSurface8_Release(backbuffer);
|
||||
IDirect3DSurface8_Release(rt);
|
||||
refcount = IDirect3DDevice8_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
IDirect3D8_Release(d3d);
|
||||
DestroyWindow(window);
|
||||
}
|
||||
|
||||
START_TEST(visual)
|
||||
{
|
||||
D3DADAPTER_IDENTIFIER8 identifier;
|
||||
|
@ -11371,4 +11853,5 @@ START_TEST(visual)
|
|||
test_desktop_window();
|
||||
test_sample_mask();
|
||||
test_dynamic_map_synchronization();
|
||||
test_filling_convention();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue