d3d9/tests: Use a separate device for intz_test().
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@ -12099,7 +12099,7 @@ static void depth_blit_test(IDirect3DDevice9 *device)
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IDirect3DSurface9_Release(ds1);
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}
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static void intz_test(IDirect3DDevice9 *device)
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static void intz_test(void)
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{
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static const DWORD ps_code[] =
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{
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@ -12158,45 +12158,51 @@ static void intz_test(IDirect3DDevice9 *device)
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{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
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};
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IDirect3DSurface9 *original_ds, *original_rt, *rt;
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IDirect3DSurface9 *original_rt, *rt;
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IDirect3DTexture9 *texture;
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IDirect3DPixelShader9 *ps;
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IDirect3DDevice9 *device;
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IDirect3DSurface9 *ds;
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IDirect3D9 *d3d9;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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UINT i;
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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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
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{
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skip("No INTZ support, skipping INTZ test.\n");
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goto done;
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}
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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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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
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{
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skip("No pixel shader 2.0 support, skipping INTZ test.\n");
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return;
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IDirect3DDevice9_Release(device);
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goto done;
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}
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if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
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{
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skip("No unconditional NP2 texture support, skipping INTZ test.\n");
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return;
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
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ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
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if (FAILED(hr))
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{
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skip("No INTZ support, skipping INTZ test.\n");
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return;
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}
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IDirect3D9_Release(d3d9);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
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D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
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@ -12396,18 +12402,15 @@ static void intz_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
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ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
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IDirect3DSurface9_Release(original_ds);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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IDirect3DPixelShader9_Release(ps);
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IDirect3DSurface9_Release(original_rt);
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IDirect3DSurface9_Release(rt);
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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 shadow_test(void)
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@ -15631,11 +15634,11 @@ START_TEST(visual)
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depth_buffer_test(device_ptr);
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depth_buffer2_test(device_ptr);
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depth_blit_test(device_ptr);
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intz_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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intz_test();
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shadow_test();
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fp_special_test();
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depth_bounds_test();
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