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

This commit is contained in:
Henri Verbeet 2014-03-18 09:37:51 +01:00 committed by Alexandre Julliard
parent abcffadbf1
commit 424e069edc
1 changed files with 32 additions and 29 deletions

View File

@ -12099,7 +12099,7 @@ static void depth_blit_test(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(ds1);
}
static void intz_test(IDirect3DDevice9 *device)
static void intz_test(void)
{
static const DWORD ps_code[] =
{
@ -12158,45 +12158,51 @@ static void intz_test(IDirect3DDevice9 *device)
{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
};
IDirect3DSurface9 *original_ds, *original_rt, *rt;
IDirect3DSurface9 *original_rt, *rt;
IDirect3DTexture9 *texture;
IDirect3DPixelShader9 *ps;
IDirect3DDevice9 *device;
IDirect3DSurface9 *ds;
IDirect3D9 *d3d9;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping INTZ test.\n");
goto done;
}
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No pixel shader 2.0 support, skipping INTZ test.\n");
return;
IDirect3DDevice9_Release(device);
goto done;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
return;
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
{
skip("No INTZ support, skipping INTZ test.\n");
return;
}
IDirect3D9_Release(d3d9);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
@ -12396,18 +12402,15 @@ static void intz_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void shadow_test(void)
@ -15631,11 +15634,11 @@ START_TEST(visual)
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
depth_blit_test(device_ptr);
intz_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
intz_test();
shadow_test();
fp_special_test();
depth_bounds_test();