d3d8: Add tests for IDirect3D8Device_Reset.
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@ -1358,6 +1358,45 @@ static void test_depth_stencil_reset(void)
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ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
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ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
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ok(surface == NULL, "Depth stencil should be NULL\n");
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ok(surface == NULL, "Depth stencil should be NULL\n");
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device = NULL;
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IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &display_mode );
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ZeroMemory( &present_parameters, sizeof(present_parameters) );
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present_parameters.Windowed = TRUE;
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present_parameters.BackBufferFormat = display_mode.Format;
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present_parameters.EnableAutoDepthStencil = FALSE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device );
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if(FAILED(hr))
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{
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skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
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goto cleanup;
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}
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hr = IDirect3DDevice8_TestCooperativeLevel(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_TestCooperativeLevel after creation returned %#x\n", hr);
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present_parameters.Windowed = TRUE;
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present_parameters.BackBufferWidth = 400;
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present_parameters.BackBufferHeight = 300;
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present_parameters.EnableAutoDepthStencil = TRUE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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hr = IDirect3DDevice8_Reset(device, &present_parameters);
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todo_wine ok(hr == D3D_OK, "IDirect3DDevice8_Reset failed with 0x%08x\n", hr);
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if (FAILED(hr)) goto cleanup;
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
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todo_wine ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
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todo_wine ok(surface != NULL, "Depth stencil should not be NULL\n");
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if (surface) IDirect3DSurface8_Release(surface);
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cleanup:
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cleanup:
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if(d3d8) IDirect3D8_Release(d3d8);
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if(d3d8) IDirect3D8_Release(d3d8);
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if(device) IDirect3D8_Release(device);
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if(device) IDirect3D8_Release(device);
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