diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 7a2c9323bdc..8c8fe970d96 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -3137,8 +3137,18 @@ static void intz_test(IDirect3DDevice8 *device) IDirect3DSurface8_Release(rt); } -static void shadow_test(IDirect3DDevice8 *device) +static void shadow_test(void) { + IDirect3DSurface8 *original_rt, *rt; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + ULONG refcount; + D3DCAPS8 caps; + HWND window; + HRESULT hr; + DWORD ps; + UINT i; + static const DWORD ps_code[] = { 0xffff0101, /* ps_1_1 */ @@ -3153,7 +3163,7 @@ static void shadow_test(IDirect3DDevice8 *device) 0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */ 0x0000ffff, /* end */ }; - struct + static const struct { D3DFORMAT format; const char *name; @@ -3168,7 +3178,7 @@ static void shadow_test(IDirect3DDevice8 *device) {D3DFMT_D24X4S4, "D3DFMT_D24X4S4"}, {D3DFMT_D16, "D3DFMT_D16"}, }; - struct + static const struct { float x, y, z; float s0, t0, p0; @@ -3181,7 +3191,7 @@ static void shadow_test(IDirect3DDevice8 *device) { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f}, { 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f}, }; - struct + static const struct { UINT x, y; D3DCOLOR color; @@ -3198,27 +3208,27 @@ static void shadow_test(IDirect3DDevice8 *device) {240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)}, }; - IDirect3DSurface8 *original_ds, *original_rt, *rt; - IDirect3D8 *d3d8; - D3DCAPS8 caps; - HRESULT hr; - DWORD ps; - UINT i; + window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, + 0, 0, 640, 480, NULL, NULL, NULL, NULL); + d3d = Direct3DCreate8(D3D_SDK_VERSION); + ok(!!d3d, "Failed to create a D3D object.\n"); + if (!(device = create_device(d3d, window, window, TRUE))) + { + skip("Failed to create a D3D device, skipping tests.\n"); + goto done; + } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping shadow test.\n"); - return; + IDirect3DDevice8_Release(device); + goto done; } - hr = IDirect3DDevice8_GetDirect3D(device, &d3d8); - ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); - hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); @@ -3268,9 +3278,9 @@ static void shadow_test(IDirect3DDevice8 *device) IDirect3DSurface8 *ds; unsigned int j; - hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, - D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format); - if (FAILED(hr)) continue; + if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, + D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format))) + continue; hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); @@ -3335,19 +3345,15 @@ static void shadow_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); } - hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); - - hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); - IDirect3DSurface8_Release(original_ds); - IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); - - IDirect3D8_Release(d3d8); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); } static void multisample_copy_rects_test(void) @@ -4816,7 +4822,6 @@ START_TEST(visual) depth_buffer_test(device_ptr); depth_buffer2_test(device_ptr); intz_test(device_ptr); - shadow_test(device_ptr); refcount = IDirect3DDevice8_Release(device_ptr); ok(!refcount, "Device has %u references left.\n", refcount); @@ -4824,6 +4829,7 @@ cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); + shadow_test(); multisample_copy_rects_test(); zenable_test(); resz_test();