d3d8/tests: Use a separate device for shadow_test().
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3068d827da
commit
527882d4e2
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@ -3137,8 +3137,18 @@ static void intz_test(IDirect3DDevice8 *device)
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IDirect3DSurface8_Release(rt);
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IDirect3DSurface8_Release(rt);
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}
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}
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static void shadow_test(IDirect3DDevice8 *device)
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static void shadow_test(void)
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{
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{
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IDirect3DSurface8 *original_rt, *rt;
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IDirect3DDevice8 *device;
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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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DWORD ps;
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UINT i;
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static const DWORD ps_code[] =
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static const DWORD ps_code[] =
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{
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{
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0xffff0101, /* ps_1_1 */
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0xffff0101, /* ps_1_1 */
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@ -3153,7 +3163,7 @@ static void shadow_test(IDirect3DDevice8 *device)
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0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
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0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
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0x0000ffff, /* end */
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0x0000ffff, /* end */
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};
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};
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struct
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static const struct
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{
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{
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D3DFORMAT format;
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D3DFORMAT format;
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const char *name;
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const char *name;
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@ -3168,7 +3178,7 @@ static void shadow_test(IDirect3DDevice8 *device)
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{D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
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{D3DFMT_D24X4S4, "D3DFMT_D24X4S4"},
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{D3DFMT_D16, "D3DFMT_D16"},
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{D3DFMT_D16, "D3DFMT_D16"},
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};
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};
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struct
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static const struct
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{
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{
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float x, y, z;
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float x, y, z;
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float s0, t0, p0;
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float s0, t0, p0;
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@ -3181,7 +3191,7 @@ static void shadow_test(IDirect3DDevice8 *device)
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
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};
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};
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struct
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static const struct
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{
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{
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UINT x, y;
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UINT x, y;
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D3DCOLOR color;
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D3DCOLOR color;
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@ -3198,27 +3208,27 @@ static void shadow_test(IDirect3DDevice8 *device)
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{240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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{240, 60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
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};
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};
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IDirect3DSurface8 *original_ds, *original_rt, *rt;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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IDirect3D8 *d3d8;
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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D3DCAPS8 caps;
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d3d = Direct3DCreate8(D3D_SDK_VERSION);
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HRESULT hr;
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ok(!!d3d, "Failed to create a D3D object.\n");
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DWORD ps;
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if (!(device = create_device(d3d, window, window, TRUE)))
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UINT i;
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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 = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
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if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
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{
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{
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skip("No pixel shader 1.1 support, skipping shadow test.\n");
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skip("No pixel shader 1.1 support, skipping shadow test.\n");
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return;
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IDirect3DDevice8_Release(device);
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goto done;
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}
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}
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hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
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ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
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hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
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hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, FALSE, &rt);
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D3DMULTISAMPLE_NONE, FALSE, &rt);
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@ -3268,9 +3278,9 @@ static void shadow_test(IDirect3DDevice8 *device)
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IDirect3DSurface8 *ds;
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IDirect3DSurface8 *ds;
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unsigned int j;
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unsigned int j;
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hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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if (FAILED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
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D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
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if (FAILED(hr)) continue;
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continue;
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hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
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hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
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D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
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D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture);
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@ -3335,19 +3345,15 @@ static void shadow_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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}
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}
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePixelShader(device, ps);
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hr = IDirect3DDevice8_DeletePixelShader(device, ps);
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ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(original_ds);
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IDirect3DSurface8_Release(original_rt);
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IDirect3DSurface8_Release(original_rt);
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IDirect3DSurface8_Release(rt);
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IDirect3DSurface8_Release(rt);
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refcount = IDirect3DDevice8_Release(device);
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IDirect3D8_Release(d3d8);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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}
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static void multisample_copy_rects_test(void)
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static void multisample_copy_rects_test(void)
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@ -4816,7 +4822,6 @@ START_TEST(visual)
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depth_buffer_test(device_ptr);
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depth_buffer_test(device_ptr);
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depth_buffer2_test(device_ptr);
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depth_buffer2_test(device_ptr);
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intz_test(device_ptr);
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intz_test(device_ptr);
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shadow_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -4824,6 +4829,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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DestroyWindow(window);
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shadow_test();
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multisample_copy_rects_test();
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multisample_copy_rects_test();
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zenable_test();
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zenable_test();
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resz_test();
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resz_test();
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