d3d9/tests: Use a separate device for fog_special_test().
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@ -14464,7 +14464,7 @@ static void zenable_test(IDirect3DDevice9 *device)
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}
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}
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static void fog_special_test(IDirect3DDevice9 *device)
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static void fog_special_test(void)
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{
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static const struct
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{
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@ -14474,8 +14474,8 @@ static void fog_special_test(IDirect3DDevice9 *device)
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quad[] =
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{
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{{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
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{{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
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};
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static const struct
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@ -14511,6 +14511,13 @@ static void fog_special_test(IDirect3DDevice9 *device)
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0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
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0x0000ffff
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};
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static const D3DMATRIX identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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union
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{
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float f;
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@ -14521,7 +14528,21 @@ static void fog_special_test(IDirect3DDevice9 *device)
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unsigned int i;
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IDirect3DPixelShader9 *ps;
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IDirect3DVertexShader9 *vs;
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IDirect3DDevice9 *device;
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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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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 (!(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), "Failed to get device caps, hr %#x.\n", hr);
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@ -14546,8 +14567,16 @@ static void fog_special_test(IDirect3DDevice9 *device)
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ps = NULL;
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}
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/* The table fog tests seem to depend on the projection matrix explicitly
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* being set to an identity matrix, even though that's the default.
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* (AMD Radeon HD 6310, Windows 7) */
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
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@ -14561,7 +14590,7 @@ static void fog_special_test(IDirect3DDevice9 *device)
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for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
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{
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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if (!tests[i].vs)
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@ -14617,16 +14646,15 @@ static void fog_special_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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}
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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if (vs)
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IDirect3DVertexShader9_Release(vs);
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if (ps)
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IDirect3DPixelShader9_Release(ps);
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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 volume_srgb_test(void)
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@ -15516,11 +15544,11 @@ START_TEST(visual)
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update_surface_test(device_ptr);
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multisample_get_rtdata_test(device_ptr);
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zenable_test(device_ptr);
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fog_special_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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fog_special_test();
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volume_srgb_test();
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volume_dxt5_test();
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add_dirty_rect_test();
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