d3d8/tests: Add a test for resource bindings after reset.
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@ -3163,6 +3163,70 @@ done:
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if (hwnd) DestroyWindow(hwnd);
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if (hwnd) DestroyWindow(hwnd);
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}
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}
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static void test_reset_resources(void)
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{
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IDirect3DSurface8 *surface, *rt;
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IDirect3DTexture8 *texture;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d8;
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HWND window;
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HRESULT hr;
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ULONG ref;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION)))
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{
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skip("Failed to create IDirect3D8 object, skipping tests.\n");
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DestroyWindow(window);
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return;
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}
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if (!(device = create_device(d3d8, 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 = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_DEPTHSTENCIL,
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D3DFMT_D24S8, D3DPOOL_DEFAULT, &texture);
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ok(SUCCEEDED(hr), "Failed to create depth/stencil texture, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface);
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ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
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IDirect3DTexture8_Release(texture);
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hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture);
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ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt);
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ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
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IDirect3DTexture8_Release(texture);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface);
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ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr);
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IDirect3DSurface8_Release(rt);
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IDirect3DSurface8_Release(surface);
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hr = reset_device(device, device_window, TRUE);
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ok(SUCCEEDED(hr), "Failed to reset device.\n");
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hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt);
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ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
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ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
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ok(surface == rt, "Got unexpected surface %p for render target.\n", surface);
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IDirect3DSurface8_Release(surface);
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IDirect3DSurface8_Release(rt);
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ref = IDirect3DDevice8_Release(device);
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ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
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done:
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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}
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START_TEST(device)
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START_TEST(device)
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{
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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@ -3217,6 +3281,7 @@ START_TEST(device)
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test_wrong_shader();
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test_wrong_shader();
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test_mode_change();
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test_mode_change();
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test_device_window_reset();
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test_device_window_reset();
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test_reset_resources();
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depth_blit_test();
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depth_blit_test();
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}
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}
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UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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