d3d8/tests: Remove the rtpatch test.

This commit is contained in:
Stefan Dösinger 2013-10-24 14:43:40 +02:00 committed by Alexandre Julliard
parent 9c19266a24
commit 672e3ee1b4
1 changed files with 0 additions and 115 deletions

View File

@ -4846,120 +4846,6 @@ static void test_swvp_buffer(void)
DestroyWindow(window);
}
static void test_rtpatch(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d8;
UINT refcount;
HWND window;
HRESULT hr;
IDirect3DVertexBuffer8 *buffer;
DWORD shader;
static const unsigned int bufsize = 16;
struct
{
float x, y, z;
} *data;
D3DRECTPATCH_INFO patch;
static const float num_segs[] = {1.0f, 1.0f, 1.0f, 1.0f};
UINT handle = 0x1234;
D3DCAPS8 caps;
/* Position input, this generates tesselated positions, but do not generate normals
* or texture coordinates. The d3d documentation isn't clear on how to do this */
static const DWORD decl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
D3DVSD_END()
};
if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION)))
{
skip("Failed to create d3d8 object, skipping tests.\n");
return;
}
window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(device = create_device(d3d8, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
if (caps.DevCaps & D3DDEVCAPS_RTPATCHES)
{
/* The draw methods return the same values, but the patch handle support
* is different on the refrast, which is the only d3d implementation
* known to support tri/rect patches */
skip("Device supports patches, skipping unsupported patch test\n");
IDirect3DDevice8_Release(device);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
return;
}
hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &shader, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, bufsize * sizeof(*data), D3DUSAGE_RTPATCHES, 0,
D3DPOOL_MANAGED, &buffer);
ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, (BYTE **)&data, 0);
ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
memset(data, 0, bufsize * sizeof(*data));
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*data));
ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
patch.StartVertexOffsetWidth = 0;
patch.StartVertexOffsetHeight = 0;
patch.Width = 4;
patch.Height = 4;
patch.Stride = 4;
patch.Basis = D3DBASIS_BEZIER;
patch.Order = D3DORDER_CUBIC;
hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, &patch);
ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, NULL);
ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, &patch);
ok(SUCCEEDED(hr), "Failed to draw rect patch outside scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePatch(device, handle);
ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePatch(device, 0);
ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePatch(device, 0x1235);
ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
IDirect3DDevice8_DeleteVertexShader(device, shader);
IDirect3DVertexBuffer8_Release(buffer);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d8);
DestroyWindow(window);
}
static void test_npot_textures(void)
{
IDirect3DDevice8 *device = NULL;
@ -5928,7 +5814,6 @@ START_TEST(device)
test_surface_blocks();
test_set_palette();
test_swvp_buffer();
test_rtpatch();
test_npot_textures();
test_volume_locking();
test_update_volumetexture();