d3d8/tests: Add test for stale render target views regression.

This test exercises a regression introduced by commit
b005ad6f90.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-01-05 11:50:53 +01:00 committed by Alexandre Julliard
parent 73cb1b01d5
commit 6b1fe5f6d2
1 changed files with 103 additions and 0 deletions

View File

@ -9684,6 +9684,108 @@ static void test_max_index16(void)
DestroyWindow(window);
}
/* This test exercises a regression in Wine d3d8 implementation. */
static void test_backbuffer_resize(void)
{
D3DPRESENT_PARAMETERS present_parameters = {0};
IDirect3DSurface8 *backbuffer;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct
{
struct vec3 position;
DWORD diffuse;
}
quad[] =
{
{{-1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{-1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, -1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
{{ 1.0f, 1.0f, 0.1f}, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00)},
};
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.\n");
goto done;
}
/* In order to exercise the regression the backbuffer surface has to be
* unreferenced when SetRenderTarget() is called. */
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
refcount = IDirect3DSurface8_Release(backbuffer);
ok(!refcount, "Surface has %u references left.\n", refcount);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
present_parameters.BackBufferWidth = 800;
present_parameters.BackBufferHeight = 600;
present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.hDeviceWindow = NULL;
present_parameters.Windowed = TRUE;
present_parameters.EnableAutoDepthStencil = TRUE;
present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device, &present_parameters);
ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
IDirect3DSurface8_Release(backbuffer);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 700, 500);
todo_wine ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 1, 1);
ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 700, 500);
todo_wine ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -9753,4 +9855,5 @@ START_TEST(visual)
test_color_clamping();
test_edge_antialiasing_blending();
test_max_index16();
test_backbuffer_resize();
}