d3d9/tests: Use a separate device for shadow_test().

This commit is contained in:
Henri Verbeet 2014-03-17 08:47:29 +01:00 committed by Alexandre Julliard
parent b1fbee3340
commit 7071bf199f
1 changed files with 26 additions and 17 deletions

View File

@ -12410,7 +12410,7 @@ static void intz_test(IDirect3DDevice9 *device)
IDirect3DSurface9_Release(rt);
}
static void shadow_test(IDirect3DDevice9 *device)
static void shadow_test(void)
{
static const DWORD ps_code[] =
{
@ -12474,21 +12474,33 @@ static void shadow_test(IDirect3DDevice9 *device)
IDirect3DSurface9 *original_ds, *original_rt, *rt;
IDirect3DPixelShader9 *ps;
IDirect3D9 *d3d9;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
UINT i;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(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, skipping tests.\n");
goto done;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
{
skip("No pixel shader 2.0 support, skipping shadow test.\n");
return;
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_GetDirect3D(device, &d3d9);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
@ -12529,9 +12541,9 @@ static void shadow_test(IDirect3DDevice9 *device)
IDirect3DSurface9 *ds;
unsigned int j;
hr = IDirect3D9_CheckDeviceFormat(d3d9, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format);
if (FAILED(hr)) continue;
if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
continue;
hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL);
@ -12598,18 +12610,15 @@ static void shadow_test(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
}
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
IDirect3DPixelShader9_Release(ps);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
IDirect3DSurface9_Release(original_ds);
IDirect3DSurface9_Release(original_rt);
IDirect3DSurface9_Release(rt);
IDirect3D9_Release(d3d9);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void clip_planes(IDirect3DDevice9 *device, const char *test_name)
@ -15623,11 +15632,11 @@ START_TEST(visual)
depth_buffer2_test(device_ptr);
depth_blit_test(device_ptr);
intz_test(device_ptr);
shadow_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
shadow_test();
fp_special_test();
depth_bounds_test();
srgbwrite_format_test();