d3d8: ApplyStateBlock with a zero token returns D3D_OK.
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@ -1354,6 +1354,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 ifa
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TRACE("iface %p, token %#x.\n", iface, Token);
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if (!Token) return D3D_OK;
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wined3d_mutex_lock();
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stateblock = d3d8_get_object(&This->handle_table, Token - 1, D3D8_HANDLE_SB);
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if (!stateblock)
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@ -1992,6 +1992,71 @@ done:
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if (d3d8) IDirect3D8_Release(d3d8);
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}
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static void test_ApplyStateBlock(void)
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{
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D3DPRESENT_PARAMETERS d3dpp;
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IDirect3DDevice8 *device = NULL;
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IDirect3D8 *d3d8;
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HWND hwnd;
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HRESULT hr;
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D3DDISPLAYMODE d3ddm;
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DWORD received, token;
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d3d8 = pDirect3DCreate8( D3D_SDK_VERSION );
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ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n");
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hwnd = CreateWindow( "static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
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ok(hwnd != NULL, "Failed to create window\n");
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if (!d3d8 || !hwnd) goto cleanup;
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IDirect3D8_GetAdapterDisplayMode( d3d8, D3DADAPTER_DEFAULT, &d3ddm );
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferWidth = 800;
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d3dpp.BackBufferHeight = 600;
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d3dpp.BackBufferFormat = d3ddm.Format;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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hr = IDirect3D8_CreateDevice( d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_HARDWARE_VERTEXPROCESSING | D3DCREATE_PUREDEVICE, &d3dpp, &device );
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ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE || hr == D3DERR_INVALIDCALL,
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"IDirect3D8_CreateDevice failed with %#x\n", hr);
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if(!device)
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{
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skip("Failed to create a d3d device\n");
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goto cleanup;
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}
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IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &token);
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ok(token !=0, "received null token\n");
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IDirect3DDevice8_BeginStateBlock(device);
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IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE);
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IDirect3DDevice8_EndStateBlock(device, &token);
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IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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ok(hr==D3D_OK, "Expected= D3D_OK, Got= %#x\n", hr);
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ok(received==FALSE, "Expected = TRUE, received FALSE\n");
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IDirect3DDevice8_ApplyStateBlock(device, 0);
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ok(hr == D3D_OK, "Expected= D3D_OK, Got= %#x\n", hr);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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ok(hr==D3D_OK, "Expected= D3D_OK, Got= %#x\n", hr);
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ok(received==FALSE, "Expected = TRUE, received FALSE\n");
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IDirect3DDevice8_ApplyStateBlock(device, token);
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ok(hr == D3D_OK, "Expected= D3D_OK, Got= %#x\n", hr);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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ok(hr==D3D_OK, "Expected= D3D_OK, Got= %#x\n", hr);
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ok(received==TRUE, "Expected = TRUE, received FALSE\n");
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cleanup:
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if(device) IDirect3DDevice8_Release(device);
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if(d3d8) IDirect3D8_Release(d3d8);
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}
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START_TEST(device)
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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@ -2028,6 +2093,7 @@ START_TEST(device)
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test_shader();
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test_limits();
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test_lights();
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test_ApplyStateBlock();
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test_render_zero_triangles();
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test_depth_stencil_reset();
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test_wndproc();
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