d3d9/tests: Use a separate device for offscreen_test().
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0513d79526
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80c3e07c96
@ -1653,46 +1653,60 @@ static void test_cube_wrap(IDirect3DDevice9 *device)
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IDirect3DSurface9_Release(surface);
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}
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static void offscreen_test(IDirect3DDevice9 *device)
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static void offscreen_test(void)
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{
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IDirect3DSurface9 *backbuffer, *offscreen;
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IDirect3DTexture9 *offscreenTexture;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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IDirect3DTexture9 *offscreenTexture = NULL;
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IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
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DWORD color;
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static const float quad[][5] = {
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static const float quad[][5] =
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{
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{-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
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{-0.5f, 0.5f, 0.1f, 0.0f, 1.0f},
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{ 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
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{ 0.5f, 0.5f, 0.1f, 1.0f, 1.0f},
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};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, 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 = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
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ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
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if(!offscreenTexture) {
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trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
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if (!offscreenTexture)
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{
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trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5.\n");
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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
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ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
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if(!offscreenTexture) {
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skip("Cannot create an offscreen render target\n");
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goto out;
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if (!offscreenTexture)
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{
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skip("Cannot create an offscreen render target.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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}
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hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
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ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
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if(!backbuffer) {
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goto out;
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}
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hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
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ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
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if(!offscreen) {
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goto out;
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}
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
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ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
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@ -1739,34 +1753,19 @@ static void offscreen_test(IDirect3DDevice9 *device)
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/* Part of the originally cleared back buffer */
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color = getPixelColor(device, 10, 10);
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ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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if(0) {
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/* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
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* It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
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* the offscreen rendering mode this test would succeed or fail
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*/
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color = getPixelColor(device, 10, 470);
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ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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}
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color = getPixelColor(device, 10, 470);
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ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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out:
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr);
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/* restore things */
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if (backbuffer)
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{
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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}
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if(offscreenTexture) {
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IDirect3DTexture9_Release(offscreenTexture);
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}
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if(offscreen) {
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IDirect3DSurface9_Release(offscreen);
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}
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DTexture9_Release(offscreenTexture);
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IDirect3DSurface9_Release(offscreen);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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/* This test tests fog in combination with shaders.
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@ -16670,11 +16669,10 @@ START_TEST(visual)
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skip("No mipmap support\n");
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}
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offscreen_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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offscreen_test();
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ds_size_test();
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alpha_test();
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shademode_test();
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