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

This commit is contained in:
Henri Verbeet 2014-04-09 08:54:46 +02:00 committed by Alexandre Julliard
parent 0513d79526
commit 80c3e07c96

View File

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