d3d9/tests: Avoid invalid framebuffer configrations in resz_test.
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@ -15544,6 +15544,8 @@ static void resz_test(void)
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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@ -15564,10 +15566,6 @@ static void resz_test(void)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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@ -15580,7 +15578,6 @@ static void resz_test(void)
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IDirect3DSurface9_Release(rt);
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IDirect3DSurface9_Release(rt);
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cleanup_device(device);
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cleanup_device(device);
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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ZeroMemory(&present_parameters, sizeof(present_parameters));
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present_parameters.Windowed = TRUE;
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present_parameters.Windowed = TRUE;
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present_parameters.hDeviceWindow = create_window();
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present_parameters.hDeviceWindow = create_window();
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@ -15682,6 +15679,8 @@ static void resz_test(void)
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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hr = IDirect3DDevice9_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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@ -15710,6 +15709,10 @@ static void resz_test(void)
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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