d3d9/tests: Avoid invalid framebuffer configrations in resz_test.

This commit is contained in:
Stefan Dösinger 2015-05-16 15:29:12 +02:00 committed by Alexandre Julliard
parent a96b04737c
commit 87bf9c99b8
1 changed files with 8 additions and 5 deletions

View File

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