d3d9/tests: Use a separate device for z_range_test().
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@ -2551,8 +2551,17 @@ done:
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DestroyWindow(window);
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}
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static void z_range_test(IDirect3DDevice9 *device)
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static void z_range_test(void)
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{
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IDirect3DVertexShader9 *shader;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const struct vertex quad[] =
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{
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{-1.0f, 0.0f, 1.1f, 0xffff0000},
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@ -2569,22 +2578,18 @@ static void z_range_test(IDirect3DDevice9 *device)
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};
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static const struct tvertex quad3[] =
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{
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
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{640.0f, 240.0f, -1.1f, 1.0f, 0xffffff00},
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{640.0f, 480.0f, -1.1f, 1.0f, 0xffffff00},
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
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};
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static const struct tvertex quad4[] =
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{
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
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{640.0f, 240.0f, -1.1f, 1.0f, 0xff00ff00},
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{640.0f, 480.0f, -1.1f, 1.0f, 0xff00ff00},
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{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
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{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
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};
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HRESULT hr;
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DWORD color;
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IDirect3DVertexShader9 *shader;
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D3DCAPS9 caps;
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static const DWORD shader_code[] =
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{
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0xfffe0101, /* vs_1_1 */
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@ -2596,6 +2601,16 @@ static void z_range_test(IDirect3DDevice9 *device)
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static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 1.0f};
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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_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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@ -2610,6 +2625,8 @@ static void z_range_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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@ -2698,8 +2715,9 @@ static void z_range_test(IDirect3DDevice9 *device)
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/* Test the shader path */
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if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
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{
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skip("Vertex shaders not supported\n");
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goto out;
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skip("Vertex shaders not supported, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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@ -2730,9 +2748,6 @@ static void z_range_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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IDirect3DVertexShader9_Release(shader);
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/* Z < 1.0 */
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@ -2759,13 +2774,11 @@ static void z_range_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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out:
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable z writes, hr %#x.\n", hr);
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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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static void fill_surface(IDirect3DSurface9 *surface, DWORD color, DWORD flags)
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@ -16680,11 +16693,11 @@ START_TEST(visual)
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} else {
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skip("No cube texture support\n");
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}
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z_range_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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z_range_test();
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maxmip_test();
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offscreen_test();
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ds_size_test();
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