d3d8/tests: Use a separate device for depth_buffer_test().
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@ -2570,8 +2570,19 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
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}
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static void depth_buffer_test(IDirect3DDevice8 *device)
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static void depth_buffer_test(void)
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{
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IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
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IDirect3DSurface8 *depth_stencil;
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IDirect3DDevice8 *device;
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unsigned int i, j;
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D3DVIEWPORT8 vp;
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IDirect3D8 *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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static const struct vertex quad1[] =
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{
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{ -1.0, 1.0, 0.33f, 0xff00ff00},
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@ -2601,12 +2612,15 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
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{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
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};
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IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
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IDirect3DSurface8 *depth_stencil;
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unsigned int i, j;
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D3DVIEWPORT8 vp;
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D3DCOLOR color;
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HRESULT hr;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(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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vp.X = 0;
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vp.Y = 0;
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@ -2702,6 +2716,11 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
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IDirect3DSurface8_Release(rt3);
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IDirect3DSurface8_Release(rt2);
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IDirect3DSurface8_Release(rt1);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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/* Test that partial depth copies work the way they're supposed to. The clear
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@ -4841,7 +4860,6 @@ START_TEST(visual)
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p8_texture_test(device_ptr);
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texop_test(device_ptr);
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depth_buffer_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -4849,6 +4867,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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depth_buffer_test();
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depth_buffer2_test();
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intz_test();
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shadow_test();
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