d3d8: Add a test for auto depth stencil reset.
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3783c5c029
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@ -1283,6 +1283,76 @@ static void test_render_zero_triangles(void)
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if(d3d8) IDirect3D8_Release(d3d8);
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}
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static void test_depth_stencil_reset(void)
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{
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D3DPRESENT_PARAMETERS present_parameters;
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D3DDISPLAYMODE display_mode;
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IDirect3DSurface8 *surface;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d8;
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HRESULT hr;
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HWND hwnd;
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d3d8 = pDirect3DCreate8(D3D_SDK_VERSION);
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ok(d3d8 != NULL, "Failed to create IDirect3D8 object\n");
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hwnd = CreateWindow("static", "d3d8_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL);
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ok(hwnd != NULL, "Failed to create window\n");
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if (!d3d8 || !hwnd) goto cleanup;
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IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &display_mode);
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memset(&present_parameters, 0, sizeof(present_parameters));
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present_parameters.Windowed = TRUE;
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present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
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present_parameters.BackBufferFormat = display_mode.Format;
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present_parameters.EnableAutoDepthStencil = TRUE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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hr = IDirect3D8_CreateDevice(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device);
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if(FAILED(hr))
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{
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skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
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goto cleanup;
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}
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hr = IDirect3DDevice8_TestCooperativeLevel(device);
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ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL);
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ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr);
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hr = IDirect3DDevice8_GetRenderTarget(device, &surface);
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ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr);
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ok(surface != NULL, "Render target should not be NULL\n");
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if (surface) IDirect3DSurface8_Release(surface);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
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ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
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ok(surface == NULL, "Depth stencil should be NULL\n");
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present_parameters.EnableAutoDepthStencil = TRUE;
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present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
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hr = IDirect3DDevice8_Reset(device, &present_parameters);
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ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
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ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr);
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ok(surface != NULL, "Depth stencil should not be NULL\n");
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if (surface) IDirect3DSurface8_Release(surface);
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present_parameters.EnableAutoDepthStencil = FALSE;
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hr = IDirect3DDevice8_Reset(device, &present_parameters);
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ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface);
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ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr);
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ok(surface == NULL, "Depth stencil should be NULL\n");
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cleanup:
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if(d3d8) IDirect3D8_Release(d3d8);
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if(device) IDirect3D8_Release(device);
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}
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START_TEST(device)
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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@ -1308,5 +1378,6 @@ START_TEST(device)
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test_limits();
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test_lights();
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test_render_zero_triangles();
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test_depth_stencil_reset();
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}
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}
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