d3d9/tests: Use a separate device for fixed_function_decl_test().

This commit is contained in:
Henri Verbeet 2014-04-07 10:01:07 +02:00 committed by Alexandre Julliard
parent e5589b74a7
commit 93a37ed548
1 changed files with 58 additions and 37 deletions

View File

@ -7971,12 +7971,21 @@ struct vertex_floatcolor {
float r, g, b, a;
};
static void fixed_function_decl_test(IDirect3DDevice9 *device)
static void fixed_function_decl_test(void)
{
HRESULT hr;
IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont;
IDirect3DVertexBuffer9 *vb, *vb2;
IDirect3DDevice9 *device;
BOOL s_ok, ub_ok, f_ok;
DWORD color, size, i;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
void *data;
HRESULT hr;
static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
@ -8012,38 +8021,36 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
{0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont;
IDirect3DVertexBuffer9 *vb, *vb2;
struct vertex quad1[] = /* D3DCOLOR */
static const struct vertex quad1[] = /* D3DCOLOR */
{
{-1.0f, -1.0f, 0.1f, 0x00ffff00},
{-1.0f, 0.0f, 0.1f, 0x00ffff00},
{ 0.0f, -1.0f, 0.1f, 0x00ffff00},
{ 0.0f, 0.0f, 0.1f, 0x00ffff00},
};
struct vertex quad2[] = /* UBYTE4N */
static const struct vertex quad2[] = /* UBYTE4N */
{
{-1.0f, 0.0f, 0.1f, 0x00ffff00},
{-1.0f, 1.0f, 0.1f, 0x00ffff00},
{ 0.0f, 0.0f, 0.1f, 0x00ffff00},
{ 0.0f, 1.0f, 0.1f, 0x00ffff00},
};
struct vertex_shortcolor quad3[] = /* short */
static const struct vertex_shortcolor quad3[] = /* short */
{
{ 0.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff},
{ 0.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff},
{ 1.0f, -1.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff},
{ 1.0f, 0.0f, 0.1f, 0x0000, 0x0000, 0xffff, 0xffff},
};
struct vertex_floatcolor quad4[] =
static const struct vertex_floatcolor quad4[] =
{
{ 0.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 0.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 1.0f, 0.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
{ 1.0f, 1.0f, 0.1f, 1.0, 0.0, 0.0, 0.0},
};
DWORD colors[] = {
static const DWORD colors[] =
{
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
@ -8061,40 +8068,51 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff,
};
float quads[] = {
-1.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
0.0, -1.0, 0.1,
0.0, 0.0, 0.1,
static const float quads[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0, -1.0, 0.1,
0.0, 0.0, 0.1,
1.0, -1.0, 0.1,
1.0, 0.0, 0.1,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1,
1.0, 0.0, 0.1,
1.0, 1.0, 0.1,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 0.0, 0.1,
0.0, 1.0, 0.1
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
struct tvertex quad_transformed[] = {
static const struct tvertex quad_transformed[] =
{
{ 90, 110, 0.1, 2.0, 0x00ffff00},
{ 570, 110, 0.1, 2.0, 0x00ffff00},
{ 90, 300, 0.1, 2.0, 0x00ffff00},
{ 570, 300, 0.1, 2.0, 0x00ffff00}
};
D3DCAPS9 caps;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(D3D_SDK_VERSION);
ok(!!d3d, "Failed to create a D3D object.\n");
if (!(device = create_device(d3d, window, window, TRUE)))
{
skip("Failed to create a D3D device, skipping tests.\n");
goto done;
}
memset(&caps, 0, sizeof(caps));
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color);
@ -8123,6 +8141,9 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
0, 0, D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
@ -8458,13 +8479,8 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
}
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
IDirect3DVertexBuffer9_Release(vb2);
out:
out:
IDirect3DVertexBuffer9_Release(vb);
if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float);
if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short);
@ -8473,6 +8489,11 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2);
if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2);
if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void test_vshader_float16(void)
@ -16541,11 +16562,11 @@ START_TEST(visual)
pixelshader_blending_test(device_ptr);
texture_transform_flags_test(device_ptr);
autogen_mipmap_test(device_ptr);
fixed_function_decl_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
fixed_function_decl_test();
conditional_np2_repeat_test();
fixed_function_bumpmap_test();
pointsize_test();