d3d8/tests: Use a separate device for lighting_test().
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@ -174,12 +174,16 @@ static void test_sanity(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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}
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static void lighting_test(IDirect3DDevice8 *device)
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static void lighting_test(void)
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{
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HRESULT hr;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
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DWORD color;
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DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
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IDirect3DDevice8 *device;
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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 unlitquad[] =
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{
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@ -218,6 +222,16 @@ static void lighting_test(IDirect3DDevice8 *device)
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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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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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr);
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@ -293,8 +307,11 @@ static void lighting_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr);
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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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static void clear_test(void)
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@ -4998,7 +5015,6 @@ START_TEST(visual)
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test_sanity(device_ptr);
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depth_clamp_test(device_ptr);
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lighting_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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@ -5006,6 +5022,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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lighting_test();
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clear_test();
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fog_test();
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z_range_test();
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