d3d8/tests: Use a separate device for cnd_test().
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9166b74039
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@ -909,13 +909,19 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
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}
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static void cnd_test(IDirect3DDevice8 *device)
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static void cnd_test(void)
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{
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DWORD shader_11, shader_12, shader_13, shader_14;
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DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
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DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2;
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HRESULT hr;
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DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
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DWORD shader_11, shader_12, shader_13, shader_14;
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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ULONG refcount;
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D3DCAPS8 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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/* ps 1.x shaders are rather picky with writemasks and source swizzles.
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* The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
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* r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
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@ -1091,29 +1097,29 @@ static void cnd_test(IDirect3DDevice8 *device)
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static const float quad1[] =
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{
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-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
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0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
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0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
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};
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static const float quad2[] =
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{
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0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
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1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
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};
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static const float quad3[] =
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{
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0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
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};
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static const float quad4[] =
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{
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-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
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0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
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};
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static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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@ -1121,7 +1127,26 @@ static void cnd_test(IDirect3DDevice8 *device)
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static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
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static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0);
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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_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
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{
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skip("No ps_1_4 support, skipping tests.\n");
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IDirect3DDevice8_Release(device);
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goto done;
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}
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
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hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11);
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@ -1359,9 +1384,6 @@ static void cnd_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
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/* 1.4 shader */
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color = getPixelColor(device, 158, 118);
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ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
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@ -1429,6 +1451,11 @@ static void cnd_test(IDirect3DDevice8 *device)
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IDirect3DDevice8_DeletePixelShader(device, shader_13);
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IDirect3DDevice8_DeletePixelShader(device, shader_12);
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IDirect3DDevice8_DeletePixelShader(device, shader_11);
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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 z_range_test(IDirect3DDevice8 *device)
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@ -4866,11 +4893,7 @@ START_TEST(visual)
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{
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test_scalar_instructions(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
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{
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fog_with_shader_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4))
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cnd_test(device_ptr);
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}
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}
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else
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{
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@ -4883,6 +4906,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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cnd_test();
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p8_texture_test();
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texop_test();
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depth_buffer_test();
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