d3d9/tests: Use a separate device for texkill_test().
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3cc2d639bb
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@ -4908,20 +4908,25 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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}
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static void texkill_test(IDirect3DDevice9 *device)
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static void texkill_test(void)
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{
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IDirect3DPixelShader9 *shader;
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HRESULT hr;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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const float vertex[] = {
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static const float vertex[] =
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{
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/* bottom top right left */
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-1.0, -1.0, 1.0, -0.1, 0.9, 0.9, -0.1,
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1.0, -1.0, 0.0, 0.9, -0.1, 0.9, -0.1,
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-1.0, 1.0, 1.0, -0.1, 0.9, -0.1, 0.9,
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1.0, 1.0, 0.0, 0.9, -0.1, -0.1, 0.9,
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-1.0f, -1.0f, 1.0f, -0.1f, 0.9f, 0.9f, -0.1f,
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-1.0f, 1.0f, 1.0f, -0.1f, 0.9f, -0.1f, 0.9f,
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1.0f, -1.0f, 0.0f, 0.9f, -0.1f, 0.9f, -0.1f,
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1.0f, 1.0f, 0.0f, 0.9f, -0.1f, -0.1f, 0.9f,
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};
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static const DWORD shader_code_11[] =
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{
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0xffff0101, /* ps_1_1 */
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@ -4940,7 +4945,26 @@ static void texkill_test(IDirect3DDevice9 *device)
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0x0000ffff /* end */
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};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(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 = IDirect3DDevice9_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, 1))
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{
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skip("No ps_1_1 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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@ -5003,10 +5027,11 @@ static void texkill_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader);
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if(FAILED(hr)) {
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skip("Failed to create 2.0 test shader, most likely not supported\n");
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return;
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if (FAILED(IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader)))
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{
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skip("Failed to create 2.0 test shader, most likely not supported.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_SetPixelShader(device, shader);
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@ -5060,10 +5085,12 @@ static void texkill_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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/* Cleanup */
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
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IDirect3DPixelShader9_Release(shader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void x8l8v8u8_test(void)
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@ -16017,13 +16044,13 @@ START_TEST(visual)
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{
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texbem_test(device_ptr);
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texdepth_test(device_ptr);
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texkill_test(device_ptr);
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}
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else skip("No ps_1_1 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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texkill_test();
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x8l8v8u8_test();
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volume_v16u16_test();
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constant_clamp_ps_test();
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