d3d8: Add refcount tests for implicit surfaces.
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@ -44,6 +44,19 @@ static int get_refcount(IUnknown *object)
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tmp1 = get_refcount( (IUnknown *)d ); \
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ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \
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}
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#define CHECK_REFCOUNT(obj,rc) \
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{ \
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int rc_new = rc; \
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int count = get_refcount( (IUnknown *)obj ); \
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ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
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}
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#define CHECK_RELEASE_REFCOUNT(obj,rc) \
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{ \
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int rc_new = rc; \
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int count = IUnknown_Release( (IUnknown *)obj ); \
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ok(count == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, count); \
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}
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static void check_mipmap_levels(
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IDirect3DDevice8* device,
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@ -234,6 +247,7 @@ static void test_refcount(void)
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IDirect3DSurface8 *pImageSurface = NULL;
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IDirect3DSurface8 *pRenderTarget = NULL;
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IDirect3DSurface8 *pTextureLevel = NULL;
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IDirect3DSurface8 *pBackBuffer = NULL;
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DWORD dStateBlock = -1;
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IDirect3DSwapChain8 *pSwapChain = NULL;
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@ -274,6 +288,8 @@ static void test_refcount(void)
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d3dpp.Windowed = TRUE;
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d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
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d3dpp.BackBufferFormat = d3ddm.Format;
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d3dpp.EnableAutoDepthStencil = TRUE;
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d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
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hr = IDirect3D8_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
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@ -283,6 +299,45 @@ static void test_refcount(void)
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refcount = get_refcount( (IUnknown *)pDevice );
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ok(refcount == 1, "Invalid device RefCount %d\n", refcount);
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/**
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* Check refcount of implicit surfaces. Findings:
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* - they hold a refernce to the device
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* - they are created with a refcount of 0 (Get/Release returns orignial refcount)
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*/
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hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
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todo_wine CHECK_CALL( hr, "GetRenderTarget", pDevice, ++refcount);
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if(pRenderTarget)
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{
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todo_wine CHECK_REFCOUNT( pRenderTarget, 1);
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hr = IDirect3DDevice8_GetRenderTarget(pDevice, &pRenderTarget);
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todo_wine CHECK_CALL( hr, "GetRenderTarget", pDevice, refcount);
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todo_wine CHECK_REFCOUNT( pRenderTarget, 2);
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todo_wine CHECK_RELEASE_REFCOUNT( pRenderTarget, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pRenderTarget, 0);
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pRenderTarget = NULL;
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}
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CHECK_REFCOUNT( pDevice, --refcount);
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hr = IDirect3DDevice8_GetDepthStencilSurface(pDevice, &pStencilSurface);
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todo_wine CHECK_CALL( hr, "GetDepthStencilSurface", pDevice, ++refcount);
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if(pStencilSurface)
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{
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todo_wine CHECK_REFCOUNT( pStencilSurface, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pStencilSurface, 0);
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pStencilSurface = NULL;
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}
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CHECK_REFCOUNT( pDevice, --refcount);
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hr = IDirect3DDevice8_GetBackBuffer(pDevice, 0, 0, &pBackBuffer);
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todo_wine CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
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if(pBackBuffer)
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{
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todo_wine CHECK_REFCOUNT( pBackBuffer, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
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pBackBuffer = NULL;
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}
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CHECK_REFCOUNT( pDevice, --refcount);
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/* Buffers */
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hr = IDirect3DDevice8_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer );
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CHECK_CALL( hr, "CreateIndexBuffer", pDevice, ++refcount );
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@ -347,6 +402,21 @@ static void test_refcount(void)
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CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount );
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hr = IDirect3DDevice8_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
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CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, ++refcount );
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if(pSwapChain)
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{
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/* check implicit back buffer */
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hr = IDirect3DSwapChain8_GetBackBuffer(pSwapChain, 0, 0, &pBackBuffer);
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todo_wine CHECK_CALL( hr, "GetBackBuffer", pDevice, ++refcount);
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todo_wine CHECK_REFCOUNT( pSwapChain, 1);
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if(pBackBuffer)
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{
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todo_wine CHECK_REFCOUNT( pBackBuffer, 1);
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todo_wine CHECK_RELEASE_REFCOUNT( pBackBuffer, 0);
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pBackBuffer = NULL;
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}
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CHECK_REFCOUNT( pSwapChain, 1);
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CHECK_REFCOUNT( pDevice, --refcount);
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}
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if(pVertexBuffer)
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{
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@ -384,9 +454,9 @@ cleanup:
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/* Misc */
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if (dStateBlock != -1) IDirect3DDevice8_DeleteStateBlock( pDevice, dStateBlock );
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/* This will destroy device - cannot check the refcount here */
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if (pSwapChain) IUnknown_Release( pSwapChain );
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if (pSwapChain) CHECK_RELEASE_REFCOUNT( pSwapChain, 0);
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if (pD3d) IUnknown_Release( pD3d );
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if (pD3d) CHECK_RELEASE_REFCOUNT( pD3d, 0);
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DestroyWindow( hwnd );
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}
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