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

This commit is contained in:
Henri Verbeet 2014-03-20 09:19:25 +01:00 committed by Alexandre Julliard
parent 87f7f88c4f
commit c11904b86d
1 changed files with 60 additions and 27 deletions

View File

@ -8337,10 +8337,20 @@ static void conditional_np2_repeat_test(IDirect3DDevice9 *device)
IDirect3DTexture9_Release(texture);
}
static void vFace_register_test(IDirect3DDevice9 *device)
static void vface_register_test(void)
{
HRESULT hr;
IDirect3DSurface9 *surface, *backbuffer;
IDirect3DVertexShader9 *vshader;
IDirect3DPixelShader9 *shader;
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
static const DWORD shader_code[] =
{
0xffff0300, /* ps_3_0 */
@ -8360,34 +8370,51 @@ static void vFace_register_test(IDirect3DDevice9 *device)
0x02000001, 0xe00f0000, 0x90e40000, /* mov o0, v0 */
0x0000ffff /* end */
};
IDirect3DPixelShader9 *shader;
IDirect3DVertexShader9 *vshader;
IDirect3DTexture9 *texture;
IDirect3DSurface9 *surface, *backbuffer;
const float quad[] = {
-1.0, -1.0, 0.1,
1.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
static const float quad[] =
{
-1.0f, -1.0f, 0.1f,
1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
1.0, -1.0, 0.1,
1.0, 0.0, 0.1,
-1.0, 0.0, 0.1,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
-1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 0.0, 0.1,
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
1.0, 1.0, 0.1,
1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
const float blit[] = {
0.0, -1.0, 0.1, 0.0, 0.0,
1.0, -1.0, 0.1, 1.0, 0.0,
0.0, 1.0, 0.1, 0.0, 1.0,
1.0, 1.0, 0.1, 1.0, 1.0,
static const float blit[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
};
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;
}
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
{
skip("No shader model 3 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
@ -8396,6 +8423,8 @@ static void vFace_register_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to set cull mode, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetPixelShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, vshader);
@ -8405,7 +8434,7 @@ static void vFace_register_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
@ -8455,12 +8484,16 @@ static void vFace_register_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
IDirect3DDevice9_SetTexture(device, 0, NULL);
IDirect3DPixelShader9_Release(shader);
IDirect3DVertexShader9_Release(vshader);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(backbuffer);
IDirect3DTexture9_Release(texture);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
@ -15811,7 +15844,6 @@ START_TEST(visual)
if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0) && caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
nested_loop_test(device_ptr);
pretransformed_varying_test(device_ptr);
vFace_register_test(device_ptr);
} else {
skip("No ps_3_0 or vs_3_0 support\n");
}
@ -15825,6 +15857,7 @@ START_TEST(visual)
cleanup_device(device_ptr);
device_ptr = NULL;
vface_register_test();
vpos_register_test();
multiple_rendertargets_test();
texop_test();