diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 39b3449d30a..b3abd8718f8 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -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();