d3d9: Add refcount tests for all objects created by device.
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@ -1,4 +1,5 @@
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Makefile
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Makefile
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device.ok
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shader.ok
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shader.ok
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stateblock.ok
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stateblock.ok
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testlist.c
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testlist.c
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@ -4,8 +4,10 @@ SRCDIR = @srcdir@
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VPATH = @srcdir@
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VPATH = @srcdir@
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TESTDLL = d3d9.dll
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TESTDLL = d3d9.dll
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IMPORTS = user32 kernel32
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IMPORTS = user32 kernel32
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EXTRALIBS = -ldxerr9
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CTESTS = \
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CTESTS = \
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device.c \
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shader.c \
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shader.c \
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stateblock.c \
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stateblock.c \
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vertexdeclaration.c
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vertexdeclaration.c
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@ -0,0 +1,200 @@
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/*
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* Copyright (C) 2006 Vitaliy Margolen
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#define COBJMACROS
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#include <d3d9.h>
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#include <dxerr9.h>
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#include "wine/test.h"
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static IDirect3D9 *(WINAPI *pDirect3DCreate9)(UINT);
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static int get_refcount(IUnknown *object)
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{
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IUnknown_AddRef( object );
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return IUnknown_Release( object );
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}
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#define CHECK_CALL(r,c,d,rc) \
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if (SUCCEEDED(r)) {\
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int tmp1 = get_refcount( (IUnknown *)d ); \
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ok(rc == tmp1, "Invalid refcount. Expected %d got %d\n", rc, tmp1); \
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} else {\
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trace("%s failed: %s\n", c, DXGetErrorString9(r)); \
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}
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void test_refcount(void)
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{
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HRESULT hr;
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HWND hwnd = NULL;
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IDirect3D9 *pD3d = NULL;
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IDirect3DDevice9 *pDevice = NULL;
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IDirect3DVertexBuffer9 *pVertexBuffer = NULL;
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IDirect3DIndexBuffer9 *pIndexBuffer = NULL;
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IDirect3DVertexDeclaration9 *pVertexDeclaration = NULL;
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IDirect3DVertexShader9 *pVertexShader = NULL;
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IDirect3DPixelShader9 *pPixelShader = NULL;
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IDirect3DCubeTexture9 *pCubeTexture = NULL;
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IDirect3DTexture9 *pTexture = NULL;
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IDirect3DVolumeTexture9 *pVolumeTexture = NULL;
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IDirect3DSurface9 *pStencilSurface = NULL;
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IDirect3DSurface9 *pOffscreenSurface = NULL;
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IDirect3DSurface9 *pRenderTarget = NULL;
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IDirect3DSurface9 *pTextureLevel = NULL;
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IDirect3DStateBlock9 *pStateBlock = NULL;
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IDirect3DSwapChain9 *pSwapChain = NULL;
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IDirect3DQuery9 *pQuery = NULL;
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D3DPRESENT_PARAMETERS d3dpp;
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D3DDISPLAYMODE d3ddm;
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int refcount, tmp;
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D3DVERTEXELEMENT9 decl[] =
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{
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D3DDECL_END()
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};
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static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
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0x0000001F, 0x80000000, 0x900F0000, /* dcl_position0 v0 */
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0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
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0x0000FFFF}; /* END */
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xB00F0000, /* tex t0 */
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0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
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0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
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0x0000FFFF}; /* END */
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pD3d = pDirect3DCreate9( D3D_SDK_VERSION );
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ok(pD3d != NULL, "Failed to create IDirect3D9 object\n");
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hwnd = CreateWindow( "static", "d3d9_test", WS_OVERLAPPEDWINDOW, 100, 100, 160, 160, NULL, NULL, NULL, NULL );
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ok(hwnd != NULL, "Failed to create window\n");
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if (!pD3d || !hwnd) goto cleanup;
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IDirect3D9_GetAdapterDisplayMode( pD3d, D3DADAPTER_DEFAULT, &d3ddm );
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ZeroMemory( &d3dpp, sizeof(d3dpp) );
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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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hr = IDirect3D9_CreateDevice( pD3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_NULLREF, hwnd,
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
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ok(SUCCEEDED(hr), "Failed to create IDirect3D9Device (%s)\n", DXGetErrorString9(hr));
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if (FAILED(hr)) goto cleanup;
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/* Buffers */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateIndexBuffer( pDevice, 16, 0, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &pIndexBuffer, NULL );
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CHECK_CALL( hr, "CreateIndexBuffer", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateVertexBuffer( pDevice, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &pVertexBuffer, NULL );
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CHECK_CALL( hr, "CreateVertexBuffer", pDevice, refcount+1 );
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/* Shaders */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateVertexDeclaration( pDevice, decl, &pVertexDeclaration );
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CHECK_CALL( hr, "CreateVertexDeclaration", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateVertexShader( pDevice, simple_vs, &pVertexShader );
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CHECK_CALL( hr, "CreateVertexShader", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreatePixelShader( pDevice, simple_ps, &pPixelShader );
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CHECK_CALL( hr, "CreatePixelShader", pDevice, refcount+1 );
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/* Textures */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateTexture( pDevice, 32, 32, 3, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pTexture, NULL );
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CHECK_CALL( hr, "CreateTexture", pDevice, refcount+1 );
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if (pTexture)
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{
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tmp = get_refcount( (IUnknown *)pTexture );
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/* This should not increment device refcount */
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hr = IDirect3DTexture9_GetSurfaceLevel( pTexture, 1, &pTextureLevel );
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CHECK_CALL( hr, "GetSurfaceLevel", pDevice, refcount+1 );
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/* But should increment texture's refcount */
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CHECK_CALL( hr, "GetSurfaceLevel", pTexture, tmp+1 );
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}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateCubeTexture( pDevice, 32, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pCubeTexture, NULL );
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CHECK_CALL( hr, "CreateCubeTexture", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateVolumeTexture( pDevice, 32, 32, 2, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pVolumeTexture, NULL );
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CHECK_CALL( hr, "CreateVolumeTexture", pDevice, refcount+1 );
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/* Surfaces */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateDepthStencilSurface( pDevice, 32, 32, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, 0, TRUE, &pStencilSurface, NULL );
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todo_wine {CHECK_CALL( hr, "CreateDepthStencilSurface", pDevice, refcount+1 );}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateOffscreenPlainSurface( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &pOffscreenSurface, NULL );
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todo_wine {CHECK_CALL( hr, "CreateOffscreenPlainSurface", pDevice, refcount+1 );}
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateRenderTarget( pDevice, 32, 32, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &pRenderTarget, NULL );
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todo_wine {CHECK_CALL( hr, "CreateRenderTarget", pDevice, refcount+1 );}
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/* Misc */
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateStateBlock( pDevice, D3DSBT_ALL, &pStateBlock );
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CHECK_CALL( hr, "CreateStateBlock", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateAdditionalSwapChain( pDevice, &d3dpp, &pSwapChain );
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CHECK_CALL( hr, "CreateAdditionalSwapChain", pDevice, refcount+1 );
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refcount = get_refcount( (IUnknown *)pDevice );
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hr = IDirect3DDevice9_CreateQuery( pDevice, D3DQUERYTYPE_EVENT, &pQuery );
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CHECK_CALL( hr, "CreateQuery", pDevice, refcount+1 );
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cleanup:
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if (pDevice) IUnknown_Release( pDevice );
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/* Buffers */
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if (pVertexBuffer) IUnknown_Release( pVertexBuffer );
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if (pIndexBuffer) IUnknown_Release( pIndexBuffer );
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/* Shaders */
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if (pVertexDeclaration) IUnknown_Release( pVertexDeclaration );
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if (pVertexShader) IUnknown_Release( pVertexShader );
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if (pPixelShader) IUnknown_Release( pPixelShader );
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/* Textures */
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if (pTexture) IUnknown_Release( pTexture );
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if (pTextureLevel) IUnknown_Release( pTextureLevel );
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if (pCubeTexture) IUnknown_Release( pCubeTexture );
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if (pVolumeTexture) IUnknown_Release( pVolumeTexture );
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/* Surfaces */
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if (pStencilSurface) IUnknown_Release( pStencilSurface );
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if (pOffscreenSurface) IUnknown_Release( pOffscreenSurface );
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if (pRenderTarget) IUnknown_Release( pRenderTarget );
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/* Misc */
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if (pStateBlock) IUnknown_Release( pStateBlock );
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/* Avoid crash for now.
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if (pSwapChain) IUnknown_Release( pSwapChain );
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*/
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if (pQuery) IUnknown_Release( pQuery );
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if (pD3d) IUnknown_Release( pD3d );
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DestroyWindow( hwnd );
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}
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START_TEST(device)
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{
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HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
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pDirect3DCreate9 = (void *)GetProcAddress( d3d9_handle, "Direct3DCreate9" );
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if (pDirect3DCreate9)
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{
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test_refcount();
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}
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}
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