d3d9/tests: Add a test for resource bindings after reset.
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@ -3425,6 +3425,85 @@ done:
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UnregisterClassA("d3d9_test_wndproc_wc", GetModuleHandleA(NULL));
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}
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static void test_reset_resources(void)
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{
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IDirect3DSurface9 *surface, *rt;
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IDirect3DTexture9 *texture;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d9;
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unsigned int i;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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ULONG ref;
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(d3d9 = pDirect3DCreate9(D3D_SDK_VERSION)))
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{
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skip("Failed to create IDirect3D9 object, skipping tests.\n");
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DestroyWindow(window);
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return;
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}
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if (!(device = create_device(d3d9, 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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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_DEPTHSTENCIL,
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D3DFMT_D24S8, D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "Failed to create depth/stencil texture, hr %#x.\n", hr);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
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ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, surface);
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ok(SUCCEEDED(hr), "Failed to set depth/stencil surface, hr %#x.\n", hr);
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IDirect3DSurface9_Release(surface);
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for (i = 0; i < caps.NumSimultaneousRTs; ++i)
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{
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hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
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D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
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ok(SUCCEEDED(hr), "Failed to create render target texture %u, hr %#x.\n", i, hr);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
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ok(SUCCEEDED(hr), "Failed to get surface %u, hr %#x.\n", i, hr);
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IDirect3DTexture9_Release(texture);
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hr = IDirect3DDevice9_SetRenderTarget(device, i, surface);
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ok(SUCCEEDED(hr), "Failed to set render target surface %u, hr %#x.\n", i, hr);
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IDirect3DSurface9_Release(surface);
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}
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hr = reset_device(device, device_window, TRUE);
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ok(SUCCEEDED(hr), "Failed to reset device.\n");
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hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &rt);
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ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &surface);
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ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
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ok(surface == rt, "Got unexpected surface %p for render target.\n", surface);
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IDirect3DSurface9_Release(surface);
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IDirect3DSurface9_Release(rt);
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for (i = 1; i < caps.NumSimultaneousRTs; ++i)
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{
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hr = IDirect3DDevice9_GetRenderTarget(device, i, &surface);
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ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
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}
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ref = IDirect3DDevice9_Release(device);
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ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
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done:
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IDirect3D9_Release(d3d9);
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DestroyWindow(window);
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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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@ -3481,6 +3560,7 @@ START_TEST(device)
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test_window_style();
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test_mode_change();
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test_device_window_reset();
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test_reset_resources();
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}
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out:
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