d3d9/tests: Add a test for resource bindings after reset.

This commit is contained in:
Henri Verbeet 2012-06-18 17:19:40 +02:00 committed by Alexandre Julliard
parent befdbbd90f
commit d74a587b1b
1 changed files with 80 additions and 0 deletions

View File

@ -3425,6 +3425,85 @@ done:
UnregisterClassA("d3d9_test_wndproc_wc", GetModuleHandleA(NULL));
}
static void test_reset_resources(void)
{
IDirect3DSurface9 *surface, *rt;
IDirect3DTexture9 *texture;
IDirect3DDevice9 *device;
IDirect3D9 *d3d9;
unsigned int i;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
ULONG ref;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
if (!(d3d9 = pDirect3DCreate9(D3D_SDK_VERSION)))
{
skip("Failed to create IDirect3D9 object, skipping tests.\n");
DestroyWindow(window);
return;
}
if (!(device = create_device(d3d9, 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);
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_DEPTHSTENCIL,
D3DFMT_D24S8, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create depth/stencil texture, hr %#x.\n", hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr);
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_SetDepthStencilSurface(device, surface);
ok(SUCCEEDED(hr), "Failed to set depth/stencil surface, hr %#x.\n", hr);
IDirect3DSurface9_Release(surface);
for (i = 0; i < caps.NumSimultaneousRTs; ++i)
{
hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
ok(SUCCEEDED(hr), "Failed to create render target texture %u, hr %#x.\n", i, hr);
hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get surface %u, hr %#x.\n", i, hr);
IDirect3DTexture9_Release(texture);
hr = IDirect3DDevice9_SetRenderTarget(device, i, surface);
ok(SUCCEEDED(hr), "Failed to set render target surface %u, hr %#x.\n", i, hr);
IDirect3DSurface9_Release(surface);
}
hr = reset_device(device, device_window, TRUE);
ok(SUCCEEDED(hr), "Failed to reset device.\n");
hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &rt);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &surface);
ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr);
ok(surface == rt, "Got unexpected surface %p for render target.\n", surface);
IDirect3DSurface9_Release(surface);
IDirect3DSurface9_Release(rt);
for (i = 1; i < caps.NumSimultaneousRTs; ++i)
{
hr = IDirect3DDevice9_GetRenderTarget(device, i, &surface);
ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr);
}
ref = IDirect3DDevice9_Release(device);
ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
done:
IDirect3D9_Release(d3d9);
DestroyWindow(window);
}
START_TEST(device)
{
HMODULE d3d9_handle = LoadLibraryA( "d3d9.dll" );
@ -3481,6 +3560,7 @@ START_TEST(device)
test_window_style();
test_mode_change();
test_device_window_reset();
test_reset_resources();
}
out: