d3d8: Test buffer lock flags.

This commit is contained in:
Stefan Dösinger 2010-01-30 12:21:31 +01:00 committed by Alexandre Julliard
parent 8912b372ed
commit e2f83db007
2 changed files with 136 additions and 0 deletions

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@ -7,6 +7,7 @@ IMPORTS = user32 kernel32
CTESTS = \
d3d8_main.c \
buffer.c \
device.c \
stateblock.c \
surface.c \

135
dlls/d3d8/tests/buffer.c Normal file
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@ -0,0 +1,135 @@
/*
* Copyright (C) 2010 Stefan Dösinger(for CodeWeavers)
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#define COBJMACROS
#include <d3d8.h>
#include "wine/test.h"
static HWND create_window(void)
{
WNDCLASS wc = {0};
wc.lpfnWndProc = DefWindowProc;
wc.lpszClassName = "d3d8_test_wc";
RegisterClass(&wc);
return CreateWindow("d3d8_test_wc", "d3d8_test",
0, 0, 0, 0, 0, 0, 0, 0, 0);
}
static IDirect3DDevice8 *init_d3d8(HMODULE d3d8_handle)
{
IDirect3D8 * (__stdcall * d3d8_create)(UINT SDKVersion) = 0;
IDirect3D8 *d3d8_ptr = 0;
IDirect3DDevice8 *device_ptr = 0;
D3DPRESENT_PARAMETERS present_parameters;
D3DDISPLAYMODE d3ddm;
HRESULT hr;
d3d8_create = (void *)GetProcAddress(d3d8_handle, "Direct3DCreate8");
ok(d3d8_create != NULL, "Failed to get address of Direct3DCreate8\n");
if (!d3d8_create) return NULL;
d3d8_ptr = d3d8_create(D3D_SDK_VERSION);
if (!d3d8_ptr)
{
skip("could not create D3D8\n");
return NULL;
}
IDirect3D8_GetAdapterDisplayMode(d3d8_ptr, D3DADAPTER_DEFAULT, &d3ddm );
ZeroMemory(&present_parameters, sizeof(present_parameters));
present_parameters.Windowed = TRUE;
present_parameters.hDeviceWindow = create_window();
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
present_parameters.BackBufferFormat = d3ddm.Format;
hr = IDirect3D8_CreateDevice(d3d8_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
if(FAILED(hr))
{
skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr);
return NULL;
}
return device_ptr;
}
static void lock_flag_test(IDirect3DDevice8 *device)
{
HRESULT hr;
IDirect3DVertexBuffer8 *buffer;
unsigned int i;
BYTE *data;
const struct
{
DWORD flags;
const char *debug_string;
HRESULT result;
}
test_data[] =
{
{D3DLOCK_READONLY, "D3DLOCK_READONLY", D3D_OK },
{D3DLOCK_DISCARD, "D3DLOCK_DISCARD", D3D_OK },
{D3DLOCK_NOOVERWRITE, "D3DLOCK_NOOVERWRITE", D3D_OK },
{D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD, "D3DLOCK_NOOVERWRITE | D3DLOCK_DISCARD", D3D_OK },
{D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY, "D3DLOCK_NOOVERWRITE | D3DLOCK_READONLY", D3D_OK },
{D3DLOCK_READONLY | D3DLOCK_DISCARD, "D3DLOCK_READONLY | D3DLOCK_DISCARD", D3D_OK },
/* Completely bogous flags aren't an error */
{0xdeadbeef, "0xdeadbeef", D3D_OK },
};
hr = IDirect3DDevice8_CreateVertexBuffer(device, 1024, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &buffer);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateBuffer failed, 0x%08x\n", hr);
for(i = 0; i < (sizeof(test_data) / sizeof(*test_data)); i++)
{
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, test_data[i].flags);
ok(hr == test_data[i].result, "Lock flags %s returned 0x%08x, expected 0x%08x\n",
test_data[i].debug_string, hr, test_data[i].result);
if(SUCCEEDED(hr))
{
hr = IDirect3DVertexBuffer8_Unlock(buffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8_Unlock failed, 0x%08x\n", hr);
}
}
IDirect3DVertexBuffer8_Release(buffer);
}
START_TEST(buffer)
{
IDirect3DDevice8 *device_ptr;
ULONG refcount;
HMODULE d3d8_handle = 0;
d3d8_handle = LoadLibraryA("d3d8.dll");
if (!d3d8_handle)
{
skip("Could not load d3d8.dll\n");
return;
}
device_ptr = init_d3d8(d3d8_handle);
if (!device_ptr) return;
lock_flag_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left\n", refcount);
}