d3d8/tests: Use a separate device for intz_test().

This commit is contained in:
Henri Verbeet 2014-04-17 08:21:20 +02:00 committed by Alexandre Julliard
parent 527882d4e2
commit e43d7c4f8a
1 changed files with 38 additions and 35 deletions

View File

@ -2805,8 +2805,20 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
IDirect3DSurface8_Release(rt1);
}
static void intz_test(IDirect3DDevice8 *device)
static void intz_test(void)
{
IDirect3DSurface8 *original_rt, *rt;
IDirect3DTexture8 *texture;
IDirect3DDevice8 *device;
IDirect3DSurface8 *ds;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
HWND window;
HRESULT hr;
DWORD ps;
UINT i;
static const DWORD ps_code[] =
{
0xffff0101, /* ps_1_1 */
@ -2821,7 +2833,7 @@ static void intz_test(IDirect3DDevice8 *device)
0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
0x0000ffff, /* end */
};
struct
static const struct
{
float x, y, z;
float s0, t0, p0;
@ -2848,7 +2860,7 @@ static void intz_test(IDirect3DDevice8 *device)
{ -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
{ 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.5f},
};
struct
static const struct
{
UINT x, y;
D3DCOLOR color;
@ -2865,45 +2877,41 @@ static void intz_test(IDirect3DDevice8 *device)
{560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
};
IDirect3DSurface8 *original_ds, *original_rt, *rt;
IDirect3DTexture8 *texture;
IDirect3DSurface8 *ds;
IDirect3D8 *d3d8;
D3DCAPS8 caps;
HRESULT hr;
DWORD ps;
UINT i;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(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 = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No pixel shader 1.1 support, skipping INTZ test.\n");
return;
IDirect3DDevice8_Release(device);
goto done;
}
if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
{
skip("No unconditional NP2 texture support, skipping INTZ test.\n");
return;
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
if (FAILED(hr))
if (FAILED(hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
{
skip("No INTZ support, skipping INTZ test.\n");
return;
IDirect3DDevice8_Release(device);
goto done;
}
IDirect3D8_Release(d3d8);
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1,
D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
@ -3120,21 +3128,16 @@ static void intz_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_ds);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps);
ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
IDirect3DSurface8_Release(original_rt);
IDirect3DSurface8_Release(rt);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void shadow_test(void)
@ -4821,7 +4824,6 @@ START_TEST(visual)
texop_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
intz_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@ -4829,6 +4831,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
intz_test();
shadow_test();
multisample_copy_rects_test();
zenable_test();