d3d8: Only test pixel shaders if they are supported.
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@ -854,6 +854,7 @@ static void test_shader(void)
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DWORD hPixelShader = 0, hVertexShader = 0;
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DWORD hPixelShader2 = 0, hVertexShader2 = 0;
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DWORD hTempHandle;
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D3DCAPS8 caps;
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DWORD data_size;
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void *data;
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@ -886,6 +887,7 @@ static void test_shader(void)
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D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &pDevice );
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ok(hr == D3D_OK, "IDirect3D8_CreateDevice failed with %s\n", DXGetErrorString8(hr));
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if(!pDevice) goto cleanup;
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IDirect3DDevice8_GetDeviceCaps(pDevice, &caps);
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/* First create a vertex shader */
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hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, simple_vs, &hVertexShader, 0);
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@ -940,6 +942,8 @@ static void test_shader(void)
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ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
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ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0))
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{
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/* The same with a pixel shader */
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hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
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@ -978,22 +982,6 @@ static void test_shader(void)
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ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0);
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/* What happens if a non-bound shader is deleted? */
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hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2);
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ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
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ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
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ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
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hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
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/* Now for pixel shaders */
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hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_CreatePixelShader(pDevice, simple_ps, &hPixelShader2);
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@ -1008,6 +996,27 @@ static void test_shader(void)
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ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader);
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hr = IDirect3DDevice8_DeletePixelShader(pDevice, hPixelShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %s\n", DXGetErrorString8(hr));
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}
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else
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{
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skip("Pixel shaders not supported\n");
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}
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/* What happens if a non-bound shader is deleted? */
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hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_CreateVertexShader(pDevice, dwVertexDecl, NULL, &hVertexShader2, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_SetVertexShader(pDevice, hVertexShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader2);
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ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
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hr = IDirect3DDevice8_GetVertexShader(pDevice, &hTempHandle);
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ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %s\n", DXGetErrorString8(hr));
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ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader);
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hr = IDirect3DDevice8_DeleteVertexShader(pDevice, hVertexShader);
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ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %s\n", DXGetErrorString8(hr));
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cleanup:
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if(pD3d) IDirect3D8_Release(pD3d);
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