d3d8/tests: Use a separate device for depth_buffer2_test().

This commit is contained in:
Henri Verbeet 2014-04-17 08:21:21 +02:00 committed by Alexandre Julliard
parent e43d7c4f8a
commit f798db55c8
1 changed files with 27 additions and 8 deletions

View File

@ -2707,8 +2707,19 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
/* Test that partial depth copies work the way they're supposed to. The clear
* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
* the following draw should only copy back the part that was modified. */
static void depth_buffer2_test(IDirect3DDevice8 *device)
static void depth_buffer2_test(void)
{
IDirect3DSurface8 *backbuffer, *rt1, *rt2;
IDirect3DSurface8 *depth_stencil;
IDirect3DDevice8 *device;
unsigned int i, j;
D3DVIEWPORT8 vp;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
static const struct vertex quad[] =
{
{ -1.0, 1.0, 0.66f, 0xffff0000},
@ -2717,12 +2728,15 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
{ 1.0, -1.0, 0.66f, 0xffff0000},
};
IDirect3DSurface8 *backbuffer, *rt1, *rt2;
IDirect3DSurface8 *depth_stencil;
unsigned int i, j;
D3DVIEWPORT8 vp;
D3DCOLOR color;
HRESULT hr;
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;
}
vp.X = 0;
vp.Y = 0;
@ -2803,6 +2817,11 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
IDirect3DSurface8_Release(backbuffer);
IDirect3DSurface8_Release(rt2);
IDirect3DSurface8_Release(rt1);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void intz_test(void)
@ -4823,7 +4842,6 @@ START_TEST(visual)
p8_texture_test(device_ptr);
texop_test(device_ptr);
depth_buffer_test(device_ptr);
depth_buffer2_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
@ -4831,6 +4849,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
depth_buffer2_test();
intz_test();
shadow_test();
multisample_copy_rects_test();