diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 3b8f92d9779..6ee64cf91ba 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -1882,49 +1882,63 @@ done: DestroyWindow(window); } -static void offscreen_test(IDirect3DDevice8 *device) +static void offscreen_test(void) { + IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; + IDirect3DTexture8 *offscreenTexture; + IDirect3DDevice8 *device; + IDirect3D8 *d3d; + D3DCOLOR color; + ULONG refcount; + HWND window; HRESULT hr; - IDirect3DTexture8 *offscreenTexture = NULL; - IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL; - DWORD color; - static const float quad[][5] = { + static const float quad[][5] = + { {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f}, {-0.5f, 0.5f, 0.1f, 0.0f, 1.0f}, { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f}, { 0.5f, 0.5f, 0.1f, 1.0f, 1.0f}, }; - hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", 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; + } - hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); - hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); + hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, + D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); - if(!offscreenTexture) { + if (!offscreenTexture) + { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); - hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); + hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, + D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); - if(!offscreenTexture) { - skip("Cannot create an offscreen render target\n"); - goto out; + if (!offscreenTexture) + { + skip("Cannot create an offscreen render target.\n"); + IDirect3DDevice8_Release(device); + goto done; } } + hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); + hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); - if(!backbuffer) { - goto out; - } hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); - if(!offscreen) { - goto out; - } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); @@ -1973,36 +1987,20 @@ static void offscreen_test(IDirect3DDevice8 *device) /* Part of the originally cleared back buffer */ color = getPixelColor(device, 10, 10); ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); - if(0) { - /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture. - * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on - * the offscreen rendering mode this test would succeed or fail - */ - color = getPixelColor(device, 10, 470); - ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); - } + color = getPixelColor(device, 10, 470); + ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); -out: - hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetTexture returned %#x.\n", hr); - - /* restore things */ - if(backbuffer) { - hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget returned %#x.\n", hr); - IDirect3DSurface8_Release(backbuffer); - } - if(offscreenTexture) { - IDirect3DTexture8_Release(offscreenTexture); - } - if(offscreen) { - IDirect3DSurface8_Release(offscreen); - } - if(depthstencil) { - IDirect3DSurface8_Release(depthstencil); - } + IDirect3DSurface8_Release(backbuffer); + IDirect3DTexture8_Release(offscreenTexture); + IDirect3DSurface8_Release(offscreen); + IDirect3DSurface8_Release(depthstencil); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); } static void alpha_test(void) @@ -4949,7 +4947,6 @@ START_TEST(visual) clear_test(device_ptr); fog_test(device_ptr); z_range_test(device_ptr); - offscreen_test(device_ptr); refcount = IDirect3DDevice8_Release(device_ptr); ok(!refcount, "Device has %u references left.\n", refcount); @@ -4957,6 +4954,7 @@ cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); + offscreen_test(); alpha_test(); test_scalar_instructions(); fog_with_shader_test();