/* * Copyright 2005, 2007 Henri Verbeet * Copyright (C) 2007 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 */ /* This test framework allows limited testing of rendering results. Things are rendered, shown on * the framebuffer, read back from there and compared to expected colors. * * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that * causes visible results in games can be tested in a way that does not depend on pixel exactness */ #define COBJMACROS #include #include #include "wine/test.h" static HMODULE d3d9_handle = 0; static HWND create_window(void) { WNDCLASS wc = {0}; HWND ret; wc.lpfnWndProc = &DefWindowProc; wc.lpszClassName = "d3d9_test_wc"; RegisterClass(&wc); ret = CreateWindow("d3d9_test_wc", "d3d9_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0); return ret; } static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y) { DWORD ret; IDirect3DSurface9 *surf; HRESULT hr; D3DLOCKED_RECT lockedRect; RECT rectToLock = {x, y, x+1, y+1}; hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL); if(FAILED(hr) || !surf ) /* This is not a test */ { trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr)); return 0xdeadbeef; } hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf); if(FAILED(hr)) { trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeed; goto out; } hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY); if(FAILED(hr)) { trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); ret = 0xdeadbeec; goto out; } /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't * really important for these tests */ ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff; hr = IDirect3DSurface9_UnlockRect(surf); if(FAILED(hr)) { trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr)); } out: if(surf) IDirect3DSurface9_Release(surf); return ret; } static IDirect3DDevice9 *init_d3d9(void) { IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0; IDirect3D9 *d3d9_ptr = 0; IDirect3DDevice9 *device_ptr = 0; D3DPRESENT_PARAMETERS present_parameters; HRESULT hr; d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9"); ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n"); if (!d3d9_create) return NULL; d3d9_ptr = d3d9_create(D3D_SDK_VERSION); ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n"); if (!d3d9_ptr) return NULL; ZeroMemory(&present_parameters, sizeof(present_parameters)); present_parameters.Windowed = FALSE; present_parameters.hDeviceWindow = create_window(); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.BackBufferWidth = 640; present_parameters.BackBufferHeight = 480; present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8; hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr); ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr)); return device_ptr; } struct vertex { float x, y, z; DWORD diffuse; }; struct nvertex { float x, y, z; float nx, ny, nz; DWORD diffuse; }; static void lighting_test(IDirect3DDevice9 *device) { HRESULT hr; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD color; float mat[16] = { 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 }; struct vertex unlitquad[] = { {-1.0, -1.0, 0.1, 0xffff0000}, {-1.0, 0.0, 0.1, 0xffff0000}, { 0.0, 0.0, 0.1, 0xffff0000}, { 0.0, -1.0, 0.1, 0xffff0000}, }; struct vertex litquad[] = { {-1.0, 0.0, 0.1, 0xff00ff00}, {-1.0, 1.0, 0.1, 0xff00ff00}, { 0.0, 1.0, 0.1, 0xff00ff00}, { 0.0, 0.0, 0.1, 0xff00ff00}, }; struct nvertex unlitnquad[] = { { 0.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, { 1.0, -1.0, 0.1, 1.0, 1.0, 1.0, 0xff0000ff}, }; struct nvertex litnquad[] = { { 0.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 0.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 1.0, 1.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, { 1.0, 0.0, 0.1, 1.0, 1.0, 1.0, 0xffffff00}, }; WORD Indices[] = {0, 1, 2, 2, 3, 0}; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* Setup some states that may cause issues */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, fvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_BeginScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr)); if(hr == D3D_OK) { /* No lights are defined... That means, lit vertices should be entirely black */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetFVF(device, nfvf); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr)); } IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */ ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */ ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */ ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr)); /* Hack for a bug in d3d9: SetFVF creates a converted vertex declaration, with a circular refcount. * This prevents the screen resolution from being restored correctly on device release. Unset the vdecl */ IDirect3DDevice9_SetVertexDeclaration(device, NULL); } static void clear_test(IDirect3DDevice9 *device) { /* Tests the correctness of clearing parameters */ HRESULT hr; D3DRECT rect[2]; D3DRECT rect_negneg; DWORD color; hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* Positive x, negative y */ rect[0].x1 = 0; rect[0].y1 = 480; rect[0].x2 = 320; rect[0].y2 = 240; /* Positive x, positive y */ rect[1].x1 = 0; rect[1].y1 = 0; rect[1].x2 = 320; rect[1].y2 = 240; /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); /* negative x, negative y */ rect_negneg.x1 = 640; rect_negneg.x1 = 240; rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr)); IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); color = getPixelColor(device, 160, 120); /* upper left quad */ ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color); color = getPixelColor(device, 480, 360); /* lower right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color); color = getPixelColor(device, 480, 120); /* upper right quad */ ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color); } typedef struct { float in[4]; DWORD out; } test_data_t; /* * c7 rounded ARGB * -2.4 -2 0x00ffff00 * -1.6 -2 0x00ffff00 * -0.4 0 0x0000ffff * 0.4 0 0x0000ffff * 1.6 2 0x00ff00ff * 2.4 2 0x00ff00ff */ static void test_mova(IDirect3DDevice9 *device) { static const DWORD mova_test[] = { 0xfffe0200, /* vs_2_0 */ 0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */ 0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */ 0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0 */ 0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0 */ 0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0 */ 0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0 */ 0x0200002e, 0xb0010000, 0xa0000007, /* mova a0.x, c7.x */ 0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000, /* mov oD0, c[a0.x + 3] */ 0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */ 0x0000ffff /* END */ }; static const test_data_t test_data[] = { {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00}, {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff}, {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}, {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff} }; static const float quad[][3] = { {-1.0f, -1.0f, 0.0f}, {-1.0f, 1.0f, 0.0f}, { 1.0f, -1.0f, 0.0f}, { 1.0f, 1.0f, 0.0f}, }; static const D3DVERTEXELEMENT9 decl_elements[] = { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, D3DDECL_END() }; IDirect3DVertexDeclaration9 *vertex_declaration = NULL; IDirect3DVertexShader9 *mova_shader = NULL; HRESULT hr; int i; hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexShader(device, mova_shader); ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration); ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration); ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i) { DWORD color; hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1); ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr); color = getPixelColor(device, 320, 240); ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]); hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0); ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr); } IDirect3DVertexDeclaration9_Release(vertex_declaration); IDirect3DVertexShader9_Release(mova_shader); } START_TEST(visual) { IDirect3DDevice9 *device_ptr; D3DCAPS9 caps; HRESULT hr; DWORD color; d3d9_handle = LoadLibraryA("d3d9.dll"); if (!d3d9_handle) { skip("Could not load d3d9.dll\n"); return; } device_ptr = init_d3d9(); if (!device_ptr) return; IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps); /* Check for the reliability of the returned data */ hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 1, 1); if(color !=0x00ff0000) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0); if(FAILED(hr)) { trace("Clear failed, can't assure correctness of the test results, skipping\n"); goto cleanup; } IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL); color = getPixelColor(device_ptr, 639, 479); if(color != 0x0000ddee) { trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color); goto cleanup; } /* Now execute the real tests */ lighting_test(device_ptr); clear_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0)) { test_mova(device_ptr); } else skip("No vs_2_0 support\n"); cleanup: if(device_ptr) IDirect3DDevice9_Release(device_ptr); }