Commit 24280497 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent f8bd0523
......@@ -1491,8 +1491,17 @@ done:
DestroyWindow(window);
}
static void z_range_test(IDirect3DDevice8 *device)
static void z_range_test(void)
{
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS8 caps;
DWORD shader;
HWND window;
HRESULT hr;
static const struct vertex quad[] =
{
{-1.0f, 0.0f, 1.1f, 0xffff0000},
......@@ -1509,22 +1518,18 @@ static void z_range_test(IDirect3DDevice8 *device)
};
static const struct tvertex quad3[] =
{
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
{640.0f, 240.0f, -1.1f, 1.0f, 0xffffff00},
{640.0f, 480.0f, -1.1f, 1.0f, 0xffffff00},
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xffffff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xffffff00},
};
static const struct tvertex quad4[] =
{
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
{640.0f, 240.0f, -1.1f, 1.0f, 0xff00ff00},
{640.0f, 480.0f, -1.1f, 1.0f, 0xff00ff00},
{ 0.0f, 240.0f, 1.1f, 1.0f, 0xff00ff00},
{ 0.0f, 480.0f, 1.1f, 1.0f, 0xff00ff00},
};
HRESULT hr;
DWORD color;
DWORD shader;
D3DCAPS8 caps;
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
......@@ -1541,6 +1546,16 @@ static void z_range_test(IDirect3DDevice8 *device)
D3DVSD_END()
};
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), "Failed to get device caps, hr %#x.\n", hr);
......@@ -1555,6 +1570,8 @@ static void z_range_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE);
ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
......@@ -1644,7 +1661,8 @@ static void z_range_test(IDirect3DDevice8 *device)
if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("Vertex shaders not supported\n");
goto out;
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
......@@ -1703,13 +1721,11 @@ static void z_range_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
out:
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable z writes, hr %#x.\n", hr);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
static void test_scalar_instructions(void)
......@@ -4946,7 +4962,6 @@ START_TEST(visual)
lighting_test(device_ptr);
clear_test(device_ptr);
fog_test(device_ptr);
z_range_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
......@@ -4954,6 +4969,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
z_range_test();
offscreen_test();
alpha_test();
test_scalar_instructions();
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment