Commit 8cd5f7fd authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent f798db55
......@@ -2570,8 +2570,19 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
}
static void depth_buffer_test(IDirect3DDevice8 *device)
static void depth_buffer_test(void)
{
IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
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 quad1[] =
{
{ -1.0, 1.0, 0.33f, 0xff00ff00},
......@@ -2601,12 +2612,15 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
{0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
};
IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3;
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;
......@@ -2702,6 +2716,11 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
IDirect3DSurface8_Release(rt3);
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);
}
/* Test that partial depth copies work the way they're supposed to. The clear
......@@ -4841,7 +4860,6 @@ START_TEST(visual)
p8_texture_test(device_ptr);
texop_test(device_ptr);
depth_buffer_test(device_ptr);
refcount = IDirect3DDevice8_Release(device_ptr);
ok(!refcount, "Device has %u references left.\n", refcount);
......@@ -4849,6 +4867,7 @@ cleanup:
IDirect3D8_Release(d3d);
DestroyWindow(window);
depth_buffer_test();
depth_buffer2_test();
intz_test();
shadow_test();
......
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