Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-cw
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-cw
Commits
f798db55
Commit
f798db55
authored
Apr 17, 2014
by
Henri Verbeet
Committed by
Alexandre Julliard
Apr 17, 2014
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
d3d8/tests: Use a separate device for depth_buffer2_test().
parent
e43d7c4f
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
27 additions
and
8 deletions
+27
-8
visual.c
dlls/d3d8/tests/visual.c
+27
-8
No files found.
dlls/d3d8/tests/visual.c
View file @
f798db55
...
...
@@ -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
.
66
f
,
0xffff0000
},
...
...
@@ -2717,12 +2728,15 @@ static void depth_buffer2_test(IDirect3DDevice8 *device)
{
1
.
0
,
-
1
.
0
,
0
.
66
f
,
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
();
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment