Commit 65c9b48d authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d9/tests: Use a separate device for texdepth_test().

parent 285922ca
......@@ -4679,17 +4679,24 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
IDirect3DVertexDeclaration9_Release(decl4);
}
static void texdepth_test(IDirect3DDevice9 *device)
static void texdepth_test(void)
{
IDirect3DPixelShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
HRESULT hr;
const float texdepth_test_data1[] = { 0.25, 2.0, 0.0, 0.0};
const float texdepth_test_data2[] = { 0.25, 0.5, 0.0, 0.0};
const float texdepth_test_data3[] = {-1.00, 0.1, 0.0, 0.0};
const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0};
const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0};
const float texdepth_test_data6[] = { 1.00, 0.5, 0.0, 0.0};
const float texdepth_test_data7[] = { 0.50, 0.0, 0.0, 0.0};
static const float texdepth_test_data1[] = { 0.25f, 2.0f, 0.0f, 0.0f};
static const float texdepth_test_data2[] = { 0.25f, 0.5f, 0.0f, 0.0f};
static const float texdepth_test_data3[] = {-1.00f, 0.1f, 0.0f, 0.0f};
static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f};
static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f};
static const float texdepth_test_data6[] = { 1.00f, 0.5f, 0.0f, 0.0f};
static const float texdepth_test_data7[] = { 0.50f, 0.0f, 0.0f, 0.0f};
static const DWORD shader_code[] =
{
0xffff0104, /* ps_1_4 */
......@@ -4700,19 +4707,40 @@ static void texdepth_test(IDirect3DDevice9 *device)
0x00000001, 0x800f0000, 0xa0e40001, /* mov r0, c1 */
0x0000ffff /* end */
};
DWORD color;
float vertex[] = {
-1.0, -1.0, 0.0,
1.0, -1.0, 1.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 1.0
static const float vertex[] =
{
-1.0f, -1.0f, 0.0f,
-1.0f, 1.0f, 0.0f,
1.0f, -1.0f, 1.0f,
1.0f, 1.0f, 1.0f,
};
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate9(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 = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
{
skip("No ps_1_1 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
......@@ -4897,15 +4925,12 @@ static void texdepth_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
/* Cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
IDirect3DPixelShader9_Release(shader);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void texkill_test(void)
......@@ -16043,13 +16068,13 @@ START_TEST(visual)
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
texbem_test(device_ptr);
texdepth_test(device_ptr);
}
else skip("No ps_1_1 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
texdepth_test();
texkill_test();
x8l8v8u8_test();
volume_v16u16_test();
......
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