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wine
wine-winehq
Commits
7db1ebb8
Commit
7db1ebb8
authored
May 03, 2011
by
Henri Verbeet
Committed by
Alexandre Julliard
May 04, 2011
Browse files
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Plain Diff
d3d8/tests: Add a Reset test.
This is based on the equivalent d3d9 test.
parent
b20a2703
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1 changed file
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device.c
dlls/d3d8/tests/device.c
+402
-0
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dlls/d3d8/tests/device.c
View file @
7db1ebb8
...
...
@@ -868,6 +868,407 @@ static void test_display_modes(void)
IDirect3D8_Release
(
pD3d
);
}
static
void
test_reset
(
void
)
{
UINT
width
,
orig_width
=
GetSystemMetrics
(
SM_CXSCREEN
);
UINT
height
,
orig_height
=
GetSystemMetrics
(
SM_CYSCREEN
);
IDirect3DDevice8
*
device1
=
NULL
;
IDirect3DDevice8
*
device2
=
NULL
;
D3DDISPLAYMODE
d3ddm
,
d3ddm2
;
D3DSURFACE_DESC
surface_desc
;
D3DPRESENT_PARAMETERS
d3dpp
;
IDirect3DSurface8
*
surface
;
IDirect3DTexture8
*
texture
;
UINT
adapter_mode_count
;
D3DLOCKED_RECT
lockrect
;
IDirect3D8
*
d3d8
=
NULL
;
UINT
mode_count
=
0
;
HWND
window
=
NULL
;
D3DVIEWPORT8
vp
;
DWORD
shader
;
HRESULT
hr
;
UINT
i
;
static
const
DWORD
decl
[]
=
{
D3DVSD_STREAM
(
0
),
D3DVSD_REG
(
D3DVSDE_POSITION
,
D3DVSDT_FLOAT4
),
D3DVSD_END
(),
};
struct
{
UINT
w
;
UINT
h
;
}
*
modes
=
NULL
;
d3d8
=
pDirect3DCreate8
(
D3D_SDK_VERSION
);
ok
(
!!
d3d8
,
"Failed to create IDirect3D8 object.
\n
"
);
window
=
CreateWindowA
(
"d3d8_test_wc"
,
"d3d8_test"
,
WS_OVERLAPPEDWINDOW
,
100
,
100
,
160
,
160
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
!!
window
,
"Failed to create window.
\n
"
);
if
(
!
d3d8
||
!
window
)
goto
cleanup
;
hr
=
IDirect3D8_GetAdapterDisplayMode
(
d3d8
,
D3DADAPTER_DEFAULT
,
&
d3ddm
);
ok
(
SUCCEEDED
(
hr
),
"GetAdapterDisplayMode failed, hr %#x.
\n
"
,
hr
);
adapter_mode_count
=
IDirect3D8_GetAdapterModeCount
(
d3d8
,
D3DADAPTER_DEFAULT
);
modes
=
HeapAlloc
(
GetProcessHeap
(),
0
,
sizeof
(
*
modes
)
*
adapter_mode_count
);
for
(
i
=
0
;
i
<
adapter_mode_count
;
++
i
)
{
UINT
j
;
memset
(
&
d3ddm2
,
0
,
sizeof
(
d3ddm2
));
hr
=
IDirect3D8_EnumAdapterModes
(
d3d8
,
D3DADAPTER_DEFAULT
,
i
,
&
d3ddm2
);
ok
(
SUCCEEDED
(
hr
),
"EnumAdapterModes failed, hr %#x.
\n
"
,
hr
);
if
(
d3ddm2
.
Format
!=
d3ddm
.
Format
)
continue
;
for
(
j
=
0
;
j
<
mode_count
;
++
j
)
{
if
(
modes
[
j
].
w
==
d3ddm2
.
Width
&&
modes
[
j
].
h
==
d3ddm2
.
Height
)
break
;
}
if
(
j
==
mode_count
)
{
modes
[
j
].
w
=
d3ddm2
.
Width
;
modes
[
j
].
h
=
d3ddm2
.
Height
;
++
mode_count
;
}
/* We use them as invalid modes. */
if
((
d3ddm2
.
Width
==
801
&&
d3ddm2
.
Height
==
600
)
||
(
d3ddm2
.
Width
==
32
&&
d3ddm2
.
Height
==
32
))
{
skip
(
"This system supports a screen resolution of %dx%d, not running mode tests.
\n
"
,
d3ddm2
.
Width
,
d3ddm2
.
Height
);
goto
cleanup
;
}
}
if
(
mode_count
<
2
)
{
skip
(
"Less than 2 modes supported, skipping mode tests.
\n
"
);
goto
cleanup
;
}
i
=
0
;
if
(
modes
[
i
].
w
==
orig_width
&&
modes
[
i
].
h
==
orig_height
)
++
i
;
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
Windowed
=
FALSE
;
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
BackBufferWidth
=
modes
[
i
].
w
;
d3dpp
.
BackBufferHeight
=
modes
[
i
].
h
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
d3dpp
.
EnableAutoDepthStencil
=
TRUE
;
d3dpp
.
AutoDepthStencilFormat
=
D3DFMT_D24S8
;
hr
=
IDirect3D8_CreateDevice
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
window
,
D3DCREATE_SOFTWARE_VERTEXPROCESSING
,
&
d3dpp
,
&
device1
);
if
(
FAILED
(
hr
))
{
skip
(
"Failed to create device, hr %#x.
\n
"
,
hr
);
goto
cleanup
;
}
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
width
=
GetSystemMetrics
(
SM_CXSCREEN
);
height
=
GetSystemMetrics
(
SM_CYSCREEN
);
ok
(
width
==
modes
[
i
].
w
,
"Screen width is %u, expected %u.
\n
"
,
width
,
modes
[
i
].
w
);
ok
(
height
==
modes
[
i
].
h
,
"Screen height is %u, expected %u.
\n
"
,
height
,
modes
[
i
].
h
);
hr
=
IDirect3DDevice8_GetViewport
(
device1
,
&
vp
);
ok
(
SUCCEEDED
(
hr
),
"GetViewport failed, hr %#x.
\n
"
,
hr
);
if
(
SUCCEEDED
(
hr
))
{
ok
(
vp
.
X
==
0
,
"D3DVIEWPORT->X = %u, expected 0.
\n
"
,
vp
.
X
);
ok
(
vp
.
Y
==
0
,
"D3DVIEWPORT->Y = %u, expected 0.
\n
"
,
vp
.
Y
);
ok
(
vp
.
Width
==
modes
[
i
].
w
,
"D3DVIEWPORT->Width = %u, expected %u.
\n
"
,
vp
.
Width
,
modes
[
i
].
w
);
ok
(
vp
.
Height
==
modes
[
i
].
h
,
"D3DVIEWPORT->Height = %u, expected %u.
\n
"
,
vp
.
Height
,
modes
[
i
].
h
);
ok
(
vp
.
MinZ
==
0
,
"D3DVIEWPORT->MinZ = %.8e, expected 0.
\n
"
,
vp
.
MinZ
);
ok
(
vp
.
MaxZ
==
1
,
"D3DVIEWPORT->MaxZ = %.8e, expected 1.
\n
"
,
vp
.
MaxZ
);
}
i
=
1
;
vp
.
X
=
10
;
vp
.
Y
=
20
;
vp
.
Width
=
modes
[
i
].
w
/
2
;
vp
.
Height
=
modes
[
i
].
h
/
2
;
vp
.
MinZ
=
0
.
2
f
;
vp
.
MaxZ
=
0
.
3
f
;
hr
=
IDirect3DDevice8_SetViewport
(
device1
,
&
vp
);
ok
(
SUCCEEDED
(
hr
),
"SetViewport failed, hr %#x.
\n
"
,
hr
);
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
Windowed
=
FALSE
;
d3dpp
.
BackBufferWidth
=
modes
[
i
].
w
;
d3dpp
.
BackBufferHeight
=
modes
[
i
].
h
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
memset
(
&
vp
,
0
,
sizeof
(
vp
));
hr
=
IDirect3DDevice8_GetViewport
(
device1
,
&
vp
);
ok
(
SUCCEEDED
(
hr
),
"GetViewport failed, hr %#x.
\n
"
,
hr
);
if
(
SUCCEEDED
(
hr
))
{
ok
(
vp
.
X
==
0
,
"D3DVIEWPORT->X = %u, expected 0.
\n
"
,
vp
.
X
);
ok
(
vp
.
Y
==
0
,
"D3DVIEWPORT->Y = %u, expected 0.
\n
"
,
vp
.
Y
);
ok
(
vp
.
Width
==
modes
[
i
].
w
,
"D3DVIEWPORT->Width = %u, expected %u.
\n
"
,
vp
.
Width
,
modes
[
i
].
w
);
ok
(
vp
.
Height
==
modes
[
i
].
h
,
"D3DVIEWPORT->Height = %u, expected %u.
\n
"
,
vp
.
Height
,
modes
[
i
].
h
);
ok
(
vp
.
MinZ
==
0
,
"D3DVIEWPORT->MinZ = %.8e, expected 0.
\n
"
,
vp
.
MinZ
);
ok
(
vp
.
MaxZ
==
1
,
"D3DVIEWPORT->MaxZ = %.8e, expected 1.
\n
"
,
vp
.
MaxZ
);
}
width
=
GetSystemMetrics
(
SM_CXSCREEN
);
height
=
GetSystemMetrics
(
SM_CYSCREEN
);
ok
(
width
==
modes
[
i
].
w
,
"Screen width is %u, expected %u.
\n
"
,
width
,
modes
[
i
].
w
);
ok
(
height
==
modes
[
i
].
h
,
"Screen height is %u, expected %u.
\n
"
,
height
,
modes
[
i
].
h
);
hr
=
IDirect3DDevice8_GetRenderTarget
(
device1
,
&
surface
);
ok
(
SUCCEEDED
(
hr
),
"GetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DSurface8_GetDesc
(
surface
,
&
surface_desc
);
ok
(
surface_desc
.
Width
==
modes
[
i
].
w
,
"Back buffer width is %u, expected %u.
\n
"
,
surface_desc
.
Width
,
modes
[
i
].
w
);
ok
(
surface_desc
.
Height
==
modes
[
i
].
h
,
"Back buffer height is %u, expected %u.
\n
"
,
surface_desc
.
Height
,
modes
[
i
].
h
);
IDirect3DSurface8_Release
(
surface
);
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
Windowed
=
TRUE
;
d3dpp
.
BackBufferWidth
=
400
;
d3dpp
.
BackBufferHeight
=
300
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
memset
(
&
vp
,
0
,
sizeof
(
vp
));
hr
=
IDirect3DDevice8_GetViewport
(
device1
,
&
vp
);
ok
(
SUCCEEDED
(
hr
),
"GetViewport failed, hr %#x.
\n
"
,
hr
);
if
(
SUCCEEDED
(
hr
))
{
ok
(
vp
.
X
==
0
,
"D3DVIEWPORT->X = %u, expected 0.
\n
"
,
vp
.
X
);
ok
(
vp
.
Y
==
0
,
"D3DVIEWPORT->Y = %u, expected 0.
\n
"
,
vp
.
Y
);
ok
(
vp
.
Width
==
400
,
"D3DVIEWPORT->Width = %u, expected 400.
\n
"
,
vp
.
Width
);
ok
(
vp
.
Height
==
300
,
"D3DVIEWPORT->Height = %u, expected 300.
\n
"
,
vp
.
Height
);
ok
(
vp
.
MinZ
==
0
,
"D3DVIEWPORT->MinZ = %.8e, expected 0.
\n
"
,
vp
.
MinZ
);
ok
(
vp
.
MaxZ
==
1
,
"D3DVIEWPORT->MaxZ = %.8e, expected 1.
\n
"
,
vp
.
MaxZ
);
}
width
=
GetSystemMetrics
(
SM_CXSCREEN
);
height
=
GetSystemMetrics
(
SM_CYSCREEN
);
ok
(
width
==
orig_width
,
"Screen width is %u, expected %u.
\n
"
,
width
,
orig_width
);
ok
(
height
==
orig_height
,
"Screen height is %u, expected %u.
\n
"
,
height
,
orig_height
);
hr
=
IDirect3DDevice8_GetRenderTarget
(
device1
,
&
surface
);
ok
(
SUCCEEDED
(
hr
),
"GetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DSurface8_GetDesc
(
surface
,
&
surface_desc
);
ok
(
surface_desc
.
Width
==
400
,
"Back buffer width is %u, expected 400.
\n
"
,
surface_desc
.
Width
);
ok
(
surface_desc
.
Height
==
300
,
"Back buffer height is %u, expected 300.
\n
"
,
surface_desc
.
Height
);
IDirect3DSurface8_Release
(
surface
);
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
Windowed
=
TRUE
;
d3dpp
.
BackBufferWidth
=
400
;
d3dpp
.
BackBufferHeight
=
300
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
/* Reset fails if there is a resource in the default pool. */
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_DEFAULT
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
todo_wine
ok
(
hr
==
D3DERR_DEVICELOST
,
"Reset returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICELOST
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
todo_wine
ok
(
hr
==
D3DERR_DEVICENOTRESET
,
"TestCooperativeLevel returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICENOTRESET
);
IDirect3DTexture8_Release
(
texture
);
/* Reset again to get the device out of the lost state. */
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
/* Scratch, sysmem and managed pool resources are fine. */
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_SCRATCH
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_Release
(
texture
);
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_SYSTEMMEM
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_Release
(
texture
);
/* The depth stencil should get reset to the auto depth stencil when present. */
hr
=
IDirect3DDevice8_SetRenderTarget
(
device1
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device1
,
&
surface
);
ok
(
hr
==
D3DERR_NOTFOUND
,
"GetDepthStencilSurface returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_NOTFOUND
);
ok
(
!
surface
,
"Depth / stencil buffer should be NULL.
\n
"
);
d3dpp
.
EnableAutoDepthStencil
=
TRUE
;
d3dpp
.
AutoDepthStencilFormat
=
D3DFMT_D24S8
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device1
,
&
surface
);
ok
(
SUCCEEDED
(
hr
),
"GetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
ok
(
!!
surface
,
"Depth / stencil buffer should not be NULL.
\n
"
);
if
(
surface
)
IDirect3DSurface8_Release
(
surface
);
d3dpp
.
EnableAutoDepthStencil
=
FALSE
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device1
,
&
surface
);
ok
(
hr
==
D3DERR_NOTFOUND
,
"GetDepthStencilSurface returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_NOTFOUND
);
ok
(
!
surface
,
"Depth / stencil buffer should be NULL.
\n
"
);
/* Will a sysmem or scratch resource survive while locked? */
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_SYSTEMMEM
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DTexture8_LockRect
(
texture
,
0
,
&
lockrect
,
NULL
,
D3DLOCK_DISCARD
);
ok
(
SUCCEEDED
(
hr
),
"LockRect failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_UnlockRect
(
texture
,
0
);
IDirect3DTexture8_Release
(
texture
);
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_SCRATCH
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DTexture8_LockRect
(
texture
,
0
,
&
lockrect
,
NULL
,
D3DLOCK_DISCARD
);
ok
(
SUCCEEDED
(
hr
),
"LockRect failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_UnlockRect
(
texture
,
0
);
IDirect3DTexture8_Release
(
texture
);
hr
=
IDirect3DDevice8_CreateTexture
(
device1
,
16
,
16
,
1
,
0
,
D3DFMT_R5G6B5
,
D3DPOOL_MANAGED
,
&
texture
);
ok
(
SUCCEEDED
(
hr
),
"CreateTexture failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
IDirect3DTexture8_Release
(
texture
);
/* A reference held to an implicit surface causes failures as well. */
hr
=
IDirect3DDevice8_GetBackBuffer
(
device1
,
0
,
D3DBACKBUFFER_TYPE_MONO
,
&
surface
);
ok
(
SUCCEEDED
(
hr
),
"GetBackBuffer failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
todo_wine
ok
(
hr
==
D3DERR_DEVICELOST
,
"Reset returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICELOST
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
todo_wine
ok
(
hr
==
D3DERR_DEVICENOTRESET
,
"TestCooperativeLevel returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICENOTRESET
);
IDirect3DSurface8_Release
(
surface
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
/* Shaders are fine as well. */
hr
=
IDirect3DDevice8_CreateVertexShader
(
device1
,
decl
,
simple_vs
,
&
shader
,
0
);
ok
(
SUCCEEDED
(
hr
),
"CreateVertexShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DeleteVertexShader
(
device1
,
shader
);
ok
(
SUCCEEDED
(
hr
),
"DeleteVertexShader failed, hr %#x.
\n
"
,
hr
);
/* Try setting invalid modes. */
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
Windowed
=
FALSE
;
d3dpp
.
BackBufferWidth
=
32
;
d3dpp
.
BackBufferHeight
=
32
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
hr
==
D3DERR_INVALIDCALL
,
"Reset returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_INVALIDCALL
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
todo_wine
ok
(
hr
==
D3DERR_DEVICENOTRESET
,
"TestCooperativeLevel returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICENOTRESET
);
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
Windowed
=
FALSE
;
d3dpp
.
BackBufferWidth
=
801
;
d3dpp
.
BackBufferHeight
=
600
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
hr
=
IDirect3DDevice8_Reset
(
device1
,
&
d3dpp
);
ok
(
hr
==
D3DERR_INVALIDCALL
,
"Reset returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_INVALIDCALL
);
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device1
);
todo_wine
ok
(
hr
==
D3DERR_DEVICENOTRESET
,
"TestCooperativeLevel returned %#x, expected %#x.
\n
"
,
hr
,
D3DERR_DEVICENOTRESET
);
hr
=
IDirect3D8_GetAdapterDisplayMode
(
d3d8
,
D3DADAPTER_DEFAULT
,
&
d3ddm
);
ok
(
SUCCEEDED
(
hr
),
"GetAdapterDisplayMode failed, hr %#x.
\n
"
,
hr
);
memset
(
&
d3dpp
,
0
,
sizeof
(
d3dpp
));
d3dpp
.
Windowed
=
TRUE
;
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
d3dpp
.
EnableAutoDepthStencil
=
FALSE
;
d3dpp
.
AutoDepthStencilFormat
=
D3DFMT_D24S8
;
hr
=
IDirect3D8_CreateDevice
(
d3d8
,
D3DADAPTER_DEFAULT
,
D3DDEVTYPE_HAL
,
window
,
D3DCREATE_SOFTWARE_VERTEXPROCESSING
,
&
d3dpp
,
&
device2
);
if
(
FAILED
(
hr
))
{
skip
(
"Failed to create device, hr %#x.
\n
"
,
hr
);
goto
cleanup
;
}
hr
=
IDirect3DDevice8_TestCooperativeLevel
(
device2
);
ok
(
SUCCEEDED
(
hr
),
"TestCooperativeLevel failed, hr %#x.
\n
"
,
hr
);
d3dpp
.
Windowed
=
TRUE
;
d3dpp
.
SwapEffect
=
D3DSWAPEFFECT_DISCARD
;
d3dpp
.
BackBufferWidth
=
400
;
d3dpp
.
BackBufferHeight
=
300
;
d3dpp
.
BackBufferFormat
=
d3ddm
.
Format
;
d3dpp
.
EnableAutoDepthStencil
=
TRUE
;
d3dpp
.
AutoDepthStencilFormat
=
D3DFMT_D24S8
;
hr
=
IDirect3DDevice8_Reset
(
device2
,
&
d3dpp
);
ok
(
SUCCEEDED
(
hr
),
"Reset failed, hr %#x.
\n
"
,
hr
);
if
(
FAILED
(
hr
))
goto
cleanup
;
hr
=
IDirect3DDevice8_GetDepthStencilSurface
(
device2
,
&
surface
);
ok
(
SUCCEEDED
(
hr
),
"GetDepthStencilSurface failed, hr %#x.
\n
"
,
hr
);
ok
(
!!
surface
,
"Depth / stencil buffer should not be NULL.
\n
"
);
if
(
surface
)
IDirect3DSurface8_Release
(
surface
);
cleanup:
HeapFree
(
GetProcessHeap
(),
0
,
modes
);
if
(
device2
)
IDirect3DDevice8_Release
(
device2
);
if
(
device1
)
IDirect3DDevice8_Release
(
device1
);
if
(
d3d8
)
IDirect3D8_Release
(
d3d8
);
if
(
window
)
DestroyWindow
(
window
);
}
static
void
test_scene
(
void
)
{
HRESULT
hr
;
...
...
@@ -2294,6 +2695,7 @@ START_TEST(device)
test_mipmap_levels
();
test_cursor
();
test_states
();
test_reset
();
test_scene
();
test_shader
();
test_limits
();
...
...
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