Commit 7f302ac4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent 7715684f
......@@ -5709,13 +5709,19 @@ done:
DestroyWindow(window);
}
static void cnd_test(IDirect3DDevice9 *device)
static void cnd_test(void)
{
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2;
HRESULT hr;
IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
DWORD color;
HRESULT hr;
/* ps 1.x shaders are rather picky with writemasks and source swizzles.
* The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
* r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
......@@ -5888,36 +5894,59 @@ static void cnd_test(IDirect3DDevice9 *device)
0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
0x0000ffff /* end */
};
float quad1[] = {
-1.0, -1.0, 0.1, 0.0, 0.0, 1.0,
0.0, -1.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 0.0, 0.1, 0.0, 1.0, 0.0,
0.0, 0.0, 0.1, 1.0, 1.0, 0.0
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
float quad2[] = {
0.0, -1.0, 0.1, 0.0, 0.0, 1.0,
1.0, -1.0, 0.1, 1.0, 0.0, 1.0,
0.0, 0.0, 0.1, 0.0, 1.0, 0.0,
1.0, 0.0, 0.1, 1.0, 1.0, 0.0
static const float quad2[] =
{
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
float quad3[] = {
0.0, 0.0, 0.1, 0.0, 0.0, 1.0,
1.0, 0.0, 0.1, 1.0, 0.0, 1.0,
0.0, 1.0, 0.1, 0.0, 1.0, 0.0,
1.0, 1.0, 0.1, 1.0, 1.0, 0.0
static const float quad3[] =
{
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
float quad4[] = {
-1.0, 0.0, 0.1, 0.0, 0.0, 1.0,
0.0, 0.0, 0.1, 1.0, 0.0, 1.0,
-1.0, 1.0, 0.1, 0.0, 1.0, 0.0,
0.0, 1.0, 0.1, 1.0, 1.0, 0.0
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
};
float test_data_c1[4] = { 0.0, 0.0, 0.0, 0.0};
float test_data_c2[4] = { 1.0, 1.0, 1.0, 1.0};
float test_data_c1_coi[4] = { 0.0, 1.0, 0.0, 0.0};
float test_data_c2_coi[4] = { 1.0, 0.0, 1.0, 1.0};
static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f};
static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
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, 4))
{
skip("No ps_1_4 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
......@@ -6155,9 +6184,6 @@ static void cnd_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
/* 1.4 shader */
color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
......@@ -6225,6 +6251,11 @@ static void cnd_test(IDirect3DDevice9 *device)
IDirect3DPixelShader9_Release(shader_13);
IDirect3DPixelShader9_Release(shader_12);
IDirect3DPixelShader9_Release(shader_11);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void nested_loop_test(void)
......@@ -15915,7 +15946,6 @@ START_TEST(visual)
volume_v16u16_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
constant_clamp_ps_test(device_ptr);
cnd_test(device_ptr);
}
}
else skip("No ps_1_1 support\n");
......@@ -15923,6 +15953,7 @@ START_TEST(visual)
cleanup_device(device_ptr);
device_ptr = NULL;
cnd_test();
dp2add_ps_test();
unbound_sampler_test();
nested_loop_test();
......
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