Commit 813ae272 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent 1abd58ed
......@@ -3706,46 +3706,54 @@ static void maxmip_test(IDirect3DDevice9 *device)
IDirect3DTexture9_Release(texture);
}
static void release_buffer_test(IDirect3DDevice9 *device)
static void release_buffer_test(void)
{
IDirect3DVertexBuffer9 *vb = NULL;
IDirect3DIndexBuffer9 *ib = NULL;
IDirect3DVertexBuffer9 *vb;
IDirect3DIndexBuffer9 *ib;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
HWND window;
HRESULT hr;
BYTE *data;
LONG ref;
static const struct vertex quad[] = {
{-1.0, -1.0, 0.1, 0xffff0000},
{-1.0, 1.0, 0.1, 0xffff0000},
{ 1.0, 1.0, 0.1, 0xffff0000},
static const short indices[] = {3, 4, 5};
static const struct vertex quad[] =
{
{-1.0f, -1.0f, 0.1f, 0xffff0000},
{-1.0f, 1.0f, 0.1f, 0xffff0000},
{ 1.0f, 1.0f, 0.1f, 0xffff0000},
{-1.0, -1.0, 0.1, 0xff00ff00},
{-1.0, 1.0, 0.1, 0xff00ff00},
{ 1.0, 1.0, 0.1, 0xff00ff00}
{-1.0f, -1.0f, 0.1f, 0xff00ff00},
{-1.0f, 1.0f, 0.1f, 0xff00ff00},
{ 1.0f, 1.0f, 0.1f, 0xff00ff00},
};
short indices[] = {3, 4, 5};
/* Index and vertex buffers should always be creatable */
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
D3DPOOL_MANAGED, &vb, NULL);
ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
if(!vb) {
skip("Failed to create a vertex buffer\n");
return;
}
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr);
if(!ib) {
skip("Failed to create an index buffer\n");
return;
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;
}
/* Index and vertex buffers should always be creatable */
hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0,
D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL);
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, quad, sizeof(quad));
hr = IDirect3DVertexBuffer9_Unlock(vb);
ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
memcpy(data, indices, sizeof(indices));
......@@ -3758,12 +3766,14 @@ static void release_buffer_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
/* Now destroy the bound index buffer and draw again */
ref = IDirect3DIndexBuffer9_Release(ib);
ok(ref == 0, "Index Buffer reference count is %08d\n", ref);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
......@@ -3779,16 +3789,21 @@ static void release_buffer_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
}
color = getPixelColor(device, 160, 120);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Got unexpected color 0x%08x.\n", color);
color = getPixelColor(device, 480, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
hr = IDirect3DDevice9_SetIndices(device, NULL);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
/* Index buffer was already destroyed as part of the test */
IDirect3DVertexBuffer9_Release(vb);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void float_texture_test(void)
......@@ -16622,11 +16637,11 @@ START_TEST(visual)
alpha_test(device_ptr);
shademode_test(device_ptr);
srgbtexture_test(device_ptr);
release_buffer_test(device_ptr);
cleanup_device(device_ptr);
device_ptr = NULL;
release_buffer_test();
float_texture_test();
g16r16_texture_test();
pixelshader_blending_test();
......
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