Commit 9d9f580b authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

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

parent 1e772e5d
......@@ -5444,12 +5444,18 @@ static void autogen_mipmap_test(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
}
static void test_constant_clamp_vs(IDirect3DDevice9 *device)
static void test_constant_clamp_vs(void)
{
IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
IDirect3DVertexDeclaration9 *decl;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
D3DCOLOR color;
ULONG refcount;
D3DCAPS9 caps;
HWND window;
HRESULT hr;
DWORD color;
static const DWORD shader_code_11[] =
{
0xfffe0101, /* vs_1_1 */
......@@ -5490,38 +5496,62 @@ static void test_constant_clamp_vs(IDirect3DDevice9 *device)
0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
0x0000ffff /* end */
};
static const D3DVERTEXELEMENT9 decl_elements[] = {
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
float quad1[] = {
-1.0, -1.0, 0.1,
0.0, -1.0, 0.1,
-1.0, 0.0, 0.1,
0.0, 0.0, 0.1
static const float quad1[] =
{
-1.0f, -1.0f, 0.1f,
-1.0f, 0.0f, 0.1f,
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
};
float quad2[] = {
0.0, -1.0, 0.1,
1.0, -1.0, 0.1,
0.0, 0.0, 0.1,
1.0, 0.0, 0.1
static const float quad2[] =
{
0.0f, -1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
1.0f, -1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
};
float quad3[] = {
0.0, 0.0, 0.1,
1.0, 0.0, 0.1,
0.0, 1.0, 0.1,
1.0, 1.0, 0.1
static const float quad3[] =
{
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
1.0f, 0.0f, 0.1f,
1.0f, 1.0f, 0.1f,
};
float quad4[] = {
-1.0, 0.0, 0.1,
0.0, 0.0, 0.1,
-1.0, 1.0, 0.1,
0.0, 1.0, 0.1
static const float quad4[] =
{
-1.0f, 0.0f, 0.1f,
-1.0f, 1.0f, 0.1f,
0.0f, 0.0f, 0.1f,
0.0f, 1.0f, 0.1f,
};
float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 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.VertexShaderVersion < D3DVS_VERSION(1, 1))
{
skip("No vs_1_1 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_CreateVertexShader(device, shader_code_11, &shader_11);
......@@ -5574,11 +5604,6 @@ static void test_constant_clamp_vs(IDirect3DDevice9 *device)
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
}
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
color = getPixelColor(device, 160, 360);
ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
"quad 1 has color %08x, expected 0x00bfbf80\n", color);
......@@ -5603,6 +5628,11 @@ static void test_constant_clamp_vs(IDirect3DDevice9 *device)
if(shader_20) IDirect3DVertexShader9_Release(shader_20);
IDirect3DVertexShader9_Release(shader_11_2);
IDirect3DVertexShader9_Release(shader_11);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void constant_clamp_ps_test(void)
......@@ -16374,15 +16404,10 @@ START_TEST(visual)
alphatest_test(device_ptr);
viewport_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{
test_constant_clamp_vs(device_ptr);
}
else skip("No vs_1_1 support\n");
cleanup_device(device_ptr);
device_ptr = NULL;
test_constant_clamp_vs();
test_compare_instructions();
test_mova();
loop_index_test();
......
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