Commit ad306ce4 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d9/tests: Use a separate device for test_vshader_float16().

parent 63609b34
......@@ -8317,24 +8317,26 @@ static void fixed_function_decl_test(IDirect3DDevice9 *device)
if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont);
}
struct vertex_float16color {
float x, y, z;
DWORD c1, c2;
};
static void test_vshader_float16(IDirect3DDevice9 *device)
static void test_vshader_float16(void)
{
HRESULT hr;
IDirect3DVertexDeclaration9 *vdecl = NULL;
IDirect3DVertexBuffer9 *buffer = NULL;
IDirect3DVertexShader9 *shader;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
D3DCAPS9 caps;
DWORD color;
HWND window;
void *data;
static const D3DVERTEXELEMENT9 decl_elements[] = {
HRESULT hr;
static const D3DVERTEXELEMENT9 decl_elements[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
IDirect3DVertexDeclaration9 *vdecl = NULL;
IDirect3DVertexBuffer9 *buffer = NULL;
IDirect3DVertexShader9 *shader;
static const DWORD shader_code[] =
{
0xfffe0101, /* vs_1_1 */
......@@ -8344,7 +8346,13 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
0x0000ffff,
};
struct vertex_float16color quad[] = {
static const struct vertex_float16color
{
float x, y, z;
DWORD c1, c2;
}
quad[] =
{
{ -1.0, -1.0, 0.1, 0x3c000000, 0x00000000 }, /* green */
{ -1.0, 0.0, 0.1, 0x3c000000, 0x00000000 },
{ 0.0, -1.0, 0.1, 0x3c000000, 0x00000000 },
......@@ -8366,7 +8374,26 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
{ 0.0, 1.0, 0.1, 0x00000000, 0x3c000000 },
};
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 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(3, 0))
{
skip("No vs_3_0 support, skipping tests.\n");
IDirect3DDevice9_Release(device);
goto done;
}
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff102030, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl);
......@@ -8451,16 +8478,14 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
"Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
hr = IDirect3DDevice9_SetVertexShader(device, NULL);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
IDirect3DVertexDeclaration9_Release(vdecl);
IDirect3DVertexShader9_Release(shader);
IDirect3DVertexBuffer9_Release(buffer);
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
static void conditional_np2_repeat_test(IDirect3DDevice9 *device)
......@@ -16125,7 +16150,6 @@ START_TEST(visual)
clip_planes_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
test_vshader_input(device_ptr);
test_vshader_float16(device_ptr);
} else {
skip("No vs_3_0 support\n");
}
......@@ -16135,6 +16159,7 @@ START_TEST(visual)
cleanup_device(device_ptr);
device_ptr = NULL;
test_vshader_float16();
stream_test();
fog_with_shader_test();
texbem_test();
......
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