Commit af8cd4a7 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

d3d8/tests: Use a separate device for cnd_test().

parent 9166b740
...@@ -909,13 +909,19 @@ static void fog_with_shader_test(IDirect3DDevice8 *device) ...@@ -909,13 +909,19 @@ static void fog_with_shader_test(IDirect3DDevice8 *device)
IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]);
} }
static void cnd_test(IDirect3DDevice8 *device) static void cnd_test(void)
{ {
DWORD shader_11, shader_12, shader_13, shader_14;
DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2; DWORD shader_11_coissue_2, shader_12_coissue_2, shader_13_coissue_2, shader_14_coissue_2;
HRESULT hr; DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue;
DWORD shader_11, shader_12, shader_13, shader_14;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
D3DCAPS8 caps;
DWORD color; DWORD color;
HWND window;
HRESULT hr;
/* ps 1.x shaders are rather picky with writemasks and source swizzles. /* 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 * 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 * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
...@@ -1091,29 +1097,29 @@ static void cnd_test(IDirect3DDevice8 *device) ...@@ -1091,29 +1097,29 @@ static void cnd_test(IDirect3DDevice8 *device)
static const float quad1[] = static const float quad1[] =
{ {
-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
-1.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, -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 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
}; };
static const float quad2[] = static const float quad2[] =
{ {
0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 0.0f, 1.0f, 0.0f, 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 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 0.0f
}; };
static const float quad3[] = static const float quad3[] =
{ {
0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
0.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 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 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
}; };
static const float quad4[] = static const float quad4[] =
{ {
-1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f, -1.0f, 0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
0.0f, 0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
-1.0f, 1.0f, 0.1f, 0.0f, 1.0f, 0.0f, -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 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 0.0f
}; };
static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f}; static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
...@@ -1121,7 +1127,26 @@ static void cnd_test(IDirect3DDevice8 *device) ...@@ -1121,7 +1127,26 @@ static void cnd_test(IDirect3DDevice8 *device)
static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f}; 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}; static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 1.0f};
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
d3d = Direct3DCreate8(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 = IDirect3DDevice8_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");
IDirect3DDevice8_Release(device);
goto done;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11);
...@@ -1359,9 +1384,6 @@ static void cnd_test(IDirect3DDevice8 *device) ...@@ -1359,9 +1384,6 @@ static void cnd_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_EndScene(device); hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr);
/* 1.4 shader */ /* 1.4 shader */
color = getPixelColor(device, 158, 118); color = getPixelColor(device, 158, 118);
ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color); ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
...@@ -1429,6 +1451,11 @@ static void cnd_test(IDirect3DDevice8 *device) ...@@ -1429,6 +1451,11 @@ static void cnd_test(IDirect3DDevice8 *device)
IDirect3DDevice8_DeletePixelShader(device, shader_13); IDirect3DDevice8_DeletePixelShader(device, shader_13);
IDirect3DDevice8_DeletePixelShader(device, shader_12); IDirect3DDevice8_DeletePixelShader(device, shader_12);
IDirect3DDevice8_DeletePixelShader(device, shader_11); IDirect3DDevice8_DeletePixelShader(device, shader_11);
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
done:
IDirect3D8_Release(d3d);
DestroyWindow(window);
} }
static void z_range_test(IDirect3DDevice8 *device) static void z_range_test(IDirect3DDevice8 *device)
...@@ -4866,11 +4893,7 @@ START_TEST(visual) ...@@ -4866,11 +4893,7 @@ START_TEST(visual)
{ {
test_scalar_instructions(device_ptr); test_scalar_instructions(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
{
fog_with_shader_test(device_ptr); fog_with_shader_test(device_ptr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4))
cnd_test(device_ptr);
}
} }
else else
{ {
...@@ -4883,6 +4906,7 @@ cleanup: ...@@ -4883,6 +4906,7 @@ cleanup:
IDirect3D8_Release(d3d); IDirect3D8_Release(d3d);
DestroyWindow(window); DestroyWindow(window);
cnd_test();
p8_texture_test(); p8_texture_test();
texop_test(); texop_test();
depth_buffer_test(); depth_buffer_test();
......
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