From 0be10d60503549a2ae25d7efa4a63e946782226b Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 24 Mar 2014 11:31:35 +0100 Subject: [PATCH] d3d9/tests: Use a separate device for fog_with_shader_test(). --- dlls/d3d9/tests/visual.c | 106 ++++++++++++++++++++++++++++++----------------- 1 file changed, 68 insertions(+), 38 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index c736bfb41c7..29649d8e0fb 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -1746,17 +1746,25 @@ out: * linear table fog with non foggy vertex shader * vertex fog with foggy vertex shader, non-linear * fog with shader, non-linear fog with foggy shader, - * linear table fog with foggy shader - */ -static void fog_with_shader_test(IDirect3DDevice9 *device) + * linear table fog with foggy shader */ +static void fog_with_shader_test(void) { - HRESULT hr; + IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; + IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; + IDirect3DVertexDeclaration9 *vertex_declaration = NULL; + IDirect3DDevice9 *device; + unsigned int i, j; + IDirect3D9 *d3d; + ULONG refcount; + D3DCAPS9 caps; DWORD color; - union { + HWND window; + HRESULT hr; + union + { float f; DWORD i; } start, end; - unsigned int i, j; /* basic vertex shader without fog computation ("non foggy") */ static const DWORD vertex_shader_code1[] = @@ -1808,32 +1816,31 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) 0x02000001, 0x800f0800, 0x90e40000, /* mov oC0, v0 */ 0x0000ffff }; - - static struct vertex quad[] = { + static struct vertex quad[] = + { {-1.0f, -1.0f, 0.0f, 0xffff0000 }, {-1.0f, 1.0f, 0.0f, 0xffff0000 }, { 1.0f, -1.0f, 0.0f, 0xffff0000 }, { 1.0f, 1.0f, 0.0f, 0xffff0000 }, }; - - static const D3DVERTEXELEMENT9 decl_elements[] = { + static const D3DVERTEXELEMENT9 decl_elements[] = + { {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0}, {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0}, D3DDECL_END() }; - - IDirect3DVertexDeclaration9 *vertex_declaration = NULL; - IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL}; - IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL}; - - /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */ - static const struct test_data_t { + /* This reference data was collected on a nVidia GeForce 7600GS driver + * version 84.19 DirectX version 9.0c on Windows XP. */ + static const struct test_data_t + { int vshader; int pshader; D3DFOGMODE vfog; D3DFOGMODE tfog; unsigned int color[11]; - } test_data[] = { + } + test_data[] = + { /* only pixel shader: */ {0, 1, D3DFOG_NONE, D3DFOG_LINEAR, {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, @@ -2010,10 +2017,43 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000, 0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}}, }; + static const D3DMATRIX identity = + {{{ + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 1.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f, + }}}; - /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/ - start.f=0.1f; - end.f=0.9f; + 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(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0)) + { + skip("No shader model 2 support, skipping tests.\n"); + IDirect3DDevice9_Release(device); + goto done; + } + + /* NOTE: Changing these values will not affect the tests with foggy vertex + * shader, as the values are hardcoded in the shader. */ + start.f = 0.1f; + end.f = 0.9f; + + /* Some of the tests seem to depend on the projection matrix explicitly + * being set to an identity matrix, even though that's the default. + * (AMD Radeon HD 6310, Windows 7) */ + hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); @@ -2068,7 +2108,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) quad[2].z = 0.001f + (float)j / 10.02f; quad[3].z = 0.001f + (float)j / 10.02f; - hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice9_BeginScene(device); @@ -2090,22 +2130,17 @@ static void fog_with_shader_test(IDirect3DDevice9 *device) } } - /* reset states */ - hr = IDirect3DDevice9_SetVertexShader(device, NULL); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); - hr = IDirect3DDevice9_SetPixelShader(device, NULL); - ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); - hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); - ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr); - hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); - IDirect3DVertexShader9_Release(vertex_shader[1]); IDirect3DVertexShader9_Release(vertex_shader[2]); IDirect3DVertexShader9_Release(vertex_shader[3]); IDirect3DPixelShader9_Release(pixel_shader[1]); IDirect3DPixelShader9_Release(pixel_shader[2]); IDirect3DVertexDeclaration9_Release(vertex_declaration); + refcount = IDirect3DDevice9_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D9_Release(d3d); + DestroyWindow(window); } static void generate_bumpmap_textures(IDirect3DDevice9 *device) { @@ -16078,15 +16113,10 @@ START_TEST(visual) } else skip("No vs_2_0 support\n"); - if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0) && caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) - { - fog_with_shader_test(device_ptr); - } - else skip("No vs_2_0 and ps_2_0 support\n"); - cleanup_device(device_ptr); device_ptr = NULL; + fog_with_shader_test(); texbem_test(); texdepth_test(); texkill_test(); -- 2.11.4.GIT