From: Henri Verbeet Subject: [PATCH 4/5] d3d8/tests: Use a separate device for depth_buffer_test(). Message-Id: <1397715683-12998-4-git-send-email-hverbeet@codeweavers.com> Date: Thu, 17 Apr 2014 08:21:22 +0200 --- dlls/d3d8/tests/visual.c | 35 +++++++++++++++++++++++++++-------- 1 file changed, 27 insertions(+), 8 deletions(-) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 06faa6c..f390ea7 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -2570,8 +2570,19 @@ static void depth_clamp_test(IDirect3DDevice8 *device) ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); } -static void depth_buffer_test(IDirect3DDevice8 *device) +static void depth_buffer_test(void) { + IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; + IDirect3DSurface8 *depth_stencil; + IDirect3DDevice8 *device; + unsigned int i, j; + D3DVIEWPORT8 vp; + IDirect3D8 *d3d; + D3DCOLOR color; + ULONG refcount; + HWND window; + HRESULT hr; + static const struct vertex quad1[] = { { -1.0, 1.0, 0.33f, 0xff00ff00}, @@ -2601,12 +2612,15 @@ static void depth_buffer_test(IDirect3DDevice8 *device) {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000}, }; - IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; - IDirect3DSurface8 *depth_stencil; - unsigned int i, j; - D3DVIEWPORT8 vp; - D3DCOLOR color; - HRESULT hr; + 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; + } vp.X = 0; vp.Y = 0; @@ -2702,6 +2716,11 @@ static void depth_buffer_test(IDirect3DDevice8 *device) IDirect3DSurface8_Release(rt3); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); } /* Test that partial depth copies work the way they're supposed to. The clear @@ -4841,7 +4860,6 @@ START_TEST(visual) p8_texture_test(device_ptr); texop_test(device_ptr); - depth_buffer_test(device_ptr); refcount = IDirect3DDevice8_Release(device_ptr); ok(!refcount, "Device has %u references left.\n", refcount); @@ -4849,6 +4867,7 @@ cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); + depth_buffer_test(); depth_buffer2_test(); intz_test(); shadow_test(); -- 1.7.10.4