From: Henri Verbeet Subject: [PATCH 3/5] d3d8/tests: Use a separate device for fog_with_shader_test(). Message-Id: <1397801759-13423-3-git-send-email-hverbeet@codeweavers.com> Date: Fri, 18 Apr 2014 08:15:57 +0200 --- dlls/d3d8/tests/visual.c | 76 +++++++++++++++++++++++++++++++--------------- 1 file changed, 52 insertions(+), 24 deletions(-) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 6158dee..2e6d6d2 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -634,16 +634,24 @@ static void fog_test(IDirect3DDevice8 *device) * 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(IDirect3DDevice8 *device) +static void fog_with_shader_test(void) { + /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ + DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; + DWORD pixel_shader[2] = {0, 0}; + IDirect3DDevice8 *device; + unsigned int i, j; + IDirect3D8 *d3d; + D3DCOLOR color; + ULONG refcount; + D3DCAPS8 caps; + HWND window; HRESULT hr; - DWORD color; 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[] = @@ -685,10 +693,6 @@ static void fog_with_shader_test(IDirect3DDevice8 *device) D3DVSD_END() }; static const float vs_constant[4] = {-1.25f, 0.0f, -0.9f, 0.0f}; - /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8...) */ - DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; - DWORD pixel_shader[2] = {0, 0}; - /* 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 @@ -816,12 +820,44 @@ static void fog_with_shader_test(IDirect3DDevice8 *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 constant */ + 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.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) + { + skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); + IDirect3DDevice8_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 constant. */ 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 = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); @@ -873,7 +909,7 @@ static void fog_with_shader_test(IDirect3DDevice8 *device) quad[2].z = 0.001f + j / 10.02f; quad[3].z = 0.001f + j / 10.02f; - hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0f, 0); + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); hr = IDirect3DDevice8_BeginScene(device); @@ -896,17 +932,14 @@ static void fog_with_shader_test(IDirect3DDevice8 *device) } } - /* Reset states */ - hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); - hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); - hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr); - IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[1]); IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); + refcount = IDirect3DDevice8_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); +done: + IDirect3D8_Release(d3d); + DestroyWindow(window); } static void cnd_test(void) @@ -4890,15 +4923,9 @@ START_TEST(visual) alpha_test(device_ptr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) - { test_scalar_instructions(device_ptr); - if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) - fog_with_shader_test(device_ptr); - } else - { skip("No vs.1.1 support\n"); - } refcount = IDirect3DDevice8_Release(device_ptr); ok(!refcount, "Device has %u references left.\n", refcount); @@ -4906,6 +4933,7 @@ cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); + fog_with_shader_test(); cnd_test(); p8_texture_test(); texop_test(); -- 1.7.10.4