Re: [PATCH 1/3] d3dx9/tests: Add test for null shaders in effect.
2017-09-01 20:19 GMT+02:00 Paul Gofman <gofmanp(a)gmail.com>:
+static void test_effect_null_shader(void) +{ + D3DPRESENT_PARAMETERS present_parameters = {0}; + IDirect3DDevice9 *device; + ID3DXEffect *effect; + D3DXPASS_DESC desc; + IDirect3D9 *d3d; + D3DXHANDLE pass; + ULONG refcount; + HWND window; + HRESULT hr; + + /* Creating a fresh device because the existing device can have invalid render states + from previous tests. If IDirect3DDevice9_ValidateDevice() returns certain error codes, + native ValidateTechnique() fails. */
We generally want to be sure that each test is independent from the others so creating a separate device for each test function is a good idea regardless. Your point about ValidateDevice() is very interesting though, actually it makes a lot of sense and it probably means that ValidateTechnique() should delegate a good chunk of its work to ValidateDevice() (not surprising but somehow I forgot about it). It would be interesting to extend the d3d9 ValidateDevice() tests at some point.
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Matteo Bruni