Module: wine Branch: master Commit: 50200209340d9ee08a0b011e8b19a6a2cab7aec9 URL: https://source.winehq.org/git/wine.git/?a=commit;h=50200209340d9ee08a0b011e8...
Author: Matteo Bruni mbruni@codeweavers.com Date: Wed Feb 27 18:30:11 2019 +0100
d3d8/tests: Add a test for drawing with released buffers.
Signed-off-by: Matteo Bruni mbruni@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d8/tests/visual.c | 52 +++++++++++++++++++++++++++++++++++++++++++++--- 1 file changed, 49 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index c405f82..377f8e0 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -10473,16 +10473,16 @@ static void test_color_vertex(void)
static void test_sysmem_draw(void) { - IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb; + IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb, *get_vb; D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DTexture8 *texture; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; + unsigned int i, stride; struct vec4 *dst_data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; D3DCOLOR colour; - unsigned int i; ULONG refcount; HWND window; HRESULT hr; @@ -10698,6 +10698,53 @@ static void test_sysmem_draw(void) colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour);
+ /* Test that releasing but not unbinding a vertex buffer doesn't break. */ + hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_SetIndices(device, ib, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + refcount = IDirect3DVertexBuffer8_Release(vb_s1); + ok(!refcount, "Unexpected refcount %u.\n", refcount); + hr = IDirect3DDevice8_GetStreamSource(device, 1, &get_vb, &stride); + ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(get_vb == vb_s1, "Got unexpected vertex buffer %p.\n", get_vb); + refcount = IDirect3DVertexBuffer8_Release(get_vb); + ok(!refcount, "Unexpected refcount %u.\n", refcount); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + colour = getPixelColor(device, 320, 240); + ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); + + hr = IDirect3DDevice8_SetVertexShader(device, vs); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + hr = IDirect3DDevice8_BeginScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + hr = IDirect3DDevice8_EndScene(device); + ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + + colour = getPixelColor(device, 320, 240); + ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); + hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); memset(&lr, 0, sizeof(lr)); @@ -10727,7 +10774,6 @@ static void test_sysmem_draw(void) ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
IDirect3DTexture8_Release(texture); - IDirect3DVertexBuffer8_Release(vb_s1); IDirect3DVertexBuffer8_Release(vb_s0); IDirect3DDevice8_DeleteVertexShader(device, vs); IDirect3DIndexBuffer8_Release(ib);