Module: wine Branch: master Commit: be65d6ab3cc6e02a338282a9f548c20e88db432a URL: http://source.winehq.org/git/wine.git/?a=commit;h=be65d6ab3cc6e02a338282a9f5...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Tue Nov 27 22:10:59 2012 +0100
d3d10core/tests: Don't reuse the device.
---
dlls/d3d10core/tests/device.c | 118 +++++++++++++++++++++++++++++++--------- 1 files changed, 91 insertions(+), 27 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 865dde6..0dd96f1 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -74,11 +74,19 @@ cleanup: return device; }
-static void test_device_interfaces(ID3D10Device *device) +static void test_device_interfaces(void) { + ID3D10Device *device; + ULONG refcount; IUnknown *obj; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_IUnknown, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement IUnknown\n"); @@ -94,15 +102,26 @@ static void test_device_interfaces(ID3D10Device *device) if (SUCCEEDED(hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Device, (void **)&obj))) IUnknown_Release(obj); ok(SUCCEEDED(hr), "ID3D10Device does not implement ID3D10Device\n"); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left\n", refcount); }
-static void test_create_texture2d(ID3D10Device *device) +static void test_create_texture2d(void) { D3D10_TEXTURE2D_DESC desc; ID3D10Texture2D *texture; IDXGISurface *surface; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; @@ -154,15 +173,26 @@ static void test_create_texture2d(ID3D10Device *device) ok(FAILED(hr), "Texture should not implement IDXGISurface\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture2D_Release(texture); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
-static void test_create_texture3d(ID3D10Device *device) +static void test_create_texture3d(void) { D3D10_TEXTURE3D_DESC desc; ID3D10Texture3D *texture; IDXGISurface *surface; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + desc.Width = 64; desc.Height = 64; desc.Depth = 64; @@ -200,16 +230,27 @@ static void test_create_texture3d(ID3D10Device *device) ok(FAILED(hr), "Texture should not implement IDXGISurface.\n"); if (SUCCEEDED(hr)) IDXGISurface_Release(surface); ID3D10Texture3D_Release(texture); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
-static void test_create_depthstencil_view(ID3D10Device *device) +static void test_create_depthstencil_view(void) { D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc; D3D10_TEXTURE2D_DESC texture_desc; ID3D10DepthStencilView *dsview; ID3D10Texture2D *texture; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + texture_desc.Width = 512; texture_desc.Height = 512; texture_desc.MipLevels = 1; @@ -236,9 +277,12 @@ static void test_create_depthstencil_view(ID3D10Device *device)
ID3D10DepthStencilView_Release(dsview); ID3D10Texture2D_Release(texture); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
-static void test_create_rendertarget_view(ID3D10Device *device) +static void test_create_rendertarget_view(void) { D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; D3D10_TEXTURE2D_DESC texture_desc; @@ -246,8 +290,16 @@ static void test_create_rendertarget_view(ID3D10Device *device) ID3D10RenderTargetView *rtview; ID3D10Texture2D *texture; ID3D10Buffer *buffer; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_RENDER_TARGET; @@ -295,9 +347,12 @@ static void test_create_rendertarget_view(ID3D10Device *device)
ID3D10RenderTargetView_Release(rtview); ID3D10Texture2D_Release(texture); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
-static void test_create_shader_resource_view(ID3D10Device *device) +static void test_create_shader_resource_view(void) { D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D10_TEXTURE2D_DESC texture_desc; @@ -305,8 +360,16 @@ static void test_create_shader_resource_view(ID3D10Device *device) D3D10_BUFFER_DESC buffer_desc; ID3D10Texture2D *texture; ID3D10Buffer *buffer; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + buffer_desc.ByteWidth = 1024; buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; @@ -358,9 +421,12 @@ static void test_create_shader_resource_view(ID3D10Device *device)
ID3D10ShaderResourceView_Release(srview); ID3D10Texture2D_Release(texture); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
-static void test_create_shader(ID3D10Device *device) +static void test_create_shader(void) { #if 0 float4 light; @@ -471,8 +537,16 @@ float4 main(const float4 color : COLOR) : SV_TARGET
ID3D10VertexShader *vs = NULL; ID3D10PixelShader *ps = NULL; + ID3D10Device *device; + ULONG refcount; HRESULT hr;
+ if (!(device = create_device())) + { + skip("Failed to create device, skipping tests.\n"); + return; + } + hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs); ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); if (vs) @@ -491,28 +565,18 @@ float4 main(const float4 color : COLOR) : SV_TARGET ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); if (ps) ID3D10PixelShader_Release(ps); + + refcount = ID3D10Device_Release(device); + ok(!refcount, "Device has %u references left.\n", refcount); }
START_TEST(device) { - ID3D10Device *device; - ULONG refcount; - - device = create_device(); - if (!device) - { - skip("Failed to create device, skipping tests\n"); - return; - } - - test_device_interfaces(device); - test_create_texture2d(device); - test_create_texture3d(device); - test_create_depthstencil_view(device); - test_create_rendertarget_view(device); - test_create_shader_resource_view(device); - test_create_shader(device); - - refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left\n", refcount); + test_device_interfaces(); + test_create_texture2d(); + test_create_texture3d(); + test_create_depthstencil_view(); + test_create_rendertarget_view(); + test_create_shader_resource_view(); + test_create_shader(); }