Signed-off-by: Stefan Dösinger stefan@codeweavers.com
---
This avoids a test failure for me on Wine with my new Nvidia Geforce GTX 1060: device.c:9404: Test failed: Expected available texture memory to decrease during texture creation. device.c:9406: Test failed: Expected a video memory difference of at least 40 MB, got 0 MB.
Note that I don't have Windows yet on my new machine, so I cannot compare the behavior of d3d9 with too much video memory than it can report. Ignore this patch for now if that concerns you. --- dlls/d3d9/tests/device.c | 8 ++++++++ 1 file changed, 8 insertions(+)
diff --git a/dlls/d3d9/tests/device.c b/dlls/d3d9/tests/device.c index 388cda1d7a..75e3b3e4ec 100644 --- a/dlls/d3d9/tests/device.c +++ b/dlls/d3d9/tests/device.c @@ -25,6 +25,7 @@ #define WINVER 0x0602 /* for CURSOR_SUPPRESSED */ #define COBJMACROS #include <d3d9.h> +#include <limits.h> #include "wine/test.h"
#define ARRAY_SIZE(array) (sizeof(array) / sizeof((array)[0])) @@ -9389,6 +9390,12 @@ static void test_vidmem_accounting(void) }
vidmem_start = IDirect3DDevice9_GetAvailableTextureMem(device); + if (vidmem_start == UINT_MAX) + { + skip("GPU has more video memory than can be reported, skipping vidmem decrease test.\n"); + goto cleanup; + } + memset(textures, 0, sizeof(textures)); for (i = 0; i < ARRAY_SIZE(textures); i++) { @@ -9412,6 +9419,7 @@ static void test_vidmem_accounting(void) IDirect3DTexture9_Release(textures[i]); }
+cleanup: refcount = IDirect3DDevice9_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); IDirect3D9_Release(d3d9);