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d3d9/tests: Use a separate device for depth_buffer2_test().
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@ -11869,7 +11869,7 @@ static void depth_buffer_test(IDirect3DDevice9 *device)
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/* Test that partial depth copies work the way they're supposed to. The clear
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* on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
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* the following draw should only copy back the part that was modified. */
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static void depth_buffer2_test(IDirect3DDevice9 *device)
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static void depth_buffer2_test(void)
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{
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static const struct vertex quad[] =
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{
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@ -11880,11 +11880,25 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
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};
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IDirect3DSurface9 *backbuffer, *rt1, *rt2;
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IDirect3DDevice9 *device;
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unsigned int i, j;
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D3DVIEWPORT9 vp;
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IDirect3D9 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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HWND window;
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HRESULT hr;
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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vp.X = 0;
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vp.Y = 0;
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vp.Width = 640;
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@ -11961,6 +11975,11 @@ static void depth_buffer2_test(IDirect3DDevice9 *device)
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IDirect3DSurface9_Release(backbuffer);
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IDirect3DSurface9_Release(rt2);
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IDirect3DSurface9_Release(rt1);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void depth_blit_test(void)
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@ -15651,11 +15670,11 @@ START_TEST(visual)
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alphareplicate_test(device_ptr);
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dp3_alpha_test(device_ptr);
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depth_buffer_test(device_ptr);
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depth_buffer2_test(device_ptr);
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cleanup_device(device_ptr);
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device_ptr = NULL;
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depth_buffer2_test();
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depth_blit_test();
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intz_test();
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shadow_test();
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