d3d10core/tests: Don't reuse the device.

This commit is contained in:
Henri Verbeet 2012-11-27 22:10:59 +01:00 committed by Alexandre Julliard
parent 35a88f5ea2
commit be65d6ab3c

View File

@ -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();
}