diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 2efd08f4187..3a6608a9c40 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -20149,6 +20149,33 @@ static void test_multisample_mismatch(void) hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + /* Draw with both buffers single sampled but multisample quality set to 1 for depth buffer. + * The difference in multisample quality parameter is ignored. */ + IDirect3DSurface9_Release(ds); + hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8, + D3DMULTISAMPLE_NONE, 1, FALSE, &ds, NULL); + ok(SUCCEEDED(hr), "Failed to create depth/stencil, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 0.5f, 0); + ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + hr = IDirect3DDevice9_EndScene(device); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + color = getPixelColor(device, 62, 240); + ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); + color = getPixelColor(device, 322, 240); + ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + IDirect3DSurface9_Release(rt); IDirect3DSurface9_Release(ds); IDirect3DSurface9_Release(rt_multi);