d3d9/tests: Fix the depth stencil size tests on AMD.

This commit is contained in:
Stefan Dösinger 2011-09-15 22:10:36 +02:00 committed by Alexandre Julliard
parent de0a0efca9
commit f3644a513f

View file

@ -12179,7 +12179,6 @@ static void ds_size_test(IDirect3DDevice9 *device)
{
IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback;
HRESULT hr;
DWORD color;
DWORD num_passes;
struct
{
@ -12228,29 +12227,20 @@ static void ds_size_test(IDirect3DDevice9 *device)
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0);
ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback);
ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTargetData failed, hr %#x.\n", hr);
color = getPixelColorFromSurface(readback, 2, 2);
ok(color == 0x000000FF, "DS size test: Pixel (2, 2) after clear is %#x, expected 0x000000FF\n", color);
color = getPixelColorFromSurface(readback, 31, 31);
ok(color == 0x000000FF, "DS size test: Pixel (31, 31) after clear is %#x, expected 0x000000FF\n", color);
color = getPixelColorFromSurface(readback, 32, 32);
ok(color == 0x000000FF, "DS size test: Pixel (32, 32) after clear is %#x, expected 0x000000FF\n", color);
color = getPixelColorFromSurface(readback, 63, 63);
ok(color == 0x000000FF, "DS size test: Pixel (63, 63) after clear is %#x, expected 0x000000FF\n", color);
/* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */
/* Turning on any depth-related state results in a ValidateDevice failure */
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
/* Try to draw with the device in an invalid state */
@ -12264,6 +12254,10 @@ static void ds_size_test(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
/* Don't check the resulting draw unless we find an app that needs it. On nvidia ValidateDevice
* returns CONFLICTINGRENDERSTATE, so the result is undefined. On AMD d3d seems to assume the
* stored Z buffer value is 0.0 for all pixels, even those that are covered by the depth buffer */
}
hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);