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d3d9/tests: Fix the depth stencil size tests on AMD.
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1 changed files with 7 additions and 13 deletions
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@ -12179,7 +12179,6 @@ static void ds_size_test(IDirect3DDevice9 *device)
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{
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IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback;
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HRESULT hr;
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DWORD color;
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DWORD num_passes;
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struct
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{
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@ -12228,29 +12227,20 @@ static void ds_size_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0);
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ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTargetData failed, hr %#x.\n", hr);
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color = getPixelColorFromSurface(readback, 2, 2);
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ok(color == 0x000000FF, "DS size test: Pixel (2, 2) after clear is %#x, expected 0x000000FF\n", color);
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color = getPixelColorFromSurface(readback, 31, 31);
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ok(color == 0x000000FF, "DS size test: Pixel (31, 31) after clear is %#x, expected 0x000000FF\n", color);
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color = getPixelColorFromSurface(readback, 32, 32);
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ok(color == 0x000000FF, "DS size test: Pixel (32, 32) after clear is %#x, expected 0x000000FF\n", color);
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color = getPixelColorFromSurface(readback, 63, 63);
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ok(color == 0x000000FF, "DS size test: Pixel (63, 63) after clear is %#x, expected 0x000000FF\n", color);
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/* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */
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/* Turning on any depth-related state results in a ValidateDevice failure */
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
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ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
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ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
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"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
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ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
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ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
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"D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
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/* Try to draw with the device in an invalid state */
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@ -12264,6 +12254,10 @@ static void ds_size_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
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/* Don't check the resulting draw unless we find an app that needs it. On nvidia ValidateDevice
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* returns CONFLICTINGRENDERSTATE, so the result is undefined. On AMD d3d seems to assume the
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* stored Z buffer value is 0.0 for all pixels, even those that are covered by the depth buffer */
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}
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
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