Commit 710dfeb4 authored by Paul Gofman's avatar Paul Gofman Committed by Alexandre Julliard

wined3d: Implement lighting with directional lights in process_vertices_strided().

parent 9c95ee38
...@@ -5894,7 +5894,7 @@ static void test_material(void) ...@@ -5894,7 +5894,7 @@ static void test_material(void)
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240); color = get_surface_color(rt, 320, 240);
if (test_data[i].material) if (test_data[i].material)
todo_wine ok(compare_color(color, test_data[i].expected_color, 1) ok(compare_color(color, test_data[i].expected_color, 1)
/* The Windows 8 testbot appears to return undefined results. */ /* The Windows 8 testbot appears to return undefined results. */
|| broken(TRUE), || broken(TRUE),
"Got unexpected color 0x%08x, test %u.\n", color, i); "Got unexpected color 0x%08x, test %u.\n", color, i);
...@@ -6273,7 +6273,7 @@ static void test_lighting(void) ...@@ -6273,7 +6273,7 @@ static void test_lighting(void)
ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
color = get_surface_color(rt, 320, 240); color = get_surface_color(rt, 320, 240);
todo_wine ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
} }
IDirect3DExecuteBuffer_Release(execute_buffer); IDirect3DExecuteBuffer_Release(execute_buffer);
......
...@@ -271,6 +271,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup ...@@ -271,6 +271,7 @@ static inline enum complex_fixup get_complex_fixup(struct color_fixup_desc fixup
#define WINED3D_MAX_VERTEX_SAMPLERS 4 #define WINED3D_MAX_VERTEX_SAMPLERS 4
#define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS) #define WINED3D_MAX_COMBINED_SAMPLERS (WINED3D_MAX_FRAGMENT_SAMPLERS + WINED3D_MAX_VERTEX_SAMPLERS)
#define WINED3D_MAX_ACTIVE_LIGHTS 8 #define WINED3D_MAX_ACTIVE_LIGHTS 8
#define WINED3D_MAX_SOFTWARE_ACTIVE_LIGHTS 32
#define WINED3D_MAX_CLIP_DISTANCES 8 #define WINED3D_MAX_CLIP_DISTANCES 8
#define MAX_CONSTANT_BUFFERS 15 #define MAX_CONSTANT_BUFFERS 15
#define MAX_SAMPLER_OBJECTS 16 #define MAX_SAMPLER_OBJECTS 16
......
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