Commit 8e5ecee1 authored by Rico Schüller's avatar Rico Schüller Committed by Alexandre Julliard

d3d10/tests: Enable DepthEnable for reproducible results.

parent 94509fbd
......@@ -3618,7 +3618,7 @@ RasterizerState rast_state
DepthStencilState ds_state
{
DepthEnable = false; /* 0x16 */
DepthEnable = true; /* 0x16 */
DepthWriteMask = zero; /* 0x17 */
DepthFunc = equal; /* 0x18 */
StencilEnable = true; /* 0x19 */
......@@ -3675,8 +3675,8 @@ technique10 tech0
#endif
static DWORD fx_test_state_groups[] =
{
0x43425844, 0x519ef0cc, 0x85962b86, 0x3c2272fb,
0x17942172, 0x00000001, 0x00000794, 0x00000001,
0x43425844, 0xbf7e3418, 0xd2838ea5, 0x8012c315,
0x7dd76ca7, 0x00000001, 0x00000794, 0x00000001,
0x00000024, 0x30315846, 0x00000768, 0xfeff1001,
0x00000001, 0x00000000, 0x00000004, 0x00000000,
0x00000000, 0x00000000, 0x00000001, 0x0000035c,
......@@ -3698,7 +3698,7 @@ static DWORD fx_test_state_groups[] =
0x74617453, 0x00bc0065, 0x00020000, 0x00000000,
0x00000000, 0x00000000, 0x00000000, 0x00030000,
0x73640000, 0x6174735f, 0x01006574, 0x04000000,
0x00000000, 0x01000000, 0x02000000, 0x00000000,
0x01000000, 0x01000000, 0x02000000, 0x00000000,
0x01000000, 0x02000000, 0x03000000, 0x01000000,
0x04000000, 0x01000000, 0x01000000, 0x02000000,
0x04000000, 0x01000000, 0x02000000, 0x05000000,
......@@ -3865,7 +3865,7 @@ static void test_effect_state_groups(ID3D10Device *device)
v = effect->lpVtbl->GetVariableByName(effect, "ds_state");
d = v->lpVtbl->AsDepthStencil(v);
d->lpVtbl->GetBackingStore(d, 0, &ds_desc);
ok(!ds_desc.DepthEnable, "Got unexpected DepthEnable %#x.\n", ds_desc.DepthEnable);
ok(ds_desc.DepthEnable, "Got unexpected DepthEnable %#x.\n", ds_desc.DepthEnable);
ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO, "Got unexpected DepthWriteMask %#x.\n",
ds_desc.DepthWriteMask);
ok(ds_desc.DepthFunc == D3D10_COMPARISON_EQUAL, "Got unexpected DepthFunc %#x.\n", ds_desc.DepthFunc);
......@@ -3950,10 +3950,10 @@ static void test_effect_state_groups(ID3D10Device *device)
ID3D10Device_OMGetDepthStencilState(device, &ds_state, &stencil_ref);
ID3D10DepthStencilState_GetDesc(ds_state, &ds_desc);
ok(!ds_desc.DepthEnable, "Got unexpected DepthEnable %#x.\n", ds_desc.DepthEnable);
ok(ds_desc.DepthEnable, "Got unexpected DepthEnable %#x.\n", ds_desc.DepthEnable);
ok(ds_desc.DepthWriteMask == D3D10_DEPTH_WRITE_MASK_ZERO, "Got unexpected DepthWriteMask %#x.\n",
ds_desc.DepthWriteMask);
todo_wine ok(ds_desc.DepthFunc == D3D10_COMPARISON_NEVER, "Got unexpected DepthFunc %#x.\n", ds_desc.DepthFunc);
ok(ds_desc.DepthFunc == D3D10_COMPARISON_EQUAL, "Got unexpected DepthFunc %#x.\n", ds_desc.DepthFunc);
ok(ds_desc.StencilEnable, "Got unexpected StencilEnable %#x.\n", ds_desc.StencilEnable);
ok(ds_desc.StencilReadMask == 0x4, "Got unexpected StencilReadMask %#x.\n", ds_desc.StencilReadMask);
ok(ds_desc.StencilWriteMask == 0x5, "Got unexpected StencilWriteMask %#x.\n", ds_desc.StencilWriteMask);
......
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