Commit 7d989b7f authored by Dan Kegel's avatar Dan Kegel Committed by Alexandre Julliard

d3d9: shademode_test: Increase slop in color comparison.

parent b5046c28
...@@ -6367,13 +6367,32 @@ out: ...@@ -6367,13 +6367,32 @@ out:
IDirect3D9_Release(d3d); IDirect3D9_Release(d3d);
} }
/* Return true if color is near the expected value */
static int color_near(DWORD color, DWORD expected)
{
const BYTE slop = 1;
BYTE r, g, b;
BYTE rx, gx, bx;
r = (color & 0x00ff0000) >> 16;
g = (color & 0x0000ff00) >> 8;
b = (color & 0x000000ff);
rx = (expected & 0x00ff0000) >> 16;
gx = (expected & 0x0000ff00) >> 8;
bx = (expected & 0x000000ff);
return
((r >= (rx - slop)) && (r <= (rx + slop))) &&
((g >= (gx - slop)) && (g <= (gx + slop))) &&
((b >= (bx - slop)) && (b <= (bx + slop)));
}
static void shademode_test(IDirect3DDevice9 *device) static void shademode_test(IDirect3DDevice9 *device)
{ {
/* Render a quad and try all of the different fixed function shading models. */ /* Render a quad and try all of the different fixed function shading models. */
HRESULT hr; HRESULT hr;
DWORD color0, color1; DWORD color0, color1;
DWORD color0_gouraud = 0, color1_gouraud = 0; DWORD color0_gouraud = 0, color1_gouraud = 0;
BYTE r, g, b;
DWORD shademode = D3DSHADE_FLAT; DWORD shademode = D3DSHADE_FLAT;
DWORD primtype = D3DPT_TRIANGLESTRIP; DWORD primtype = D3DPT_TRIANGLESTRIP;
LPVOID data = NULL; LPVOID data = NULL;
...@@ -6469,15 +6488,9 @@ static void shademode_test(IDirect3DDevice9 *device) ...@@ -6469,15 +6488,9 @@ static void shademode_test(IDirect3DDevice9 *device)
case D3DSHADE_GOURAUD: case D3DSHADE_GOURAUD:
/* Should be an interpolated blend */ /* Should be an interpolated blend */
r = (color0 & 0x00ff0000) >> 16; ok(color_near(color0, 0x000dca28),
g = (color0 & 0x0000ff00) >> 8; "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
b = (color0 & 0x000000ff); ok(color_near(color1, 0x000d45c7),
ok(r >= 0x0c && r <= 0x0e && g == 0xca && b >= 0x27 && b <= 0x28,
"GOURAUD shading has color0 %08x, expected 0x000dca28\n", color0);
r = (color1 & 0x00ff0000) >> 16;
g = (color1 & 0x0000ff00) >> 8;
b = (color1 & 0x000000ff);
ok(r >= 0x0c && r <= 0x0d && g >= 0x44 && g <= 0x45 && b >= 0xc7 && b <= 0xc8,
"GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1); "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
color0_gouraud = color0; color0_gouraud = color0;
...@@ -6487,15 +6500,9 @@ static void shademode_test(IDirect3DDevice9 *device) ...@@ -6487,15 +6500,9 @@ static void shademode_test(IDirect3DDevice9 *device)
break; break;
case D3DSHADE_PHONG: case D3DSHADE_PHONG:
/* Should be the same as GOURAUD, since no hardware implements this */ /* Should be the same as GOURAUD, since no hardware implements this */
r = (color0 & 0x00ff0000) >> 16; ok(color_near(color0, 0x000dca28),
g = (color0 & 0x0000ff00) >> 8;
b = (color0 & 0x000000ff);
ok(r >= 0x0c && r <= 0x0e && g == 0xca && b >= 0x27 && b <= 0x28,
"PHONG shading has color0 %08x, expected 0x000dca28\n", color0); "PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
r = (color1 & 0x00ff0000) >> 16; ok(color_near(color1, 0x000d45c7),
g = (color1 & 0x0000ff00) >> 8;
b = (color1 & 0x000000ff);
ok(r >= 0x0c && r <= 0x0d && g >= 0x44 && g <= 0x45 && b >= 0xc7 && b <= 0xc8,
"PHONG shading has color1 %08x, expected 0x000d45c7\n", color1); "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n", ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
......
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