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wine
wine-winehq
Commits
88971aa1
Commit
88971aa1
authored
Nov 01, 2013
by
Henri Verbeet
Committed by
Alexandre Julliard
Nov 01, 2013
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Plain Diff
d3d9/tests: Get rid of some unused test data in pretransformed_varying_test().
parent
532f17bc
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34 additions
and
39 deletions
+34
-39
visual.c
dlls/d3d9/tests/visual.c
+34
-39
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dlls/d3d9/tests/visual.c
View file @
88971aa1
...
...
@@ -6295,15 +6295,6 @@ static void nested_loop_test(IDirect3DDevice9 *device)
IDirect3DVertexShader9_Release
(
vshader
);
}
struct
varying_test_struct
{
const
DWORD
*
shader_code
;
IDirect3DPixelShader9
*
shader
;
DWORD
color
,
color_rhw
;
const
char
*
name
;
BOOL
todo
,
todo_rhw
;
};
struct
hugeVertex
{
float
pos_x
,
pos_y
,
pos_z
,
rhw
;
...
...
@@ -6396,18 +6387,25 @@ static void pretransformed_varying_test(IDirect3DDevice9 *device)
};
/* sample: fails */
struct
varying_test_struct
tests
[]
=
{
{
blendweight_code
,
NULL
,
0x00000000
,
0x00191919
,
"blendweight"
,
FALSE
,
TRUE
},
{
blendindices_code
,
NULL
,
0x00000000
,
0x00333333
,
"blendindices"
,
FALSE
,
TRUE
},
{
normal_code
,
NULL
,
0x00000000
,
0x004c4c4c
,
"normal"
,
FALSE
,
TRUE
},
/* Why does dx not forward the texcoord? */
{
texcoord0_code
,
NULL
,
0x00000000
,
0x00808c8c
,
"texcoord0"
,
FALSE
,
FALSE
},
{
tangent_code
,
NULL
,
0x00000000
,
0x00999999
,
"tangent"
,
FALSE
,
TRUE
},
{
binormal_code
,
NULL
,
0x00000000
,
0x00b2b2b2
,
"binormal"
,
FALSE
,
TRUE
},
{
color_code
,
NULL
,
0x00e6e6e6
,
0x00e6e6e6
,
"color"
,
FALSE
,
FALSE
},
{
fog_code
,
NULL
,
0x00000000
,
0x00666666
,
"fog"
,
FALSE
,
TRUE
},
{
depth_code
,
NULL
,
0x00000000
,
0x00cccccc
,
"depth"
,
FALSE
,
TRUE
},
{
specular_code
,
NULL
,
0x004488ff
,
0x004488ff
,
"specular"
,
FALSE
,
FALSE
}
static
const
struct
{
const
char
*
name
;
const
DWORD
*
shader_code
;
DWORD
color
;
BOOL
todo
;
}
tests
[]
=
{
{
"blendweight"
,
blendweight_code
,
0x00191919
,
TRUE
},
{
"blendindices"
,
blendindices_code
,
0x00333333
,
TRUE
},
{
"normal"
,
normal_code
,
0x004c4c4c
,
TRUE
},
{
"texcoord0"
,
texcoord0_code
,
0x00808c8c
,
FALSE
},
{
"tangent"
,
tangent_code
,
0x00999999
,
TRUE
},
{
"binormal"
,
binormal_code
,
0x00b2b2b2
,
TRUE
},
{
"color"
,
color_code
,
0x00e6e6e6
,
FALSE
},
{
"fog"
,
fog_code
,
0x00666666
,
TRUE
},
{
"depth"
,
depth_code
,
0x00cccccc
,
TRUE
},
{
"specular"
,
specular_code
,
0x004488ff
,
FALSE
},
};
/* Declare a monster vertex type :-) */
static
const
D3DVERTEXELEMENT9
decl_elements
[]
=
{
...
...
@@ -6495,21 +6493,19 @@ static void pretransformed_varying_test(IDirect3DDevice9 *device)
hr
=
IDirect3DDevice9_SetVertexDeclaration
(
device
,
decl
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexDeclaration returned %08x
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
tests
[
0
]);
i
++
)
{
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
tests
[
i
].
shader_code
,
&
tests
[
i
].
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_CreatePixelShader failed for shader %s, hr = %08x
\n
"
,
tests
[
i
].
name
,
hr
);
}
hr
=
IDirect3DDevice9_SetVertexDeclaration
(
device
,
decl
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetVertexDeclaration returned %08x
\n
"
,
hr
);
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
tests
[
0
]);
i
++
)
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
*
tests
);
++
i
)
{
IDirect3DPixelShader9
*
shader
;
hr
=
IDirect3DDevice9_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffffffff
,
0
.
0
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Clear returned %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
tests
[
i
].
shader
);
hr
=
IDirect3DDevice9_CreatePixelShader
(
device
,
tests
[
i
].
shader_code
,
&
shader
);
ok
(
SUCCEEDED
(
hr
),
"Failed to create pixel shader for test %s, hr %#x.
\n
"
,
tests
[
i
].
name
,
hr
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_SetPixelShader returned %08x
\n
"
,
hr
);
hr
=
IDirect3DDevice9_BeginScene
(
device
);
...
...
@@ -6525,24 +6521,23 @@ static void pretransformed_varying_test(IDirect3DDevice9 *device)
/* This isn't a weekend's job to fix, ignore the problem for now.
* Needs a replacement pipeline. */
color
=
getPixelColor
(
device
,
360
,
240
);
if
(
tests
[
i
].
todo
_rhw
)
todo_wine
ok
(
color_match
(
color
,
tests
[
i
].
color
_rhw
,
1
)
if
(
tests
[
i
].
todo
)
todo_wine
ok
(
color_match
(
color
,
tests
[
i
].
color
,
1
)
||
broken
(
color_match
(
color
,
0x00000000
,
1
)
&&
tests
[
i
].
shader_code
==
blendindices_code
),
"Test %s returned color 0x%08x, expected 0x%08x (todo).
\n
"
,
tests
[
i
].
name
,
color
,
tests
[
i
].
color
_rhw
);
tests
[
i
].
name
,
color
,
tests
[
i
].
color
);
else
ok
(
color_match
(
color
,
tests
[
i
].
color
_rhw
,
1
),
ok
(
color_match
(
color
,
tests
[
i
].
color
,
1
),
"Test %s returned color 0x%08x, expected 0x%08x.
\n
"
,
tests
[
i
].
name
,
color
,
tests
[
i
].
color
_rhw
);
tests
[
i
].
name
,
color
,
tests
[
i
].
color
);
hr
=
IDirect3DDevice9_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice9_Present failed with %08x
\n
"
,
hr
);
}
for
(
i
=
0
;
i
<
sizeof
(
tests
)
/
sizeof
(
tests
[
0
]);
i
++
)
{
IDirect3DPixelShader9_Release
(
tests
[
i
].
shader
);
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set pixel shader for test %s, hr %#x.
\n
"
,
tests
[
i
].
name
,
hr
);
IDirect3DPixelShader9_Release
(
shader
);
}
IDirect3DVertexDeclaration9_Release
(
decl
);
...
...
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