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wine
wine-winehq
Commits
f460db7c
Commit
f460db7c
authored
Feb 12, 2015
by
Stefan Dösinger
Committed by
Alexandre Julliard
Feb 12, 2015
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Plain Diff
d3d8/tests: Test rhw depth clip with z enabled but no depth buffer set.
parent
fd218b93
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1 changed file
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58 additions
and
22 deletions
+58
-22
visual.c
dlls/d3d8/tests/visual.c
+58
-22
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dlls/d3d8/tests/visual.c
View file @
f460db7c
...
...
@@ -4070,6 +4070,8 @@ static void zenable_test(void)
HRESULT
hr
;
UINT
x
,
y
;
UINT
i
,
j
;
UINT
test
;
IDirect3DSurface8
*
ds
,
*
rt
;
static
const
struct
{
...
...
@@ -4094,34 +4096,68 @@ static void zenable_test(void)
goto
done
;
}
hr
=
IDirect3DDevice8_
SetRenderState
(
device
,
D3DRS_ZENABLE
,
D3DZB_FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to
disable z-buffering
, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_
SetVertexShader
(
device
,
D3DFVF_XYZRHW
|
D3DFVF_DIFFUSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to
set FVF
, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_
GetDepthStencilSurface
(
device
,
&
ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to
get depth stencil surface
, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_
GetRenderTarget
(
device
,
&
rt
);
ok
(
SUCCEEDED
(
hr
),
"Failed to
get render target surface
, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
|
D3DCLEAR_ZBUFFER
,
0xffff0000
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
tquad
,
sizeof
(
*
tquad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
4
;
++
i
)
for
(
test
=
0
;
test
<
2
;
++
test
)
{
for
(
j
=
0
;
j
<
4
;
++
j
)
/* The Windows 8 testbot (WARP) appears to clip with
* ZENABLE = D3DZB_TRUE and no depth buffer set. */
static
const
D3DCOLOR
expected_broken
[]
=
{
x
=
80
*
((
2
*
j
)
+
1
);
y
=
60
*
((
2
*
i
)
+
1
);
color
=
getPixelColor
(
device
,
x
,
y
);
ok
(
color_match
(
color
,
0x0000ff00
,
1
),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.
\n
"
,
x
,
y
,
color
);
0x00ff0000
,
0x0000ff00
,
0x0000ff00
,
0x00ff0000
,
0x00ff0000
,
0x0000ff00
,
0x0000ff00
,
0x00ff0000
,
0x00ff0000
,
0x0000ff00
,
0x0000ff00
,
0x00ff0000
,
0x00ff0000
,
0x0000ff00
,
0x0000ff00
,
0x00ff0000
,
};
if
(
!
test
)
{
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set depth stencil surface, hr %#x.
\n
"
,
hr
);
}
else
{
hr
=
IDirect3DDevice8_SetRenderState
(
device
,
D3DRS_ZENABLE
,
D3DZB_FALSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to disable z-buffering, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set depth stencil surface, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_ZBUFFER
,
0x00000000
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
}
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
D3DFVF_XYZRHW
|
D3DFVF_DIFFUSE
);
ok
(
SUCCEEDED
(
hr
),
"Failed to set FVF, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_TARGET
,
0xffff0000
,
0
.
0
f
,
0
);
ok
(
SUCCEEDED
(
hr
),
"Failed to clear render target, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_BeginScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to begin scene, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_DrawPrimitiveUP
(
device
,
D3DPT_TRIANGLESTRIP
,
2
,
tquad
,
sizeof
(
*
tquad
));
ok
(
SUCCEEDED
(
hr
),
"Failed to draw, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
SUCCEEDED
(
hr
),
"Failed to end scene, hr %#x.
\n
"
,
hr
);
for
(
i
=
0
;
i
<
4
;
++
i
)
{
for
(
j
=
0
;
j
<
4
;
++
j
)
{
x
=
80
*
((
2
*
j
)
+
1
);
y
=
60
*
((
2
*
i
)
+
1
);
color
=
getPixelColor
(
device
,
x
,
y
);
ok
(
color_match
(
color
,
0x0000ff00
,
1
)
||
broken
(
color_match
(
color
,
expected_broken
[
i
*
4
+
j
],
1
)
&&
!
test
),
"Expected color 0x0000ff00 at %u, %u, got 0x%08x.
\n
"
,
x
,
y
,
color
);
}
}
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present backbuffer, hr %#x.
\n
"
,
hr
);
}
hr
=
IDirect3DDevice8_Present
(
device
,
NULL
,
NULL
,
NULL
,
NULL
);
ok
(
SUCCEEDED
(
hr
),
"Failed to present backbuffer, hr %#x.
\n
"
,
hr
);
IDirect3DSurface8_Release
(
ds
);
IDirect3DSurface8_Release
(
rt
);
hr
=
IDirect3DDevice8_GetDeviceCaps
(
device
,
&
caps
);
ok
(
SUCCEEDED
(
hr
),
"Failed to get device caps, hr %#x.
\n
"
,
hr
);
...
...
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