Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
W
wine-winehq
Project
Project
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
0
Issues
0
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Registry
Registry
Wiki
Wiki
Snippets
Snippets
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
wine
wine-winehq
Commits
f75dadfe
Commit
f75dadfe
authored
May 28, 2009
by
Stefan Doesinger
Committed by
Alexandre Julliard
Jun 17, 2009
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
d3d9: Accept an alternative oFog->ps_3_0 handling.
parent
cd348ac8
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
with
16 additions
and
3 deletions
+16
-3
visual.c
dlls/d3d9/tests/visual.c
+16
-3
No files found.
dlls/d3d9/tests/visual.c
View file @
f75dadfe
...
...
@@ -5594,12 +5594,25 @@ static void vshader_version_varying_test(IDirect3DDevice9 *device) {
color
=
getPixelColor
(
device
,
160
,
120
);
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x1a
,
0x34
,
0x67
),
1
),
"vs_3_0 returned color 0x%08x, expected 0x00193366
\n
"
,
color
);
/* Accept two ways of oFog handling:
*
* oFog is supposed to be a scalar. The pixel shader declares a vec4 oFog input and reads all components.
* The vertex shader writes oFog without a writemask. There are two ways windows drivers deal with this:
*
* 1) Keep oFog a scalar, and assign v4 = {oFog, 0, 0, 0}. oFog = 0x33, so the result color is 004d0067.
* This happens with software vertex processing and on Intel cards
*
* 2) Make oFog a vec4, and assign v4 = {oFog.x, oFog.y, oFog.z, oFog.w}. This way the result color is
* 0x004d339a. This happens on Nvidia Geforce 6+ cards
*/
color
=
getPixelColor
(
device
,
160
,
360
);
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x00
,
0x67
),
1
),
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x00
,
0x67
),
1
)
||
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x33
,
0x9a
),
1
),
"vs_1_1 returned color 0x%08x, expected 0x004c0066
\n
"
,
color
);
color
=
getPixelColor
(
device
,
480
,
360
);
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x00
,
0x67
),
1
),
"vs_2_0 returned color 0x%08x, expected 0x004c0066
\n
"
,
color
);
ok
(
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x00
,
0x67
),
1
)
||
color_match
(
color
,
D3DCOLOR_ARGB
(
0x00
,
0x4d
,
0x33
,
0x9a
),
1
),
"vs_2_0 returned color 0x%08x, expected 0x004d0067 or 0x004d33a0
\n
"
,
color
);
/* cleanup */
hr
=
IDirect3DDevice9_SetPixelShader
(
device
,
NULL
);
...
...
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment