diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 8d5f9d39df8..de86b7bc07d 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -459,15 +459,22 @@ static void lighting_test(void) const D3DMATRIX *world_matrix; const void *quad; unsigned int size; - DWORD expected; + DWORD expected, broken; const char *message; } tests[] = { - {&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"}, - {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"}, - {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"}, - {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"}, + {&mat, nquad, sizeof(nquad[0]), 0x000000ff, 0xdeadbeef, + "Lit quad with light"}, + /* Starting around Win10 20H? this test returns 0x00000000, but only + * in d3d8. In ddraw and d3d9 it works like in older windows versions. + * The behavior is GPU independent. */ + {&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, 0x00000000, + "Lit quad with singular world matrix"}, + {&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, 0xdeadbeef, + "Lit quad with transformation matrix"}, + {&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, 0xdeadbeef, + "Lit quad with non-affine matrix"}, }; window = create_window(); @@ -569,7 +576,8 @@ static void lighting_test(void) ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); - ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color); + ok(color == tests[i].expected || broken(color == tests[i].broken), + "%s has color 0x%08x.\n", tests[i].message, color); } refcount = IDirect3DDevice8_Release(device);