d3d8/tests: Accept a broken Windows 10 20H? result.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -459,15 +459,22 @@ static void lighting_test(void)
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const D3DMATRIX *world_matrix;
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const D3DMATRIX *world_matrix;
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const void *quad;
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const void *quad;
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unsigned int size;
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unsigned int size;
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DWORD expected;
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DWORD expected, broken;
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const char *message;
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const char *message;
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}
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}
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tests[] =
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tests[] =
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{
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{
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{&mat, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with light"},
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{&mat, nquad, sizeof(nquad[0]), 0x000000ff, 0xdeadbeef,
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{&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, "Lit quad with singular world matrix"},
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"Lit quad with light"},
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{&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, "Lit quad with transformation matrix"},
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/* Starting around Win10 20H? this test returns 0x00000000, but only
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{&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, "Lit quad with non-affine matrix"},
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* in d3d8. In ddraw and d3d9 it works like in older windows versions.
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* The behavior is GPU independent. */
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{&mat_singular, nquad, sizeof(nquad[0]), 0x000000ff, 0x00000000,
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"Lit quad with singular world matrix"},
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{&mat_transf, rotatedquad, sizeof(rotatedquad[0]), 0x000000ff, 0xdeadbeef,
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"Lit quad with transformation matrix"},
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{&mat_nonaffine, translatedquad, sizeof(translatedquad[0]), 0x00000000, 0xdeadbeef,
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"Lit quad with non-affine matrix"},
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};
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};
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window = create_window();
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window = create_window();
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@ -569,7 +576,8 @@ static void lighting_test(void)
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 320, 240);
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color = getPixelColor(device, 320, 240);
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ok(color == tests[i].expected, "%s has color 0x%08x.\n", tests[i].message, color);
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ok(color == tests[i].expected || broken(color == tests[i].broken),
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"%s has color 0x%08x.\n", tests[i].message, color);
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}
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}
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refcount = IDirect3DDevice8_Release(device);
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refcount = IDirect3DDevice8_Release(device);
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