d3d10core/tests: Use SetRect() in more places.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2018-09-26 13:58:41 +02:00 committed by Alexandre Julliard
parent 5ab8d43c30
commit 2a1e2ad2e5
1 changed files with 4 additions and 16 deletions

View File

@ -4809,10 +4809,7 @@ static void test_scissor(void)
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
scissor_rect.left = 160; SetRect(&scissor_rect, 160, 120, 480, 360);
scissor_rect.top = 120;
scissor_rect.right = 480;
scissor_rect.bottom = 360;
ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect); ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
@ -16923,10 +16920,7 @@ static void test_multiple_viewports(void)
ID3D10Device_ClearRenderTargetView(device, rtv, clear_color); ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
ID3D10Device_RSSetViewports(device, 2, vp); ID3D10Device_RSSetViewports(device, 2, vp);
rects[0].left = 0; SetRect(&rects[0], 0, 0, width, texture_desc.Height / 2);
rects[0].top = 0;
rects[0].right = width;
rects[0].bottom = texture_desc.Height / 2;
memset(&rects[1], 0, sizeof(*rects)); memset(&rects[1], 0, sizeof(*rects));
ID3D10Device_RSSetScissorRects(device, 1, rects); ID3D10Device_RSSetScissorRects(device, 1, rects);
constant.draw_id = 4; constant.draw_id = 4;
@ -16941,14 +16935,8 @@ static void test_multiple_viewports(void)
check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[7], 1); check_texture_sub_resource_vec4(texture, 0, &rect, &expected_values[7], 1);
/* Set both rectangles. */ /* Set both rectangles. */
rects[0].left = 0; SetRect(&rects[0], 0, 0, width, texture_desc.Height / 2);
rects[0].top = 0; SetRect(&rects[1], width, 0, 2 * width, texture_desc.Height / 2);
rects[0].right = width;
rects[0].bottom = texture_desc.Height / 2;
rects[1].left = width;
rects[1].top = 0;
rects[1].right = width * 2;
rects[1].bottom = texture_desc.Height / 2;
ID3D10Device_ClearRenderTargetView(device, rtv, clear_color); ID3D10Device_ClearRenderTargetView(device, rtv, clear_color);
ID3D10Device_RSSetScissorRects(device, 2, rects); ID3D10Device_RSSetScissorRects(device, 2, rects);
constant.draw_id = 5; constant.draw_id = 5;