d3d9: Some Windows drivers set undefined attributes to 0.0.
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@ -6078,11 +6078,13 @@ void test_vshader_input(IDirect3DDevice9 *device)
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ok(color == 0x00FFFF80 || color == 0x00FFFF7f || color == 0x00FFFF81,
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
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/* The last value of the read but undefined stream is used */
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/* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
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color = getPixelColor(device, 480, 360);
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ok(color == 0x00FFFF00, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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ok(color == 0x00FFFF00 || color ==0x00FF0000,
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"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00FF0080 || color == 0x00FF007f || color == 0x00FF0081,
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/* Same as above, accept both the last used value and 0.0 for the undefined streams */
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ok(color == 0x00FF0080 || color == 0x00FF007f || color == 0x00FF0081 || color == 0x00FF0000,
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
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color = getPixelColor(device, 480, 160);
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@ -6149,7 +6151,8 @@ void test_vshader_input(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %s\n", DXGetErrorString9(hr));
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color = getPixelColor(device, 480, 350);
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/* vs_1_1 may fail, accept the clear color
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/* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that
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* as well.
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*
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* NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors,
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* i.e., the whole old stream is read, and not just the last used attribute. Some games require that this
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@ -6158,8 +6161,8 @@ void test_vshader_input(IDirect3DDevice9 *device)
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*
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* A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
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*/
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ok(color == 0x000000FF || color == 0x00808080,
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"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF\n", color);
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ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000,
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"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color);
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color = getPixelColor(device, 160, 120);
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IDirect3DDevice9_SetVertexShader(device, NULL);
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@ -3017,6 +3017,14 @@ static inline void unloadNumberedArrays(IWineD3DStateBlockImpl *stateblock) {
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for (i = 0; i < maxAttribs; ++i) {
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GL_EXTCALL(glDisableVertexAttribArrayARB(i));
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checkGLcall("glDisableVertexAttribArrayARB(reg)");
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/* Some Windows drivers(NV GF 7) use the latest value that was used when drawing with the now
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* deactivated stream disabled, some other drivers(ATI, NV GF 8) set the undefined values to 0x00.
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* Let's set them to 0x00 to avoid hitting some undefined aspects of OpenGL. All that is really
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* important here is the glDisableVertexAttribArrayARB call above. The test shows that the refrast
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* keeps dereferencing the pointers, which would cause crashes in some games like Half Life 2 Eposide 2
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*/
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GL_EXTCALL(glVertexAttrib4NubARB(i, 0, 0, 0, 0));
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checkGLcall("glVertexAttrib4NubARB(i, 0, 0, 0, 0)");
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}
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}
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