wined3d: Ignore the blitter's depth/colour fill return value in wined3d_device_clear_rendertarget_view().
Direct3D 10 and later don't have a return value, earlier versions seem to claim success even if the fill/clear is unsupported. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1310,8 +1310,7 @@ static void color_fill_test(void)
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enum
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{
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CHECK_FILL_VALUE = 0x1,
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TODO_FILL_RETURN = 0x2,
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BLOCKS = 0x4,
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BLOCKS = 0x2,
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} flags;
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DWORD fill_value;
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}
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@ -1337,7 +1336,7 @@ static void color_fill_test(void)
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* result on Wine.
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* {D3DFMT_YUY2, "D3DFMT_YUY2", BLOCKS, 0},
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* {D3DFMT_UYVY, "D3DFMT_UYVY", BLOCKS, 0}, */
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{D3DFMT_DXT1, "D3DFMT_DXT1", BLOCKS | TODO_FILL_RETURN, 0},
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{D3DFMT_DXT1, "D3DFMT_DXT1", BLOCKS, 0x00000000},
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/* Vendor-specific formats like ATI2N are a non-issue here since they're not
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* supported as offscreen plain surfaces and do not support D3DUSAGE_RENDERTARGET
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* when created as texture. */
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@ -1447,18 +1446,16 @@ static void color_fill_test(void)
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ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, fmt=%s.\n", hr, formats[i].name);
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hr = IDirect3DDevice9_ColorFill(device, surface, NULL, 0xdeadbeef);
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todo_wine_if (formats[i].flags & TODO_FILL_RETURN)
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ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
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hr = IDirect3DDevice9_ColorFill(device, surface, &rect, 0xdeadbeef);
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todo_wine_if (formats[i].flags & TODO_FILL_RETURN)
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ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
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if (SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_ColorFill(device, surface, &rect2, 0xdeadbeef);
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if (formats[i].flags & BLOCKS)
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todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, fmt=%s.\n", hr, formats[i].name);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, fmt=%s.\n", hr, formats[i].name);
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else
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ok(SUCCEEDED(hr), "Failed to color fill, hr %#x, fmt=%s.\n", hr, formats[i].name);
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}
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@ -4197,9 +4197,11 @@ HRESULT CDECL wined3d_device_clear_rendertarget_view(struct wined3d_device *devi
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}
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if (blit_op == WINED3D_BLIT_OP_COLOR_FILL)
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return blitter->color_fill(device, view, rect, color);
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blitter->color_fill(device, view, rect, color);
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else
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return blitter->depth_fill(device, view, rect, flags, depth, stencil);
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blitter->depth_fill(device, view, rect, flags, depth, stencil);
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return WINED3D_OK;
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}
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struct wined3d_rendertarget_view * CDECL wined3d_device_get_rendertarget_view(const struct wined3d_device *device,
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