d3d9: Fix a few ok conditions in the visual tests.

This commit is contained in:
Stefan Dösinger 2008-04-05 16:03:56 +02:00 committed by Alexandre Julliard
parent b245c37ce6
commit 5b7ad3ad61
1 changed files with 6 additions and 6 deletions

View File

@ -5421,18 +5421,18 @@ static void vshader_version_varying_test(IDirect3DDevice9 *device) {
color = getPixelColor(device, 160, 120);
ok((color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
(color & 0x0000ff00) >= 0x00003300 && (color & 0x0000ff00) <= 0x00003500 &&
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
"vs_3_0 returned color 0x%08x, expected 0x00203366\n", color);
color = getPixelColor(device, 160, 360);
ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
"vs_1_1 returned color 0x%08x, expected 0x00808080\n", color);
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
"vs_1_1 returned color 0x%08x, expected 0x004c0066\n", color);
color = getPixelColor(device, 480, 360);
ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
"vs_2_0 returned color 0x%08x, expected 0x00000000\n", color);
(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
"vs_2_0 returned color 0x%08x, expected 0x004c0066\n", color);
/* cleanup */
hr = IDirect3DDevice9_SetPixelShader(device, NULL);
@ -7321,7 +7321,7 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%s\n", DXGetErrorString9(hr));
IDirect3DDevice9_SetVertexShader(device, shader);
hr = IDirect3DDevice9_SetVertexShader(device, shader);
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%s\n", DXGetErrorString9(hr));
hr = IDirect3DDevice9_BeginScene(device);