d3d9: Fix a few ok conditions in the visual tests.
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@ -5421,18 +5421,18 @@ static void vshader_version_varying_test(IDirect3DDevice9 *device) {
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color = getPixelColor(device, 160, 120);
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color = getPixelColor(device, 160, 120);
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ok((color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
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ok((color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
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(color & 0x0000ff00) >= 0x00003300 && (color & 0x0000ff00) <= 0x00003500 &&
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(color & 0x0000ff00) >= 0x00003300 && (color & 0x0000ff00) <= 0x00003500 &&
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
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"vs_3_0 returned color 0x%08x, expected 0x00203366\n", color);
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"vs_3_0 returned color 0x%08x, expected 0x00203366\n", color);
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color = getPixelColor(device, 160, 360);
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color = getPixelColor(device, 160, 360);
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ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
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ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
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(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
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(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
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"vs_1_1 returned color 0x%08x, expected 0x00808080\n", color);
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"vs_1_1 returned color 0x%08x, expected 0x004c0066\n", color);
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color = getPixelColor(device, 480, 360);
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color = getPixelColor(device, 480, 360);
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ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
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ok((color & 0x00ff0000) >= 0x003c0000 && (color & 0x00ff0000) <= 0x004e0000 &&
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(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
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(color & 0x0000ff00) >= 0x00000000 && (color & 0x0000ff00) <= 0x00000000 &&
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00210068,
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(color & 0x000000ff) >= 0x00000066 && (color & 0x000000ff) <= 0x00000068,
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"vs_2_0 returned color 0x%08x, expected 0x00000000\n", color);
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"vs_2_0 returned color 0x%08x, expected 0x004c0066\n", color);
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/* cleanup */
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/* cleanup */
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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@ -7321,7 +7321,7 @@ static void test_vshader_float16(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%s\n", DXGetErrorString9(hr));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%s\n", DXGetErrorString9(hr));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%s\n", DXGetErrorString9(hr));
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IDirect3DDevice9_SetVertexShader(device, shader);
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hr = IDirect3DDevice9_SetVertexShader(device, shader);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%s\n", DXGetErrorString9(hr));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%s\n", DXGetErrorString9(hr));
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hr = IDirect3DDevice9_BeginScene(device);
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hr = IDirect3DDevice9_BeginScene(device);
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