d3d8/tests: Accept alpha channel differences in shadow_test.
Signed-off-by: Stefan Dösinger <stefan@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -4069,7 +4069,11 @@ static void shadow_test(void)
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for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
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{
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D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y);
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ok(color_match(color, expected_colors[j].color, 0),
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/* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8,
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* whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb.
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* Accept alpha mismatches as broken but make sure to check the color channels. */
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ok(color_match(color, expected_colors[j].color, 0)
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|| broken(color_match(color & 0x00ffffff, expected_colors[j].color & 0x00ffffff, 0)),
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"Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
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expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
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formats[i].name, color);
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