d3d9/tests: Add a slop to the fog tests for X1600 GPUs.
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@ -1231,9 +1231,11 @@ static void fog_test(IDirect3DDevice9 *device)
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}
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}
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color = getPixelColor(device, 160, 360);
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4),
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"Unfogged quad has color %08x\n", color);
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color = getPixelColor(device, 160, 120);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Fogged out quad has color %08x\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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@ -1270,7 +1272,8 @@ static void fog_test(IDirect3DDevice9 *device)
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color = getPixelColor(device, 160, 360);
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color = getPixelColor(device, 160, 360);
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todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
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todo_wine ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
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color = getPixelColor(device, 160, 120);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x0000ff00, "Fogged out quad has color %08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Fogged out quad has color %08x\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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@ -1357,13 +1360,17 @@ static void fog_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr);
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}
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}
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color = getPixelColor(device, 10, 10);
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color = getPixelColor(device, 10, 10);
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ok(color == 0x0000ff00, "Rangefog with vertex fog returned color 0x%08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Rangefog with vertex fog returned color 0x%08x\n", color);
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color = getPixelColor(device, 630, 10);
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color = getPixelColor(device, 630, 10);
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ok(color == 0x0000ff00, "Rangefog with vertex fog returned color 0x%08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Rangefog with vertex fog returned color 0x%08x\n", color);
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color = getPixelColor(device, 10, 470);
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color = getPixelColor(device, 10, 470);
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ok(color == 0x0000ff00, "Rangefog with vertex fog returned color 0x%08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Rangefog with vertex fog returned color 0x%08x\n", color);
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color = getPixelColor(device, 630, 470);
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color = getPixelColor(device, 630, 470);
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ok(color == 0x0000ff00, "Rangefog with vertex fog returned color 0x%08x\n", color);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
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"Rangefog with vertex fog returned color 0x%08x\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
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