wined3d: Fix a postpixelshader_blending bug.

This commit is contained in:
Roderick Colenbrander 2008-03-29 14:48:15 +00:00 committed by Alexandre Julliard
parent 529f25dc60
commit 76014205de
2 changed files with 4 additions and 3 deletions

View File

@ -7857,7 +7857,7 @@ static void pixelshader_blending_test(IDirect3DDevice9 *device)
* reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */
color = getPixelColor(device, 320, 240);
trace("[No blending] %s: expected %x or 0x00ffffff, result=%x\n", test_formats[fmt_index].fmtName, test_formats[fmt_index].resultColorNoBlending, color);
todo_wine ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected garbage but color %#08x, matches the result we would have with blending. (todo)\n", test_formats[fmt_index].fmtName, color);
ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName);
}
IDirect3DDevice9_SetTexture(device, 0, NULL);

View File

@ -246,8 +246,9 @@ static void state_blend(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3D
const GlPixelFormatDesc *glDesc;
getFormatDescEntry(target->resource.format, &GLINFO_LOCATION, &glDesc);
/* When pixel shaders are used on a format that doesn't offer blending, disable blending else we could face a big performance penalty. */
if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING) && use_ps(stateblock->wineD3DDevice)) {
/* Disable blending in all cases even without pixelshaders. With blending on we could face a big performance penalty.
* The d3d9 visual test confirms the behavior. */
if(!(glDesc->Flags & WINED3DFMT_FLAG_POSTPIXELSHADER_BLENDING)) {
glDisable(GL_BLEND);
checkGLcall("glDisable GL_BLEND");
return;