ddraw/tests: Port test for adding the same light to viewports multiple times for ddraw2.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7048,20 +7048,20 @@ static void test_lighting(void)
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{&mat_nonaffine, translatedquad, 0x000000ff, "Lit quad with non-affine matrix"},
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{&mat_nonaffine, translatedquad, 0x000000ff, "Lit quad with non-affine matrix"},
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};
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};
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HWND window;
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IDirect3DViewport2 *viewport, *viewport2;
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IDirect3D2 *d3d;
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IDirect3DDevice2 *device;
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IDirectDraw2 *ddraw;
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IDirectDrawSurface *rt;
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IDirect3DViewport2 *viewport;
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IDirect3DMaterial2 *material;
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IDirect3DLight *light;
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D3DMATERIALHANDLE mat_handle;
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D3DMATERIALHANDLE mat_handle;
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IDirect3DMaterial2 *material;
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IDirect3DDevice2 *device;
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IDirectDrawSurface *rt;
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IDirect3DLight *light;
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D3DLIGHT2 light_desc;
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D3DLIGHT2 light_desc;
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HRESULT hr;
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IDirectDraw2 *ddraw;
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IDirect3D2 *d3d;
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D3DCOLOR color;
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D3DCOLOR color;
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ULONG refcount;
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ULONG refcount;
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unsigned int i;
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unsigned int i;
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HWND window;
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HRESULT hr;
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window = create_window();
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window = create_window();
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ddraw = create_ddraw();
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ddraw = create_ddraw();
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@ -7158,9 +7158,16 @@ static void test_lighting(void)
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U4(light_desc.dcvColor).a = 1.0f;
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U4(light_desc.dcvColor).a = 1.0f;
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U3(light_desc.dvDirection).z = 1.0f;
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U3(light_desc.dvDirection).z = 1.0f;
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hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)&light_desc);
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hr = IDirect3DLight_SetLight(light, (D3DLIGHT *)&light_desc);
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ok(SUCCEEDED(hr), "Failed to set light, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DViewport2_AddLight(viewport, light);
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hr = IDirect3DViewport2_AddLight(viewport, light);
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ok(SUCCEEDED(hr), "Failed to add a light to the viewport, hr %#x.\n", hr);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DViewport2_AddLight(viewport, light);
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ok(hr == D3DERR_LIGHTHASVIEWPORT, "Got unexpected hr %#x.\n", hr);
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viewport2 = create_viewport(device, 0, 0, 640, 480);
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hr = IDirect3DViewport2_AddLight(viewport2, light);
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ok(hr == D3DERR_LIGHTHASVIEWPORT, "Got unexpected hr %#x.\n", hr);
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destroy_viewport(device, viewport2);
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hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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hr = IDirect3DViewport2_Clear(viewport, 1, &clear_rect, D3DCLEAR_TARGET);
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ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "Failed to clear viewport, hr %#x.\n", hr);
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