ddraw/tests: Don't rely on the implicit vertex color in test_viewport.

Signed-off-by: Stefan Dösinger <stefan@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Stefan Dösinger 2020-01-23 10:45:43 +01:00 committed by Alexandre Julliard
parent a86798200a
commit 97ee54e9d6
1 changed files with 10 additions and 0 deletions

View File

@ -15015,6 +15015,16 @@ static void test_viewport(void)
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(hr == DD_OK, "Got unexpected hr %#x.\n", hr);
/* Well, by default the vertices without color info should be white, and without any texture
* ops this should just show up in the output, but the r200 driver begs to differ and draws a
* random color. */
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(hr == DD_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(hr == DD_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0x00ffffff);
ok(hr == DD_OK, "Got unexpected hr %#x.\n", hr);
hr = IDirect3DDevice7_SetViewport(device, NULL);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);