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