d3d9: Use color_match() in test_vshader_input().
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@ -1,5 +1,5 @@
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/*
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* Copyright 2005, 2007 Henri Verbeet
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* Copyright 2005, 2007-2008 Henri Verbeet
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* Copyright (C) 2007-2008 Stefan Dösinger(for CodeWeavers)
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* Copyright (C) 2008 Jason Green(for TransGaming)
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*
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@ -5919,7 +5919,7 @@ void test_vshader_input(IDirect3DDevice9 *device)
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};
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IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
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HRESULT hr;
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DWORD color, r, g, b;
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DWORD color;
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float quad1[] = {
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-1.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
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0.0, -1.0, 0.1, 1.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.5, 0.0,
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@ -6094,7 +6094,7 @@ void test_vshader_input(IDirect3DDevice9 *device)
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if(i == 3 || i == 2) {
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00FFFF80 || color == 0x00FFFF7f || color == 0x00FFFF81,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
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/* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
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@ -6103,20 +6103,20 @@ void test_vshader_input(IDirect3DDevice9 *device)
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"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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color = getPixelColor(device, 160, 120);
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/* Same as above, accept both the last used value and 0.0 for the undefined streams */
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ok(color == 0x00FF0080 || color == 0x00FF007f || color == 0x00FF0081 || color == 0x00FF0000,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
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} else if(i == 1) {
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00FFFF80 || color == 0x00FFFF7f || color == 0x00FFFF81,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
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color = getPixelColor(device, 480, 360);
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/* Accept the clear color as well in this case, since SW VP returns an error */
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ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00FF0080 || color == 0x00FF0000 || color == 0x00FF007f || color == 0x00FF0081,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
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@ -6252,28 +6252,16 @@ void test_vshader_input(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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color = getPixelColor(device, 160, 360);
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r = (color & 0x00ff0000) >> 16;
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g = (color & 0x0000ff00) >> 8;
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b = (color & 0x000000ff) >> 0;
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ok(r >= 0xfe && r <= 0xff && g >= 0x7f && g <= 0x81 && b >= 0x3f && b <= 0x41,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
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"Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color);
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color = getPixelColor(device, 480, 360);
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r = (color & 0x00ff0000) >> 16;
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g = (color & 0x0000ff00) >> 8;
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b = (color & 0x000000ff) >> 0;
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ok(r >= 0x3f && r <= 0x41 && g >= 0x7f && g <= 0x81 && b >= 0xfe && b <= 0xff,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1),
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"Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color);
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color = getPixelColor(device, 160, 120);
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r = (color & 0x00ff0000) >> 16;
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g = (color & 0x0000ff00) >> 8;
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b = (color & 0x000000ff) >> 0;
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ok(r >= 0xfe && r <= 0xff && g >= 0x7f && g <= 0x81 && b >= 0x3f && b <= 0x41,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
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"Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
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color = getPixelColor(device, 480, 160);
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r = (color & 0x00ff0000) >> 16;
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g = (color & 0x0000ff00) >> 8;
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b = (color & 0x000000ff) >> 0;
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ok(r >= 0xfe && r <= 0xff && g >= 0xfe && g <= 0xff && b <= 0x01,
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
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"Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00FFFF00\n", color);
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IDirect3DVertexShader9_Release(texcoord_color_shader);
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