wined3d: Don't attach render targets on clears when unnecessary.
Otherwise we'd limit the cleared area to the size of the render target. Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -19788,9 +19788,12 @@ static void test_multisample_mismatch(void)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
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/* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear the depth buffer
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* like you'd expect in a correct framebuffer setup. Nvidia doesn't clear it, neither in
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* the Z only clear case nor in the combined clear case. */
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/* Check depth buffer values. AMD GPUs (r500 and evergreen tested) clear
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* the depth buffer like you'd expect in a correct framebuffer
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* setup. Nvidia doesn't clear it, neither in the Z only clear case nor in
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* the combined clear case.
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* In Wine we currently happen to allow the depth only clear case but
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* disallow the combined one. */
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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@ -19802,7 +19805,7 @@ static void test_multisample_mismatch(void)
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color = getPixelColor(device, 62, 240);
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ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 64, 240);
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x000000ff, 1),
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"Got unexpected color 0x%08x.\n", color);
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color = getPixelColor(device, 318, 240);
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x000000ff, 1)),
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@ -23532,26 +23535,25 @@ static void test_null_format(void)
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{
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unsigned int x, y;
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D3DCOLOR color;
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BOOL todo;
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}
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expected_colors[] =
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{
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{200, 30, 0x0000ff00, FALSE},
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{440, 30, 0x0000ff00, FALSE},
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{520, 30, 0x0000ff00, FALSE},
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{600, 30, 0x0000ff00, FALSE},
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{200, 90, 0x00000000, FALSE},
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{440, 90, 0x0000ff00, FALSE},
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{520, 90, 0x0000ff00, FALSE},
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{600, 90, 0x0000ff00, FALSE},
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{200, 150, 0x000000ff, FALSE},
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{440, 150, 0x000000ff, FALSE},
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{520, 150, 0x0000ff00, FALSE},
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{600, 150, 0x0000ff00, FALSE},
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{200, 320, 0x000000ff, FALSE},
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{440, 320, 0x000000ff, FALSE},
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{520, 320, 0x00000000, TRUE},
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{600, 320, 0x0000ff00, FALSE},
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{200, 30, 0x0000ff00},
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{440, 30, 0x0000ff00},
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{520, 30, 0x0000ff00},
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{600, 30, 0x0000ff00},
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{200, 90, 0x00000000},
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{440, 90, 0x0000ff00},
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{520, 90, 0x0000ff00},
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{600, 90, 0x0000ff00},
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{200, 150, 0x000000ff},
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{440, 150, 0x000000ff},
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{520, 150, 0x0000ff00},
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{600, 150, 0x0000ff00},
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{200, 320, 0x000000ff},
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{440, 320, 0x000000ff},
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{520, 320, 0x00000000},
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{600, 320, 0x0000ff00},
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};
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IDirect3DSurface9 *original_rt, *small_rt, *null_rt, *small_null_rt;
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IDirect3DDevice9 *device;
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@ -23672,7 +23674,7 @@ static void test_null_format(void)
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for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
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{
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color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
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todo_wine_if(expected_colors[i].todo) ok(color_match(color, expected_colors[i].color, 1),
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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@ -542,7 +542,10 @@ void wined3d_cs_emit_clear(struct wined3d_cs *cs, DWORD rect_count, const RECT *
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WINED3D_CS_QUEUE_DEFAULT);
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op->opcode = WINED3D_CS_OP_CLEAR;
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op->flags = flags;
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op->rt_count = rt_count;
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if (flags & WINED3DCLEAR_TARGET)
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op->rt_count = rt_count;
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else
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op->rt_count = 0;
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op->fb = &cs->fb;
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SetRect(&op->draw_rect, vp->x, vp->y, vp->x + vp->width, vp->y + vp->height);
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if (state->render_states[WINED3D_RS_SCISSORTESTENABLE])
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