d3d9/tests: Handle the Windows 8 testbot results in test_vshader_input().
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@ -7122,6 +7122,9 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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unsigned int i;
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float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0};
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float no_normalize[4] = {1.0, 1.0, 1.0, 1.0};
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D3DADAPTER_IDENTIFIER9 identifier;
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IDirect3D9 *d3d;
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BOOL warp;
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struct vertex quad1_color[] = {
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{-1.0, -1.0, 0.1, 0x00ff8040},
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@ -7148,6 +7151,13 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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1.0, 1.0, 0.1, 1.0, 1.0, 0.0, 1.0,
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};
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hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
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ok(SUCCEEDED(hr), "Failed to get D3D object, hr %#x.\n", hr);
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hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
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ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
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warp = !strcmp(identifier.Description, "Microsoft Basic Render Driver");
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IDirect3D9_Release(d3d);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
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hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd);
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@ -7232,8 +7242,10 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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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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color = getPixelColor(device, 480, 360);
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ok(color == 0x00ffff00 || color ==0x00ff0000,
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"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00ffff00\n", color);
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/* On the Windows 8 testbot (WARP) the draw succeeds, but uses
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* mostly random data as input. */
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ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
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"Got unexpected color 0x%08x for quad 2 (1crd).\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_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
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@ -7246,8 +7258,11 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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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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/* Accept the clear color as well in this case, since SW VP
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* returns an error. On the Windows 8 testbot (WARP) the draw
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* succeeds, but uses mostly random data as input. */
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ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
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"Got unexpected color 0x%08x for quad 2 (1crd).\n", color);
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color = getPixelColor(device, 160, 120);
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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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@ -7314,8 +7329,9 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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*
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* A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
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*/
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ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000,
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"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000ff, 0x00808080 or 0x00000000\n", color);
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ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000
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|| broken(color_match(color, D3DCOLOR_ARGB(0x00, 0x0b, 0x75, 0x80), 1)),
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"Got unexpected color 0x%08x for quad 2 (different colors).\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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