d3d9/tests: Handle the Windows 8 testbot results in zenable_test().
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@ -15053,6 +15053,15 @@ static void zenable_test(void)
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0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
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0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
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};
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/* The Windows 8 testbot (WARP) appears to not clip z for regular
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* vertices either. */
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static const D3DCOLOR expected_broken[] =
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{
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0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf,
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0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf,
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0x00206020, 0x00606060, 0x009f609f, 0x00df60df,
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0x00202020, 0x00602060, 0x009f209f, 0x00df20df,
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};
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IDirect3DVertexShader9 *vs;
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IDirect3DPixelShader9 *ps;
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@ -15084,7 +15093,8 @@ static void zenable_test(void)
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x = 80 * ((2 * j) + 1);
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y = 60 * ((2 * i) + 1);
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color = getPixelColor(device, x, y);
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ok(color_match(color, expected[i * 4 + j], 1),
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ok(color_match(color, expected[i * 4 + j], 1)
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|| broken(color_match(color, expected_broken[i * 4 + j], 1)),
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"Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
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}
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}
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@ -15092,10 +15102,6 @@ static void zenable_test(void)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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IDirect3DPixelShader9_Release(ps);
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IDirect3DVertexShader9_Release(vs);
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}
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