diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index f583a89f767..fd7f3878093 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -12179,7 +12179,6 @@ static void ds_size_test(IDirect3DDevice9 *device) { IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback; HRESULT hr; - DWORD color; DWORD num_passes; struct { @@ -12228,29 +12227,20 @@ static void ds_size_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0); ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr); - hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback); - ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTargetData failed, hr %#x.\n", hr); - color = getPixelColorFromSurface(readback, 2, 2); - ok(color == 0x000000FF, "DS size test: Pixel (2, 2) after clear is %#x, expected 0x000000FF\n", color); - color = getPixelColorFromSurface(readback, 31, 31); - ok(color == 0x000000FF, "DS size test: Pixel (31, 31) after clear is %#x, expected 0x000000FF\n", color); - color = getPixelColorFromSurface(readback, 32, 32); - ok(color == 0x000000FF, "DS size test: Pixel (32, 32) after clear is %#x, expected 0x000000FF\n", color); - color = getPixelColorFromSurface(readback, 63, 63); - ok(color == 0x000000FF, "DS size test: Pixel (63, 63) after clear is %#x, expected 0x000000FF\n", color); + /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */ /* Turning on any depth-related state results in a ValidateDevice failure */ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); - ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected " + ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr); hr = IDirect3DDevice9_ValidateDevice(device, &num_passes); - ok(hr == D3DERR_CONFLICTINGRENDERSTATE, "IDirect3DDevice9_ValidateDevice returned %#x, expected " + ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected " "D3DERR_CONFLICTINGRENDERSTATE.\n", hr); /* Try to draw with the device in an invalid state */ @@ -12264,6 +12254,10 @@ static void ds_size_test(IDirect3DDevice9 *device) ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawPrimitiveUP failed, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene failed, hr %#x.\n", hr); + + /* Don't check the resulting draw unless we find an app that needs it. On nvidia ValidateDevice + * returns CONFLICTINGRENDERSTATE, so the result is undefined. On AMD d3d seems to assume the + * stored Z buffer value is 0.0 for all pixels, even those that are covered by the depth buffer */ } hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);