d3d9: AMD cards don't clip transformed vertices.
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@ -2127,6 +2127,9 @@ static void z_range_test(IDirect3DDevice9 *device)
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{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
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D3DDECL_END()
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};
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IDirect3DDevice9_GetDeviceCaps(device, &caps);
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/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
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* then call Present. Then clear the color buffer to make sure it has some defined content
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* after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
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@ -2183,7 +2186,14 @@ static void z_range_test(IDirect3DDevice9 *device)
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color = getPixelColor(device, 28, 238);
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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color = getPixelColor(device, 28, 241);
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
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{
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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}
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else
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{
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ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
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}
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/* Not clipped, > z buffer clear value(0.75) */
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color = getPixelColor(device, 31, 238);
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@ -2209,13 +2219,19 @@ static void z_range_test(IDirect3DDevice9 *device)
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color = getPixelColor(device, 321, 238);
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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color = getPixelColor(device, 321, 241);
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
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{
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ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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}
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else
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{
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ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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/* Test the shader path */
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IDirect3DDevice9_GetDeviceCaps(device, &caps);
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if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) {
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skip("Vertex shaders not supported\n");
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goto out;
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