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d3d9/tests: Improve cnd instruction test.
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@ -5697,10 +5697,11 @@ static void cnd_test(IDirect3DDevice9 *device)
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{
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IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
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IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
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IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2;
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HRESULT hr;
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DWORD color;
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/* ps 1.x shaders are rather picky with writemasks and source swizzles. The dp3 is
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* used to copy r0.r to all components of r1, then copy r1.a to c0.a. Essentially it
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* used to copy r0.r to all components of r1, then copy r1.a to r0.a. Essentially it
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* does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders.
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*/
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DWORD shader_code_11[] = {
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@ -5762,10 +5763,24 @@ static void cnd_test(IDirect3DDevice9 *device)
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
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/* 0x40000000 = D3DSI_COISSUE */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
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0x0000ffff /* end */
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};
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DWORD shader_code_11_coissue_2[] = {
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
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0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
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0x00000040, 0xb00f0000, /* texcoord t0 */
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
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0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
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0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
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0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
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0x0000ffff /* end */
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};
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DWORD shader_code_12_coissue[] = {
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@ -5776,10 +5791,24 @@ static void cnd_test(IDirect3DDevice9 *device)
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
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/* 0x40000000 = D3DSI_COISSUE */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
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0x0000ffff /* end */
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};
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DWORD shader_code_12_coissue_2[] = {
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0xffff0102, /* ps_1_2 */
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0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
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0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
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0x00000040, 0xb00f0000, /* texcoord t0 */
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
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0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
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0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
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0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
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0x0000ffff /* end */
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};
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DWORD shader_code_13_coissue[] = {
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@ -5790,10 +5819,24 @@ static void cnd_test(IDirect3DDevice9 *device)
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3, r1, r0, r1 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x80080000, 0x80ff0001, /* mov r0.a, r1.a */
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/* 0x40000000 = D3DSI_COISSUE */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0.a, c1, c2 */
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0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0.a, c1, c2*/
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0x0000ffff /* end */
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};
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DWORD shader_code_13_coissue_2[] = {
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0xffff0103, /* ps_1_3 */
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0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0 */
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0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
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0x00000040, 0xb00f0000, /* texcoord t0 */
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0x00000001, 0x800f0000, 0xb0e40000, /* mov r0, t0 */
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0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003, /* sub r0, r0, c3 */
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0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000, /* add r1, c0, c0 */
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0x00000008, 0x800f0001, 0x80e40000, 0x80e40001, /* dp3 r1, r0, r1 */
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0x00000001, 0x800f0000, 0x80e40001, /* mov r0, r1 */
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0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
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0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r0.a, r0.a, c1, c2 */
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0x00000001, 0x80070000, 0x80ff0000, /* mov r0.xyz, r0.a */
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0x0000ffff /* end */
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};
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/* ps_1_4 does not have a different cnd behavior, just pass the [0;1] texcrd result to cnd, it will
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@ -5802,10 +5845,20 @@ static void cnd_test(IDirect3DDevice9 *device)
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DWORD shader_code_14_coissue[] = {
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0xffff0104, /* ps_1_4 */
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0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
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0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0, t0 */
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0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
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0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
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0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* +cnd r0.xyz, r0, c1, c2 */
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0x0000ffff /* end */
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};
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DWORD shader_code_14_coissue_2[] = {
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0xffff0104, /* ps_1_4 */
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0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1 */
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0x00000040, 0x80070000, 0xb0e40000, /* texcrd r0.xyz, t0 */
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0x00000001, 0x80080000, 0x80000000, /* mov r0.a, r0.x */
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0x00000001, 0x80070001, 0xa0ff0000, /* mov r1.xyz, c0.a */
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0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002, /* +cnd r1.a, r0.a, c1, c2 */
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0x00000001, 0x80070000, 0x80ff0001, /* mov r0.xyz, r1.a */
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0x00000001, 0x80080000, 0xa0ff0000, /* mov r0.a, c0.a */
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/* 0x40000000 = D3DSI_COISSUE */
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0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002, /* cnd r0.xyz, r0, c1, c2 */
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0x0000ffff /* end */
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};
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float quad1[] = {
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@ -5856,6 +5909,14 @@ static void cnd_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -5998,49 +6059,143 @@ static void cnd_test(IDirect3DDevice9 *device)
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* (The Win7 nvidia driver always selects c2)
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*/
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color = getPixelColor(device, 158, 358);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 162, 358);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 158, 362);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 162, 362);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
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/* 1.2 shader */
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color = getPixelColor(device, 478, 358);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 482, 358);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 478, 362);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 482, 362);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
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/* 1.3 shader */
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color = getPixelColor(device, 478, 118);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 482, 118);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 478, 122);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 482, 122);
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ok(color_match(color, 0x0000ff00, 1) || color_match(color, 0x00ff00ff, 1),
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ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
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"pixel 482, 122 has color %08x, expected 0x0000ff00\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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/* Retest with the coissue flag on the alpha instruction instead. This works "as expected". */
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr))
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{
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hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue_2);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
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/* 1.4 shader */
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color = getPixelColor(device, 158, 118);
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ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
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color = getPixelColor(device, 162, 118);
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ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color);
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color = getPixelColor(device, 158, 122);
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ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
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color = getPixelColor(device, 162, 122);
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ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color);
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/* 1.1 shader */
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color = getPixelColor(device, 238, 358);
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ok(color_match(color, 0x00ffffff, 1),
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"pixel 238, 358 has color %08x, expected 0x00ffffff\n", color);
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color = getPixelColor(device, 242, 358);
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ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 242, 358 has color %08x, expected 0x00000000\n", color);
|
||||
color = getPixelColor(device, 238, 362);
|
||||
ok(color_match(color, 0x00ffffff, 1),
|
||||
"pixel 238, 362 has color %08x, expected 0x00ffffff\n", color);
|
||||
color = getPixelColor(device, 242, 362);
|
||||
ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 242, 362 has color %08x, expected 0x00000000\n", color);
|
||||
|
||||
/* 1.2 shader */
|
||||
color = getPixelColor(device, 558, 358);
|
||||
ok(color_match(color, 0x00ffffff, 1),
|
||||
"pixel 558, 358 has color %08x, expected 0x00ffffff\n", color);
|
||||
color = getPixelColor(device, 562, 358);
|
||||
ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 562, 358 has color %08x, expected 0x00000000\n", color);
|
||||
color = getPixelColor(device, 558, 362);
|
||||
ok(color_match(color, 0x00ffffff, 1),
|
||||
"pixel 558, 362 has color %08x, expected 0x00ffffff\n", color);
|
||||
color = getPixelColor(device, 562, 362);
|
||||
ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 562, 362 has color %08x, expected 0x00000000\n", color);
|
||||
|
||||
/* 1.3 shader */
|
||||
color = getPixelColor(device, 558, 118);
|
||||
ok(color_match(color, 0x00ffffff, 1),
|
||||
"pixel 558, 118 has color %08x, expected 0x00ffffff\n", color);
|
||||
color = getPixelColor(device, 562, 118);
|
||||
ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 562, 118 has color %08x, expected 0x00000000\n", color);
|
||||
color = getPixelColor(device, 558, 122);
|
||||
ok(color_match(color, 0x00ffffff, 1),
|
||||
"pixel 558, 122 has color %08x, expected 0x00ffffff\n", color);
|
||||
color = getPixelColor(device, 562, 122);
|
||||
ok(color_match(color, 0x00000000, 1),
|
||||
"pixel 562, 122 has color %08x, expected 0x00000000\n", color);
|
||||
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
|
||||
|
||||
IDirect3DPixelShader9_Release(shader_14_coissue_2);
|
||||
IDirect3DPixelShader9_Release(shader_13_coissue_2);
|
||||
IDirect3DPixelShader9_Release(shader_12_coissue_2);
|
||||
IDirect3DPixelShader9_Release(shader_11_coissue_2);
|
||||
IDirect3DPixelShader9_Release(shader_14_coissue);
|
||||
IDirect3DPixelShader9_Release(shader_13_coissue);
|
||||
IDirect3DPixelShader9_Release(shader_12_coissue);
|
||||
|
Loading…
Reference in New Issue
Block a user