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Rebase against 19d57982ecb4520453a1b77ace386c625312e265.
This commit is contained in:
@@ -1,51 +0,0 @@
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From 1706e3e86b8a58ff9060ab9d16bfef351971f3e2 Mon Sep 17 00:00:00 2001
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From: =?UTF-8?q?Michael=20M=C3=BCller?= <michael@fds-team.de>
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Date: Fri, 7 Jul 2017 04:06:01 +0200
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Subject: d3d11/tests: Don't use draw_quad in test_cb_relative_addressing.
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---
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dlls/d3d11/tests/d3d11.c | 10 +++++++++-
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1 file changed, 9 insertions(+), 1 deletion(-)
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diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
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index 241320d0a74..83ae6413f99 100644
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--- a/dlls/d3d11/tests/d3d11.c
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+++ b/dlls/d3d11/tests/d3d11.c
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@@ -12101,6 +12101,7 @@ static void test_cb_relative_addressing(void)
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ID3D11Buffer *colors_cb, *index_cb;
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unsigned int i, index[4] = {0};
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ID3D11DeviceContext *context;
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+ unsigned int stride, offset;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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@@ -12241,10 +12242,17 @@ float4 main(const ps_in v) : SV_TARGET
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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+ ID3D11DeviceContext_VSSetShader(context, test_context.vs, NULL, 0);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 0, 1, &index_cb);
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ID3D11DeviceContext_VSSetConstantBuffers(context, 1, 1, &colors_cb);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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+ stride = sizeof(*quad);
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+ offset = 0;
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+ ID3D11DeviceContext_IASetInputLayout(context, test_context.input_layout);
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+ ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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+ ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &test_context.vb, &stride, &offset);
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+
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for (i = 0; i < ARRAY_SIZE(test_data); ++i)
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{
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white_color);
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@@ -12252,7 +12260,7 @@ float4 main(const ps_in v) : SV_TARGET
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index[0] = test_data[i].index;
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0);
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- draw_quad(&test_context);
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+ ID3D11DeviceContext_Draw(context, 4, 0);
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check_texture_color(test_context.backbuffer, test_data[i].expected, 1);
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}
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--
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2.13.1
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|
@@ -1,137 +1,38 @@
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From f6b0a2ea8cfe9fe2bb272689dffb0f9e27b38f0b Mon Sep 17 00:00:00 2001
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From a2011b8504dd6c5634d5ea369d04287d9d5ee6e4 Mon Sep 17 00:00:00 2001
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From: =?UTF-8?q?Michael=20M=C3=BCller?= <michael@fds-team.de>
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Date: Fri, 7 Jul 2017 05:44:09 +0200
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Subject: d3d11/tests: Add some basic depth tests.
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---
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dlls/d3d11/tests/d3d11.c | 253 +++++++++++++++++++++++++++++++++++++++++++----
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1 file changed, 232 insertions(+), 21 deletions(-)
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dlls/d3d11/tests/d3d11.c | 209 ++++++++++++++++++++++++++++++++++++++++++++++-
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1 file changed, 206 insertions(+), 3 deletions(-)
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diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
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index 83ae6413f99..7c9c8395315 100644
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index 22f5997896a..2552a6cc701 100644
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--- a/dlls/d3d11/tests/d3d11.c
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+++ b/dlls/d3d11/tests/d3d11.c
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@@ -1194,6 +1194,7 @@ struct d3d11_test_context
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11Buffer *vb;
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+ float last_depth;
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ID3D11PixelShader *ps;
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ID3D11Buffer *ps_cb;
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@@ -1270,12 +1271,13 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context *
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ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
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}
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-#define draw_quad(c) draw_quad_(__LINE__, c)
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-static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
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+#define draw_quad(c) draw_quad_(__LINE__, c, 0.0f)
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+#define draw_quad_depth(c,d) draw_quad_(__LINE__, c, d)
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+static void draw_quad_(unsigned int line, struct d3d11_test_context *context, float depth)
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{
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static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
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{
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- {"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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+ {"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD default_vs_code[] =
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{
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@@ -1301,12 +1303,12 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
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0x49534f50, 0x4e4f4954, 0xababab00, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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};
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- static const struct vec2 quad[] =
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+ struct vec3 quad[] =
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{
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- {-1.0f, -1.0f},
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- {-1.0f, 1.0f},
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- { 1.0f, -1.0f},
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- { 1.0f, 1.0f},
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+ {-1.0f, -1.0f, depth},
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+ {-1.0f, 1.0f, depth},
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+ { 1.0f, -1.0f, depth},
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+ { 1.0f, 1.0f, depth},
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};
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ID3D11Device *device = context->device;
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@@ -1324,6 +1326,11 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
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hr = ID3D11Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), NULL, &context->vs);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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}
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+ else if (context->last_depth != depth)
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+ {
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+ ID3D11DeviceContext_UpdateSubresource(context->immediate_context,
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+ (ID3D11Resource *)context->vb, 0, NULL, quad, 0, 0);
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+ }
|
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|
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ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
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@@ -1331,6 +1338,7 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
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+ context->last_depth = depth;
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ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
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}
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@@ -1341,8 +1349,9 @@ static void set_quad_color(struct d3d11_test_context *context, const struct vec4
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@@ -1346,8 +1346,9 @@ static void set_quad_color(struct d3d11_test_context *context, const struct vec4
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(ID3D11Resource *)context->ps_cb, 0, NULL, color, 0, 0);
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}
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-#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color)
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-#define draw_color_quad(context, color) draw_color_quad_(__LINE__, context, color)
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-static void draw_color_quad_(unsigned int line, struct d3d11_test_context *context, const struct vec4 *color)
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+#define draw_color_quad(c, color) draw_color_quad_(__LINE__, c, color, 0.0f)
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+#define draw_color_quad_depth(c, color, depth) draw_color_quad_(__LINE__, c, color, depth)
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+static void draw_color_quad_(unsigned int line, struct d3d11_test_context *context, const struct vec4 *color, float depth)
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+#define draw_color_quad(context, color) draw_color_quad_(__LINE__, context, color, 0.0)
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+#define draw_color_quad_z(context, color, z) draw_color_quad_(__LINE__, context, color, z)
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+static void draw_color_quad_(unsigned int line, struct d3d11_test_context *context, const struct vec4 *color, float z)
|
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{
|
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static const DWORD ps_color_code[] =
|
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{
|
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@@ -1384,7 +1393,7 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte
|
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@@ -1389,7 +1390,7 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte
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set_quad_color(context, color);
|
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- draw_quad_(line, context);
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+ draw_quad_(line, context, depth);
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+ draw_quad_z_(line, context, z);
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}
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static void test_create_device(void)
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@@ -14506,12 +14515,12 @@ static void test_face_culling(void)
|
||||
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x00004002, 0x00000000, 0x00000000, 0x3f800000,
|
||||
0x3f800000, 0x0100003e,
|
||||
};
|
||||
- static const struct vec2 ccw_quad[] =
|
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+ static const struct vec3 ccw_quad[] =
|
||||
{
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||||
- {-1.0f, 1.0f},
|
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- {-1.0f, -1.0f},
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||||
- { 1.0f, 1.0f},
|
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- { 1.0f, -1.0f},
|
||||
+ {-1.0f, 1.0f, 0.0f},
|
||||
+ {-1.0f, -1.0f, 0.0f},
|
||||
+ { 1.0f, 1.0f, 0.0f},
|
||||
+ { 1.0f, -1.0f, 0.0f},
|
||||
};
|
||||
static const struct
|
||||
{
|
||||
@@ -15415,12 +15424,12 @@ static void test_stencil_separate(void)
|
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|
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
|
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
|
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- static const struct vec2 ccw_quad[] =
|
||||
+ static const struct vec3 ccw_quad[] =
|
||||
{
|
||||
- {-1.0f, -1.0f},
|
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- { 1.0f, -1.0f},
|
||||
- {-1.0f, 1.0f},
|
||||
- { 1.0f, 1.0f},
|
||||
+ {-1.0f, -1.0f, 0.0f},
|
||||
+ { 1.0f, -1.0f, 0.0f},
|
||||
+ {-1.0f, 1.0f, 0.0f},
|
||||
+ { 1.0f, 1.0f, 0.0f},
|
||||
};
|
||||
|
||||
if (!init_test_context(&test_context, NULL))
|
||||
@@ -15507,6 +15516,207 @@ static void test_stencil_separate(void)
|
||||
@@ -15221,6 +15222,207 @@ static void test_stencil_separate(void)
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
@@ -230,7 +131,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+ /* simple depth tests */
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 0.0f);
|
||||
+ draw_color_quad_z(&test_context, &green, 0.0f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -238,7 +139,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 0.7f);
|
||||
+ draw_color_quad_z(&test_context, &green, 0.7f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -246,8 +147,8 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 0.0f);
|
||||
+ draw_color_quad_depth(&test_context, &blue, 0.0f);
|
||||
+ draw_color_quad_z(&test_context, &green, 0.0f);
|
||||
+ draw_color_quad_z(&test_context, &blue, 0.0f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -256,7 +157,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+ /* clipped */
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 1.1f);
|
||||
+ draw_color_quad_z(&test_context, &green, 1.1f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ ok(compare_color(color, red_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -264,7 +165,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, -0.1f);
|
||||
+ draw_color_quad_z(&test_context, &green, -0.1f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ ok(compare_color(color, red_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -279,7 +180,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 1.1f);
|
||||
+ draw_color_quad_z(&test_context, &green, 1.1f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ todo_wine ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -287,7 +188,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, -0.1f);
|
||||
+ draw_color_quad_z(&test_context, &green, -0.1f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ todo_wine ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -296,14 +197,14 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+ /* depth bias */
|
||||
+ ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
+ ID3D11DeviceContext_ClearDepthStencilView(context, ds_view, D3D11_CLEAR_DEPTH, 1.0f, 0);
|
||||
+ draw_color_quad_depth(&test_context, &green, 0.5f);
|
||||
+ draw_color_quad_z(&test_context, &green, 0.5f);
|
||||
+ ID3D11RasterizerState_Release(rs);
|
||||
+ rs_desc.DepthClipEnable = TRUE;
|
||||
+ rs_desc.DepthBias = -100000;
|
||||
+ ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
|
||||
+ ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
||||
+ ID3D11DeviceContext_RSSetState(context, rs);
|
||||
+ draw_color_quad_depth(&test_context, &blue, 0.5f);
|
||||
+ draw_color_quad_z(&test_context, &blue, 0.5f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ todo_wine ok(compare_color(color, blue_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -313,7 +214,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+ ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
|
||||
+ ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
||||
+ ID3D11DeviceContext_RSSetState(context, rs);
|
||||
+ draw_color_quad_depth(&test_context, &white, 0.5f);
|
||||
+ draw_color_quad_z(&test_context, &white, 0.5f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ todo_wine ok(compare_color(color, white_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -323,7 +224,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
+ ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
|
||||
+ ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
|
||||
+ ID3D11DeviceContext_RSSetState(context, rs);
|
||||
+ draw_color_quad_depth(&test_context, &green, 0.5f);
|
||||
+ draw_color_quad_z(&test_context, &green, 0.5f);
|
||||
+ get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
+ color = get_readback_color(&rb, 320, 240);
|
||||
+ todo_wine ok(compare_color(color, white_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -339,7 +240,7 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
static void test_uav_load(void)
|
||||
{
|
||||
struct shader
|
||||
@@ -21083,6 +21293,7 @@ START_TEST(d3d11)
|
||||
@@ -21267,6 +21469,7 @@ START_TEST(d3d11)
|
||||
test_shader_input_registers_limits();
|
||||
test_unbind_shader_resource_view();
|
||||
test_stencil_separate();
|
||||
@@ -348,5 +249,5 @@ index 83ae6413f99..7c9c8395315 100644
|
||||
test_cs_uav_store();
|
||||
test_ps_cs_uav_binding();
|
||||
--
|
||||
2.13.1
|
||||
2.14.1
|
||||
|
||||
|
@@ -57,7 +57,7 @@ index 7c9c8395315..b7b35ef8b85 100644
|
||||
--- a/dlls/d3d11/tests/d3d11.c
|
||||
+++ b/dlls/d3d11/tests/d3d11.c
|
||||
@@ -15687,7 +15687,7 @@ static void test_depth_separate(void)
|
||||
draw_color_quad_depth(&test_context, &blue, 0.5f);
|
||||
draw_color_quad_z(&test_context, &blue, 0.5f);
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
- todo_wine ok(compare_color(color, blue_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -66,7 +66,7 @@ index 7c9c8395315..b7b35ef8b85 100644
|
||||
ID3D11RasterizerState_Release(rs);
|
||||
rs_desc.DepthBias = -100005;
|
||||
@@ -15697,7 +15697,7 @@ static void test_depth_separate(void)
|
||||
draw_color_quad_depth(&test_context, &white, 0.5f);
|
||||
draw_color_quad_z(&test_context, &white, 0.5f);
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
- todo_wine ok(compare_color(color, white_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -75,7 +75,7 @@ index 7c9c8395315..b7b35ef8b85 100644
|
||||
ID3D11RasterizerState_Release(rs);
|
||||
rs_desc.DepthBias = -99995;
|
||||
@@ -15707,7 +15707,7 @@ static void test_depth_separate(void)
|
||||
draw_color_quad_depth(&test_context, &green, 0.5f);
|
||||
draw_color_quad_z(&test_context, &green, 0.5f);
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
- todo_wine ok(compare_color(color, white_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
@@ -43,7 +43,7 @@ index b7b35ef8b85..f15d4873ab1 100644
|
||||
--- a/dlls/d3d11/tests/d3d11.c
|
||||
+++ b/dlls/d3d11/tests/d3d11.c
|
||||
@@ -15663,7 +15663,7 @@ static void test_depth_separate(void)
|
||||
draw_color_quad_depth(&test_context, &green, 1.1f);
|
||||
draw_color_quad_z(&test_context, &green, 1.1f);
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
- todo_wine ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
@@ -52,7 +52,7 @@ index b7b35ef8b85..f15d4873ab1 100644
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
@@ -15671,7 +15671,7 @@ static void test_depth_separate(void)
|
||||
draw_color_quad_depth(&test_context, &green, -0.1f);
|
||||
draw_color_quad_z(&test_context, &green, -0.1f);
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
- todo_wine ok(compare_color(color, green_d, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
Reference in New Issue
Block a user