[2/5] d3d9: Test viewports that are bigger than the surface
Henri Verbeet
hverbeet at gmail.com
Fri Oct 2 03:43:48 CDT 2009
> + /* Test a viewport with Width and Height bigger than the surface dimensions
> + *
> + * TODO: Test Width < surface.width, but X + Width > surface.width
> + * TODO: Test Width < surface.width, what happens with the height?
> + */
> + memset(&vp, 0, sizeof(vp));
> + vp.X = 0;
> + vp.Y = 0;
> + vp.Width = 10000;
> + vp.Height = 10000;
> + vp.MinZ = 0.0;
> + vp.MaxZ = 0.0;
> + hr = IDirect3DDevice9_SetViewport(device, &vp);
> + ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
What does GetViewport() return after a SetViewport() call like that?
Please add at least a test for d3d8 as well, and if possible for
ddraw. The d3d8 tests are already neglected compared to d3d9, no need
to make it worse.
> + IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) stateblock->wineD3DDevice->render_targets[0];
You should probably use context->current_rt there.
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