Rico Schüller : ddraw/tests: Fix alpha_test and offscreen_test on geforce 8800 on XP.
Alexandre Julliard
julliard at winehq.org
Tue Dec 23 13:41:34 CST 2008
Module: wine
Branch: master
Commit: 26b9f8ef26381a2ecf95c7412f9fddd6000ddde0
URL: http://source.winehq.org/git/wine.git/?a=commit;h=26b9f8ef26381a2ecf95c7412f9fddd6000ddde0
Author: Rico Schüller <kgbricola at web.de>
Date: Mon Dec 22 21:29:42 2008 +0100
ddraw/tests: Fix alpha_test and offscreen_test on geforce 8800 on XP.
---
dlls/ddraw/tests/visual.c | 18 ++++++++++++++++++
1 files changed, 18 insertions(+), 0 deletions(-)
diff --git a/dlls/ddraw/tests/visual.c b/dlls/ddraw/tests/visual.c
index c200623..7820e5e 100644
--- a/dlls/ddraw/tests/visual.c
+++ b/dlls/ddraw/tests/visual.c
@@ -185,6 +185,21 @@ out:
return ret;
}
+/*
+ * Helper function to get and set the viewport - needed on geforce 8800 on XP - driver bug?
+ * This is needed after IDirect3DDevice7_SetRenderTarget in combination with offscreen to backbuffer rendering.
+ */
+static void set_the_same_viewport_again(IDirect3DDevice7 *device)
+{
+ D3DVIEWPORT7 vp = {0};
+ HRESULT hr;
+ hr = IDirect3DDevice7_GetViewport(device,&vp);
+ ok(hr == D3D_OK && vp.dwWidth == 640 && vp.dwHeight == 480, "IDirect3DDevice7_SetViewport returned %08x\n", hr);
+ hr = IDirect3DDevice7_SetViewport(device, &vp);
+ ok(hr == D3D_OK, "IDirect3DDevice7_SetViewport returned %08x\n", hr);
+ return;
+}
+
struct vertex
{
float x, y, z;
@@ -559,6 +574,8 @@ static void offscreen_test(IDirect3DDevice7 *device)
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
+ set_the_same_viewport_again(device);
+
hr = IDirect3DDevice7_SetTexture(device, 0, offscreen);
ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
@@ -716,6 +733,7 @@ static void alpha_test(IDirect3DDevice7 *device)
hr = IDirect3DDevice7_SetRenderTarget(device, backbuffer, 0);
ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
+ set_the_same_viewport_again(device);
/* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
* Disable alpha blending for the final composition
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