[PATCH 5/5] ddraw/tests: Remove a few unnecessary render state settings.

Matteo Bruni mbruni at codeweavers.com
Thu Apr 12 17:07:45 CDT 2018


Signed-off-by: Matteo Bruni <mbruni at codeweavers.com>
---
These render states were only introduced in newer d3d versions.

 dlls/ddraw/tests/ddraw1.c |  2 --
 dlls/ddraw/tests/ddraw2.c | 13 -------------
 dlls/ddraw/tests/ddraw4.c | 22 ----------------------
 3 files changed, 37 deletions(-)

diff --git a/dlls/ddraw/tests/ddraw1.c b/dlls/ddraw/tests/ddraw1.c
index c63ddee5e9f..4c2e703a994 100644
--- a/dlls/ddraw/tests/ddraw1.c
+++ b/dlls/ddraw/tests/ddraw1.c
@@ -5952,7 +5952,6 @@ static void test_lighting(void)
     emit_set_ts(&ptr, D3DTRANSFORMSTATE_WORLD, world_handle);
     emit_set_ts(&ptr, D3DTRANSFORMSTATE_VIEW, view_handle);
     emit_set_ts(&ptr, D3DTRANSFORMSTATE_PROJECTION, proj_handle);
-    emit_set_rs(&ptr, D3DRENDERSTATE_CLIPPING, FALSE);
     emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE);
     emit_set_rs(&ptr, D3DRENDERSTATE_FOGENABLE, FALSE);
     emit_set_rs(&ptr, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
@@ -8327,7 +8326,6 @@ static void test_shademode(void)
         quad = tests[i].primtype == D3DPT_TRIANGLESTRIP ? quad_strip : quad_list;
         memcpy(exec_desc.lpData, quad, sizeof(quad_strip));
         ptr = ((BYTE *)exec_desc.lpData) + sizeof(quad_strip);
-        emit_set_rs(&ptr, D3DRENDERSTATE_CLIPPING, FALSE);
         emit_set_rs(&ptr, D3DRENDERSTATE_ZENABLE, FALSE);
         emit_set_rs(&ptr, D3DRENDERSTATE_FOGENABLE, FALSE);
         emit_set_rs(&ptr, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
diff --git a/dlls/ddraw/tests/ddraw2.c b/dlls/ddraw/tests/ddraw2.c
index 1ab1f9c5911..3bfb1b5785a 100644
--- a/dlls/ddraw/tests/ddraw2.c
+++ b/dlls/ddraw/tests/ddraw2.c
@@ -6924,8 +6924,6 @@ static void test_lighting(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable zbuffer, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -7286,8 +7284,6 @@ static void test_specular_lighting(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -10624,18 +10620,12 @@ static void test_edge_antialiasing_blending(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_STENCILENABLE, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
     ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
 
     hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
     ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
@@ -12265,9 +12255,6 @@ static void test_depth_readback(void)
     hr = IDirect3DDevice2_SetCurrentViewport(device, viewport);
     ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
 
-    hr = IDirect3DDevice2_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
-
     ds = get_depth_stencil(device);
     hr = IDirectDrawSurface_DeleteAttachedSurface(rt, 0, ds);
     ok(SUCCEEDED(hr), "Failed to detach depth buffer, hr %#x.\n", hr);
diff --git a/dlls/ddraw/tests/ddraw4.c b/dlls/ddraw/tests/ddraw4.c
index 3547d3a4be7..b27d4d42825 100644
--- a/dlls/ddraw/tests/ddraw4.c
+++ b/dlls/ddraw/tests/ddraw4.c
@@ -4022,8 +4022,6 @@ static void test_lighting(void)
     ok(SUCCEEDED(hr), "Failed to set view transformation, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transformation, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable zbuffer, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -4389,8 +4387,6 @@ static void test_specular_lighting(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -10335,8 +10331,6 @@ static void test_texcoordindex(void)
     ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTexture(device, 1, texture2);
     ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
     ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
@@ -10518,8 +10512,6 @@ static void test_colorkey_precision(void)
     hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
     ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
 
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
     ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_COLORKEYENABLE, TRUE);
@@ -11671,8 +11663,6 @@ static void test_color_clamping(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -11681,8 +11671,6 @@ static void test_color_clamping(void)
     ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
     ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
 
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0xff404040);
     ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr);
@@ -12278,8 +12266,6 @@ static void test_edge_antialiasing_blending(void)
     ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &mat);
     ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
     ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, FALSE);
@@ -12288,8 +12274,6 @@ static void test_edge_antialiasing_blending(void)
     ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_CULLMODE, D3DCULL_NONE);
     ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
 
     hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_ALPHABLENDENABLE, TRUE);
     ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr);
@@ -14252,9 +14236,6 @@ static void test_map_synchronisation(void)
     hr = IDirect3DVertexBuffer_Unlock(buffer);
     ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
 
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
-
     /* Initial draw to initialise states, compile shaders, etc. */
     hr = IDirect3DViewport3_Clear2(viewport, 1, &clear_rect, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
     ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
@@ -14413,9 +14394,6 @@ static void test_depth_readback(void)
     hr = IDirect3DDevice3_SetCurrentViewport(device, viewport);
     ok(SUCCEEDED(hr), "Failed to set current viewport, hr %#x.\n", hr);
 
-    hr = IDirect3DDevice3_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
-    ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
-
     ds = get_depth_stencil(device);
     hr = IDirectDrawSurface4_DeleteAttachedSurface(rt, 0, ds);
     ok(SUCCEEDED(hr), "Failed to detach depth buffer, hr %#x.\n", hr);
-- 
2.13.6




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