2017-06-28 13:28 GMT+02:00 Paul Gofman <gofmanp(a)gmail.com>: Sorry for the delayed reviews. I did it at last...
#define test_effect_preshader_compare_shader_bytecode(a, b, c, d) \ @@ -4505,12 +4551,38 @@ static void test_effect_preshader(IDirect3DDevice9 *device) hr = IDirect3DDevice9_GetSamplerState(device, 0, D3DSAMP_MAGFILTER, &value); ok(hr == D3D_OK, "Got result %#x.\n", hr); todo_wine ok(value == 3, "Unexpected sampler 0 magfilter %u.\n", value); + + hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MINFILTER, &value); + ok(hr == D3D_OK, "Got result %#x.\n", hr); + ok(value == 1, "Unexpected sampler 1 minfilter %u.\n", value); + hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MAGFILTER, &value); + ok(hr == D3D_OK, "Got result %#x.\n", hr); + todo_wine + ok(value == 1, "Unexpected sampler 1 magfilter %u.\n", value);
Not new or really related to this patch: any idea about what's going on with the magfilter state computation? I didn't really look into it, does it have to do with default parameter values by any chance?