On 20 October 2014 13:08, Stefan Dösinger stefan@codeweavers.com wrote:
@@ -3598,20 +3604,18 @@ static void test_fpu_setup(void) d3d9 = Direct3DCreate9(D3D_SDK_VERSION); ok(!!d3d9, "Failed to create a D3D object.\n");
- memset(&present_parameters, 0, sizeof(present_parameters));
- present_parameters.Windowed = TRUE;
- present_parameters.hDeviceWindow = window;
- present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
- device_desc.device_window = window;
- device_desc.width = 640;
- device_desc.height = 480;
- device_desc.flags = CREATE_DEVICE_HWVP_ONLY;
This essentially matches the existing code, but does the test really not work with software vertexprocessing? It seems to work for me.
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Am 2014-10-21 11:37, schrieb Henri Verbeet:
This essentially matches the existing code, but does the test really not work with software vertexprocessing? It seems to work for me.
I wasn't sure if the HWVP requirement caused the test to skip on some setups like older Intel GPU drivers, which may or may not have different fpu setup behavior. Thus I decided to leave it alone in this patch.
create_device() already existed with the hwvp/swvp fallback code when e6611e22 was added. Do you recall any platform specific problems with fpusetup?
On 21 October 2014 11:51, Stefan Dösinger stefandoesinger@gmail.com wrote:
Am 2014-10-21 11:37, schrieb Henri Verbeet:
This essentially matches the existing code, but does the test really not work with software vertexprocessing? It seems to work for me.
I wasn't sure if the HWVP requirement caused the test to skip on some setups like older Intel GPU drivers, which may or may not have different fpu setup behavior. Thus I decided to leave it alone in this patch.
create_device() already existed with the hwvp/swvp fallback code when e6611e22 was added. Do you recall any platform specific problems with fpusetup?
No, the test didn't use create_device() because of the effort of fitting D3DCREATE_FPU_PRESERVE in there on the one hand, and caring less about platforms without hardware vertexprocessing at the time on the other hand.