Stefan Dösinger (@stefan) commented about dlls/d3d9/tests/visual.c:
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *(DWORD*)(&end));
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
- ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff00ff);
- ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24X8,
D3DMULTISAMPLE_NONE, 0, FALSE, &ds, NULL);
- ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#lx.\n", hr);
- hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
- ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#lx.\n", hr);
Why do you need the custom depth stencil surface, especially considering that you set D3DRS_ZENABLE=D3DZB_FALSE?