HRESULT hr;
IDirect3DTexture8 *offscreenTexture;
IDirect3DSurface8 *backbuffer = NULL, *offscreen = NULL, *depthstencil = NULL;
- DWORD color, red, green, blue;
+ DWORD color;
struct vertex quad1[] =
{
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
color = getPixelColor(device, 160, 360);
- red = (color & 0x00ff0000) >> 16;
- green = (color & 0x0000ff00) >> 8;
- blue = (color & 0x000000ff);
- ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
+ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
"SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 160, 120);
- red = (color & 0x00ff0000) >> 16;
- green = (color & 0x0000ff00) >> 8;
- blue = (color & 0x000000ff);
- ok(red >= 0x7e && red <= 0x81 && green == 0x00 && blue >= 0x7e && blue <= 0x81,
- "DSTALPHA on frame buffer returned color %08x, expected 0x00ff0000\n", color);
+ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
+ "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
color = getPixelColor(device, 480, 360);
- red = (color & 0x00ff0000) >> 16;
- green = (color & 0x0000ff00) >> 8;
- blue = (color & 0x000000ff);
- ok(red >= 0xbe && red <= 0xc0 && green >= 0x39 && green <= 0x41 && blue == 0x00,
- "SRCALPHA on texture returned color %08x, expected bar\n", color);
+ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
+ "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
color = getPixelColor(device, 480, 120);
- red = (color & 0x00ff0000) >> 16;
- green = (color & 0x0000ff00) >> 8;
- blue = (color & 0x000000ff);
- ok(red == 0x00 && green == 0x00 && blue >= 0xfe && blue <= 0xff ,
- "DSTALPHA on texture returned color %08x, expected foo\n", color);
+ ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
+ "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
out:
/* restore things */