> + /* Test a viewport with Width and Height bigger than the surface > dimensions > + * > + * TODO: Test Width < surface.width, but X + Width > surface.width > + * TODO: Test Width < surface.width, what happens with the height? > + */ > + memset(&vp, 0, sizeof(vp)); > + vp.X = 0; > + vp.Y = 0; > + vp.Width = 10000; > + vp.Height = 10000; > + vp.MinZ = 0.0; > + vp.MaxZ = 0.0; > + hr = IDirect3DDevice9_SetViewport(device, &vp); > + ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
What does GetViewport() return after a SetViewport() call like that? Please add at least a test for d3d8 as well, and if possible for ddraw. The d3d8 tests are already neglected compared to d3d9, no need to make it worse. > + IWineD3DSurfaceImpl *target = (IWineD3DSurfaceImpl *) > stateblock->wineD3DDevice->render_targets[0]; You should probably use context->current_rt there.
