d3d9/tests: Use lower base hexadecimal values.
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@ -932,32 +932,32 @@ static void fog_test(IDirect3DDevice9 *device)
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/* Gets full z based fog with linear fog, no fog with specular color */
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struct sVertex untransformed_1[] = {
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{-1, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 0.1f, 0xFFFF0000, 0xFF000000 },
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{ 0, -1, 0.1f, 0xFFFF0000, 0xFF000000 },
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{-1, -1, 0.1f, 0xffff0000, 0xff000000 },
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{-1, 0, 0.1f, 0xffff0000, 0xff000000 },
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{ 0, 0, 0.1f, 0xffff0000, 0xff000000 },
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{ 0, -1, 0.1f, 0xffff0000, 0xff000000 },
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};
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/* Ok, I am too lazy to deal with transform matrices */
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struct sVertex untransformed_2[] = {
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{-1, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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{-1, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 1, 1.0f, 0xFFFF0000, 0xFF000000 },
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{ 0, 0, 1.0f, 0xFFFF0000, 0xFF000000 },
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{-1, 0, 1.0f, 0xffff0000, 0xff000000 },
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{-1, 1, 1.0f, 0xffff0000, 0xff000000 },
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{ 0, 1, 1.0f, 0xffff0000, 0xff000000 },
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{ 0, 0, 1.0f, 0xffff0000, 0xff000000 },
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};
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/* Untransformed ones. Give them a different diffuse color to make the test look
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* nicer. It also makes making sure that they are drawn correctly easier.
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*/
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struct sVertexT transformed_1[] = {
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{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 0, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{640, 0, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{640, 240, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{320, 240, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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};
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struct sVertexT transformed_2[] = {
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{320, 240, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{640, 240, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{640, 480, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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{320, 480, 1.0f, 1.0f, 0xffffff00, 0xff000000 },
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};
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struct vertex rev_fog_quads[] = {
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{-1.0, -1.0, 0.1, 0x000000ff},
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@ -1037,7 +1037,7 @@ static void fog_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
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ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr);
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/* First test: Both table fog and vertex fog off */
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@ -1101,11 +1101,11 @@ static void fog_test(IDirect3DDevice9 *device)
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}
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
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ok(color == 0x00ff0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
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{
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color = getPixelColor(device, 480, 360);
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@ -1117,7 +1117,7 @@ static void fog_test(IDirect3DDevice9 *device)
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* The settings above result in no fogging with vertex fog
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*/
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color = getPixelColor(device, 480, 120);
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ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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trace("Info: Table fog not supported by this device\n");
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}
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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@ -1177,7 +1177,7 @@ static void fog_test(IDirect3DDevice9 *device)
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color = getPixelColor(device, 160, 120);
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ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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/* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
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@ -1347,10 +1347,10 @@ static void fog_test(IDirect3DDevice9 *device)
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{
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struct sVertex untransformed_3[] =
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{
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{-1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
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{-1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
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{ 1.0,-1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
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{ 1.0, 1.0, 0.4999f, 0xFFFF0000, 0xFF000000 },
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{-1.0,-1.0, 0.4999f, 0xffff0000, 0xff000000 },
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{-1.0, 1.0, 0.4999f, 0xffff0000, 0xff000000 },
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{ 1.0,-1.0, 0.4999f, 0xffff0000, 0xff000000 },
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{ 1.0, 1.0, 0.4999f, 0xffff0000, 0xff000000 },
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};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
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@ -1798,10 +1798,10 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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};
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static struct vertex quad[] = {
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{-1.0f, -1.0f, 0.0f, 0xFFFF0000 },
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{-1.0f, 1.0f, 0.0f, 0xFFFF0000 },
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{ 1.0f, -1.0f, 0.0f, 0xFFFF0000 },
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{ 1.0f, 1.0f, 0.0f, 0xFFFF0000 },
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{-1.0f, -1.0f, 0.0f, 0xffff0000 },
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{-1.0f, 1.0f, 0.0f, 0xffff0000 },
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{ 1.0f, -1.0f, 0.0f, 0xffff0000 },
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{ 1.0f, 1.0f, 0.0f, 0xffff0000 },
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};
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static const D3DVERTEXELEMENT9 decl_elements[] = {
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@ -2021,7 +2021,7 @@ static void fog_with_shader_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
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ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
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hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
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ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
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@ -3759,7 +3759,7 @@ static void float_texture_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
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color = getPixelColor(device, 240, 320);
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ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color);
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ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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@ -4221,13 +4221,13 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
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}
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00FFFF00, 1), "quad 1 has color %08x, expected 0x00FFFF00\n", color);
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ok(color_match(color, 0x00ffff00, 1), "quad 1 has color %08x, expected 0x00ffff00\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color_match(color, 0x0000FF00, 1), "quad 3 has color %08x, expected 0x0000FF00\n", color);
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ok(color_match(color, 0x0000ff00, 1), "quad 3 has color %08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, 0x00FF0000, 1), "quad 4 has color %08x, expected 0x00FF0000\n", color);
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ok(color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x00ff0000\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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@ -4305,14 +4305,14 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
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}
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, 0x00FF0000, 1), "quad 1 has color %08x, expected 0x00FF0000\n", color);
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ok(color_match(color, 0x00ff0000, 1), "quad 1 has color %08x, expected 0x00ff0000\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
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color = getPixelColor(device, 480, 120);
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ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000,
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"quad 3 has color %08x, expected 0x00ff8000\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00FF0000, 1),
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ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00ff0000, 1),
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"quad 4 has color %08x, expected 0x0033cc00\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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@ -6494,11 +6494,11 @@ static void test_compare_instructions(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
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color = getPixelColor(device, 160, 360);
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ok(color == 0x00FF00FF, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00FF00FF\n", color);
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ok(color == 0x00ff00ff, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00ff00ff\n", color);
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color = getPixelColor(device, 480, 360);
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ok(color == 0x0000FF00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000FF00\n", color);
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ok(color == 0x0000ff00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000ff00\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color == 0x00FFFFFF, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00FFFFFF\n", color);
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ok(color == 0x00ffffff, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00ffffff\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color);
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@ -6795,29 +6795,29 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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if(i == 3 || i == 2) {
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
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/* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
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color = getPixelColor(device, 480, 360);
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ok(color == 0x00FFFF00 || color ==0x00FF0000,
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"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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ok(color == 0x00ffff00 || color ==0x00ff0000,
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"Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00ffff00\n", color);
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color = getPixelColor(device, 160, 120);
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/* Same as above, accept both the last used value and 0.0 for the undefined streams */
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
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} else if(i == 1) {
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color = getPixelColor(device, 160, 360);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
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"Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
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color = getPixelColor(device, 480, 360);
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/* Accept the clear color as well in this case, since SW VP returns an error */
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ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
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ok(color == 0x00ffff00 || color == 0x00ff0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00ffff00\n", color);
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color = getPixelColor(device, 160, 120);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
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"Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
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}
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@ -6881,8 +6881,8 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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*
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* A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
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*/
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ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000,
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"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color);
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ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000,
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"Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000ff, 0x00808080 or 0x00000000\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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@ -6967,7 +6967,7 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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"Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
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color = getPixelColor(device, 480, 160);
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ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
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"Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00FFFF00\n", color);
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"Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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@ -9651,7 +9651,7 @@ static void tssargtemp_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %08x\n", hr);
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}
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color = getPixelColor(device, 320, 240);
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ok(color == 0x00FFFF00, "TSSARGTEMP test returned color 0x%08x, expected 0x00FFFF00\n", color);
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ok(color == 0x00ffff00, "TSSARGTEMP test returned color 0x%08x, expected 0x00ffff00\n", color);
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IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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/* Set stage 1 back to default */
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@ -10223,7 +10223,7 @@ static void yuv_color_test(IDirect3DDevice9 *device) {
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{ 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 },
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{ 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 },
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{ 0xFF80FF80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff },
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{ 0xff80ff80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff },
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{ 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 },
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};
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