d3d9/tests: Use a separate device for sincos_test().
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@ -11648,8 +11648,18 @@ static void alphatest_test(IDirect3DDevice9 *device) {
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr);
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}
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static void sincos_test(IDirect3DDevice9 *device)
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static void sincos_test(void)
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{
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IDirect3DVertexShader9 *sin_shader, *cos_shader;
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IDirect3DDevice9 *device;
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struct vec3 data[1280];
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IDirect3D9 *d3d;
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unsigned int i;
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ULONG refcount;
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D3DCAPS9 caps;
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HWND window;
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HRESULT hr;
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static const DWORD sin_shader_code[] =
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{
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0xfffe0200, /* vs_2_0 */
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@ -11674,14 +11684,27 @@ static void sincos_test(IDirect3DDevice9 *device)
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0x02000001, 0xd00f0000, 0xa0a90002, /* mov oD0, c2.yzzz */
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0x0000ffff /* end */
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};
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IDirect3DVertexShader9 *sin_shader, *cos_shader;
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HRESULT hr;
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struct {
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float x, y, z;
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} data[1280];
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unsigned int i;
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float sincosc1[4] = {D3DSINCOSCONST1};
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float sincosc2[4] = {D3DSINCOSCONST2};
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static const float sincosc1[4] = {D3DSINCOSCONST1};
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static const float sincosc2[4] = {D3DSINCOSCONST2};
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
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{
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skip("No vs_2_0 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
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@ -11723,9 +11746,13 @@ static void sincos_test(IDirect3DDevice9 *device)
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
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/* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */
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IDirect3DDevice9_SetVertexShader(device, NULL);
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IDirect3DVertexShader9_Release(sin_shader);
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IDirect3DVertexShader9_Release(cos_shader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void loop_index_test(IDirect3DDevice9 *device)
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@ -16269,13 +16296,13 @@ START_TEST(visual)
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{
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test_mova(device_ptr);
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loop_index_test(device_ptr);
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sincos_test(device_ptr);
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}
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else skip("No vs_2_0 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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sincos_test();
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sgn_test();
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clip_planes_test();
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test_vshader_input();
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