d3d9/tests: Use a separate device for constant_clamp_ps_test().
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7f302ac4c4
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@ -5442,11 +5442,17 @@ static void test_constant_clamp_vs(IDirect3DDevice9 *device)
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IDirect3DVertexShader9_Release(shader_11);
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}
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static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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static void constant_clamp_ps_test(void)
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{
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IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
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HRESULT hr;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const DWORD shader_code_11[] =
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{
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0xffff0101, /* ps_1_1 */
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@ -5483,34 +5489,57 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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0x02000001, 0x800f0800, 0x80e40000, /* mov oC0, r0 */
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0x0000ffff /* end */
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};
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float quad1[] = {
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-1.0, -1.0, 0.1,
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0.0, -1.0, 0.1,
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-1.0, 0.0, 0.1,
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0.0, 0.0, 0.1
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static const float quad1[] =
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{
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-1.0f, -1.0f, 0.1f,
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-1.0f, 0.0f, 0.1f,
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0.0f, -1.0f, 0.1f,
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0.0f, 0.0f, 0.1f,
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};
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float quad2[] = {
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0.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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0.0, 0.0, 0.1,
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1.0, 0.0, 0.1
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static const float quad2[] =
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{
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0.0f, -1.0f, 0.1f,
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0.0f, 0.0f, 0.1f,
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1.0f, -1.0f, 0.1f,
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1.0f, 0.0f, 0.1f,
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};
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float quad3[] = {
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0.0, 0.0, 0.1,
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1.0, 0.0, 0.1,
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0.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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static const float quad3[] =
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{
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0.0f, 0.0f, 0.1f,
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0.0f, 1.0f, 0.1f,
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1.0f, 0.0f, 0.1f,
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1.0f, 1.0f, 0.1f,
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};
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float quad4[] = {
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-1.0, 0.0, 0.1,
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0.0, 0.0, 0.1,
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-1.0, 1.0, 0.1,
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0.0, 1.0, 0.1
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static const float quad4[] =
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{
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-1.0f, 0.0f, 0.1f,
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-1.0f, 1.0f, 0.1f,
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0.0f, 0.0f, 0.1f,
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0.0f, 1.0f, 0.1f,
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};
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float test_data_c1[4] = { 1.25, -0.50, -1.50, 1.0};
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float test_data_c2[4] = { -0.50, 1.25, 2.00, 1.0};
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static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
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static const float test_data_c2[4] = {-0.50f, 1.25f, 2.00f, 1.0f};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
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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.PixelShaderVersion < D3DPS_VERSION(1, 4))
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{
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skip("No ps_1_4 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, 0xff00ffff, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
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@ -5558,8 +5587,6 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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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_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
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@ -5582,6 +5609,11 @@ static void constant_clamp_ps_test(IDirect3DDevice9 *device)
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IDirect3DPixelShader9_Release(shader_14);
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IDirect3DPixelShader9_Release(shader_12);
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IDirect3DPixelShader9_Release(shader_11);
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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 dp2add_ps_test(void)
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@ -15944,15 +15976,13 @@ START_TEST(visual)
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texkill_test(device_ptr);
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x8l8v8u8_test(device_ptr);
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volume_v16u16_test(device_ptr);
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
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constant_clamp_ps_test(device_ptr);
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}
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}
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else skip("No ps_1_1 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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constant_clamp_ps_test();
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cnd_test();
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dp2add_ps_test();
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unbound_sampler_test();
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