d3d8/tests: Get rid of struct nvertex.
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@ -1919,17 +1919,18 @@ static void test_render_zero_triangles(void)
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HWND window;
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HWND window;
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HRESULT hr;
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HRESULT hr;
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struct nvertex
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static const struct
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{
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{
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float x, y, z;
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struct vec3 position;
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float nx, ny, nz;
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struct vec3 normal;
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DWORD diffuse;
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DWORD diffuse;
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} quad[] =
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}
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quad[] =
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{
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{
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{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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};
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};
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window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
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window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
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@ -133,13 +133,6 @@ static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND
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return NULL;
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return NULL;
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}
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}
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struct nvertex
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{
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float x, y, z;
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float nx, ny, nz;
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DWORD diffuse;
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};
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static void test_sanity(void)
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static void test_sanity(void)
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{
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{
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IDirect3DDevice8 *device;
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IDirect3DDevice8 *device;
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@ -212,19 +205,25 @@ static void lighting_test(void)
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{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
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{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
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{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
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{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
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};
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};
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static const struct nvertex unlitnquad[] =
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static const struct
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{
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{
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{ 0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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struct vec3 position;
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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struct vec3 normal;
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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DWORD diffuse;
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{ 1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xff0000ff},
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}
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};
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unlitnquad[] =
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static const struct nvertex litnquad[] =
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{
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{
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{ 0.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 0.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 1.0f, 1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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{ 1.0f, 0.0f, 0.1f, 1.0f, 1.0f, 1.0f, 0xffffff00},
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{{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
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},
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litnquad[] =
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{
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{{0.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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{{0.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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{{1.0f, 1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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{{1.0f, 0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
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};
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};
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static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
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static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
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static const D3DMATRIX mat =
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static const D3DMATRIX mat =
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