d3d10core/tests: Add test for combined clip and cull distances.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -13639,6 +13639,212 @@ static void test_clip_distance(void)
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release_test_context(&test_context);
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release_test_context(&test_context);
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}
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}
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static void test_combined_clip_and_cull_distances(void)
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{
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struct d3d10core_test_context test_context;
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struct resource_readback rb;
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unsigned int offset, stride;
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ID3D10Device *device;
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unsigned int i, j, k;
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ID3D10Buffer *vb;
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HRESULT hr;
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static const DWORD vs_code[] =
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{
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#if 0
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struct input
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{
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float4 position : POSITION;
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float clip0 : CLIP_DISTANCE0;
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float clip1 : CLIP_DISTANCE1;
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float clip2 : CLIP_DISTANCE2;
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float clip3 : CLIP_DISTANCE3;
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float cull0 : CULL_DISTANCE0;
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float cull1 : CULL_DISTANCE1;
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float cull2 : CULL_DISTANCE2;
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float cull3 : CULL_DISTANCE3;
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};
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struct vertex
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{
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float4 position : SV_Position;
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float3 clip0 : SV_ClipDistance1;
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float3 cull0 : SV_CullDistance1;
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float clip1 : SV_ClipDistance2;
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float cull1 : SV_CullDistance2;
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};
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void main(input vin, out vertex vertex)
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{
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vertex.position = vin.position;
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vertex.clip0 = float3(vin.clip0, vin.clip1, vin.clip2);
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vertex.cull0 = float3(vin.cull0, vin.cull1, vin.cull2);
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vertex.clip1 = vin.clip3;
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vertex.cull1 = vin.cull3;
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}
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#endif
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0x43425844, 0xa24fb3ea, 0x92e2c2b0, 0xb599b1b9, 0xd671f830, 0x00000001, 0x00000374, 0x00000003,
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0x0000002c, 0x0000013c, 0x000001f0, 0x4e475349, 0x00000108, 0x00000009, 0x00000008, 0x000000e0,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x000000e9, 0x00000000, 0x00000000,
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0x00000003, 0x00000001, 0x00000101, 0x000000e9, 0x00000001, 0x00000000, 0x00000003, 0x00000002,
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0x00000101, 0x000000e9, 0x00000002, 0x00000000, 0x00000003, 0x00000003, 0x00000101, 0x000000e9,
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0x00000003, 0x00000000, 0x00000003, 0x00000004, 0x00000101, 0x000000f7, 0x00000000, 0x00000000,
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0x00000003, 0x00000005, 0x00000101, 0x000000f7, 0x00000001, 0x00000000, 0x00000003, 0x00000006,
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0x00000101, 0x000000f7, 0x00000002, 0x00000000, 0x00000003, 0x00000007, 0x00000101, 0x000000f7,
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0x00000003, 0x00000000, 0x00000003, 0x00000008, 0x00000101, 0x49534f50, 0x4e4f4954, 0x494c4300,
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0x49445f50, 0x4e415453, 0x43004543, 0x5f4c4c55, 0x54534944, 0x45434e41, 0xababab00, 0x4e47534f,
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0x000000ac, 0x00000005, 0x00000008, 0x00000080, 0x00000000, 0x00000001, 0x00000003, 0x00000000,
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0x0000000f, 0x0000008c, 0x00000000, 0x00000002, 0x00000003, 0x00000001, 0x00000807, 0x0000008c,
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0x00000001, 0x00000002, 0x00000003, 0x00000001, 0x00000708, 0x0000009c, 0x00000000, 0x00000003,
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0x00000003, 0x00000002, 0x00000807, 0x0000009c, 0x00000001, 0x00000003, 0x00000003, 0x00000002,
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0x00000708, 0x505f5653, 0x7469736f, 0x006e6f69, 0x435f5653, 0x4470696c, 0x61747369, 0x0065636e,
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0x435f5653, 0x446c6c75, 0x61747369, 0x0065636e, 0x52444853, 0x0000017c, 0x00010040, 0x0000005f,
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0x0300005f, 0x001010f2, 0x00000000, 0x0300005f, 0x00101012, 0x00000001, 0x0300005f, 0x00101012,
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0x00000002, 0x0300005f, 0x00101012, 0x00000003, 0x0300005f, 0x00101012, 0x00000004, 0x0300005f,
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0x00101012, 0x00000005, 0x0300005f, 0x00101012, 0x00000006, 0x0300005f, 0x00101012, 0x00000007,
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0x0300005f, 0x00101012, 0x00000008, 0x04000067, 0x001020f2, 0x00000000, 0x00000001, 0x04000067,
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0x00102072, 0x00000001, 0x00000002, 0x04000067, 0x00102082, 0x00000001, 0x00000002, 0x04000067,
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0x00102072, 0x00000002, 0x00000003, 0x04000067, 0x00102082, 0x00000002, 0x00000003, 0x05000036,
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0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x05000036, 0x00102012, 0x00000001, 0x0010100a,
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0x00000001, 0x05000036, 0x00102022, 0x00000001, 0x0010100a, 0x00000002, 0x05000036, 0x00102042,
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0x00000001, 0x0010100a, 0x00000003, 0x05000036, 0x00102082, 0x00000001, 0x0010100a, 0x00000004,
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0x05000036, 0x00102012, 0x00000002, 0x0010100a, 0x00000005, 0x05000036, 0x00102022, 0x00000002,
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0x0010100a, 0x00000006, 0x05000036, 0x00102042, 0x00000002, 0x0010100a, 0x00000007, 0x05000036,
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0x00102082, 0x00000002, 0x0010100a, 0x00000008, 0x0100003e,
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};
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static const D3D10_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CLIP_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CLIP_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 4, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CLIP_DISTANCE", 2, DXGI_FORMAT_R32_FLOAT, 1, 8, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CLIP_DISTANCE", 3, DXGI_FORMAT_R32_FLOAT, 1, 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CULL_DISTANCE", 0, DXGI_FORMAT_R32_FLOAT, 1, 16, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CULL_DISTANCE", 1, DXGI_FORMAT_R32_FLOAT, 1, 20, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CULL_DISTANCE", 2, DXGI_FORMAT_R32_FLOAT, 1, 24, D3D10_INPUT_PER_VERTEX_DATA, 0},
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{"CULL_DISTANCE", 3, DXGI_FORMAT_R32_FLOAT, 1, 28, D3D10_INPUT_PER_VERTEX_DATA, 0},
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};
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struct
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{
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float clip_distance[4];
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float cull_distance[4];
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}
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vertices[4] =
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{
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{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}},
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{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}},
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{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}},
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{{1.0f, 1.0f, 1.0f, 1.0f}, {1.0f, 1.0f, 1.0f, 1.0f}},
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};
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static const struct test
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{
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float vertices[4];
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BOOL triangle_visible[2];
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}
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cull_distance_tests[] =
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{
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{{-1.0f, 1.0f, 1.0f, 1.0f}, {TRUE, TRUE}},
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{{ 1.0f, -1.0f, 1.0f, 1.0f}, {TRUE, TRUE}},
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{{ 1.0f, 1.0f, 1.0f, -1.0f}, {TRUE, TRUE}},
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{{-1.0f, -1.0f, 1.0f, 1.0f}, {TRUE, TRUE}},
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{{-1.0f, 1.0f, -1.0f, 1.0f}, {TRUE, TRUE}},
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{{-1.0f, 1.0f, 1.0f, -1.0f}, {TRUE, TRUE}},
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{{ 1.0f, -1.0f, -1.0f, 1.0f}, {TRUE, TRUE}},
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{{ 1.0f, -1.0f, 1.0f, -1.0f}, {TRUE, TRUE}},
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{{ 1.0f, 1.0f, -1.0f, -1.0f}, {TRUE, TRUE}},
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{{-1.0f, -1.0f, -1.0f, 1.0f}, {FALSE, TRUE}},
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{{-1.0f, -1.0f, 1.0f, -1.0f}, {TRUE, TRUE}},
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{{-1.0f, -1.0f, 1.0f, -1.0f}, {TRUE, TRUE}},
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{{-1.0f, 1.0f, -1.0f, -1.0f}, {TRUE, TRUE}},
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{{ 1.0f, -1.0f, -1.0f, -1.0f}, {TRUE, FALSE}},
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{{-1.0f, -1.0f, -1.0f, -1.0f}, {FALSE, FALSE}},
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};
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc),
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vs_code, sizeof(vs_code), &test_context.input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
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stride = sizeof(*vertices);
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offset = 0;
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ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
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hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &test_context.vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
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for (i = 0; i < ARRAY_SIZE(vertices->cull_distance); ++i)
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{
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for (j = 0; j < ARRAY_SIZE(cull_distance_tests); ++j)
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{
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const struct test *test = &cull_distance_tests[j];
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unsigned int expected_color[ARRAY_SIZE(test->triangle_visible)];
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unsigned int color;
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for (k = 0; k < ARRAY_SIZE(vertices); ++k)
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vertices[k].cull_distance[i] = test->vertices[k];
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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draw_color_quad(&test_context, &green);
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for (k = 0; k < ARRAY_SIZE(expected_color); ++k)
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expected_color[k] = test->triangle_visible[k] ? 0xff00ff00 : 0xffffffff;
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if (expected_color[0] == expected_color[1])
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{
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check_texture_color(test_context.backbuffer, *expected_color, 1);
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}
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else
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{
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get_texture_readback(test_context.backbuffer, 0, &rb);
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color = get_readback_color(&rb, 160, 240);
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ok(color == expected_color[0], "Got unexpected color 0x%08x.\n", color);
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color = get_readback_color(&rb, 480, 240);
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ok(color == expected_color[1], "Got unexpected color 0x%08x.\n", color);
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release_resource_readback(&rb);
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}
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}
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for (j = 0; j < ARRAY_SIZE(vertices); ++j)
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vertices[j].cull_distance[i] = 1.0f;
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}
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for (i = 0; i < ARRAY_SIZE(vertices->clip_distance); ++i)
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{
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for (j = 0; j < ARRAY_SIZE(vertices); ++j)
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vertices[j].clip_distance[i] = -1.0f;
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xffffffff, 1);
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for (j = 0; j < ARRAY_SIZE(vertices); ++j)
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vertices[j].clip_distance[i] = 1.0f;
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}
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memset(vertices, 0, sizeof(vertices));
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ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)vb, 0, NULL, vertices, 0, 0);
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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draw_color_quad(&test_context, &green);
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check_texture_color(test_context.backbuffer, 0xff00ff00, 1);
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ID3D10Buffer_Release(vb);
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release_test_context(&test_context);
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}
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START_TEST(device)
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START_TEST(device)
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{
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{
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test_feature_level();
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test_feature_level();
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@ -13716,4 +13922,5 @@ START_TEST(device)
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test_stream_output_resume();
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test_stream_output_resume();
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test_format_compatibility();
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test_format_compatibility();
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test_clip_distance();
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test_clip_distance();
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test_combined_clip_and_cull_distances();
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}
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}
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