d3d8/tests: Add a test for fog_start == fog_end.
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@ -1,6 +1,6 @@
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/*
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/*
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2005 Henri Verbeet
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* Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
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* Copyright (C) 2007, 2009, 2011-2013 Stefan Dösinger(for CodeWeavers)
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*
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*
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* This library is free software; you can redistribute it and/or
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* modify it under the terms of the GNU Lesser General Public
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@ -3220,6 +3220,173 @@ static void zenable_test(IDirect3DDevice8 *device)
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}
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}
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}
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}
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static void fog_special_test(IDirect3DDevice8 *device)
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{
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static const struct
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{
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struct vec3 position;
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D3DCOLOR diffuse;
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}
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quad[] =
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{
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{{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
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{{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
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};
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static const struct
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{
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DWORD vertexmode, tablemode;
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BOOL vs, ps;
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D3DCOLOR color_left, color_right;
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}
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tests[] =
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{
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{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, FALSE, 0x00ff0000, 0x00ff0000},
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{D3DFOG_LINEAR, D3DFOG_NONE, FALSE, TRUE, 0x00ff0000, 0x00ff0000},
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{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, FALSE, 0x00ff0000, 0x00ff0000},
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{D3DFOG_LINEAR, D3DFOG_NONE, TRUE, TRUE, 0x00ff0000, 0x00ff0000},
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{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000},
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{D3DFOG_NONE, D3DFOG_LINEAR, FALSE, TRUE, 0x0000ff00, 0x00ff0000},
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{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, FALSE, 0x0000ff00, 0x00ff0000},
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{D3DFOG_NONE, D3DFOG_LINEAR, TRUE, TRUE, 0x0000ff00, 0x00ff0000},
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};
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static const DWORD pixel_shader_code[] =
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{
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0xffff0101, /* ps.1.1 */
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0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
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0x0000ffff
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};
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static const DWORD vertex_decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(0, D3DVSDT_FLOAT3), /* position, v0 */
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D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */
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D3DVSD_END()
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};
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static const DWORD vertex_shader_code[] =
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{
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0xfffe0101, /* vs.1.1 */
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0x00000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
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0x0000ffff
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};
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union
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{
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float f;
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DWORD d;
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} conv;
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DWORD color;
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HRESULT hr;
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unsigned int i;
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DWORD ps, vs;
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D3DCAPS8 caps;
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hr = IDirect3DDevice8_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(1, 1))
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{
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hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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}
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else
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{
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skip("Vertex Shaders not supported, skipping some fog tests.\n");
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vs = 0;
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}
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if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
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{
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hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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}
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else
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{
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skip("Pixel Shaders not supported, skipping some fog tests.\n");
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ps = 0;
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}
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
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ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
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conv.f = 0.5f;
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d);
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ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d);
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ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
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for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
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{
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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if (!tests[i].vs)
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{
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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}
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else if (vs)
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{
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hr = IDirect3DDevice8_SetVertexShader(device, vs);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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}
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else
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{
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continue;
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}
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if (!tests[i].ps)
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{
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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}
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else if (ps)
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{
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hr = IDirect3DDevice8_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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}
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else
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{
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continue;
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}
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode);
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ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode);
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ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
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color = getPixelColor(device, 310, 240);
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ok(color_match(color, tests[i].color_left, 1),
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"Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i);
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color = getPixelColor(device, 330, 240);
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ok(color_match(color, tests[i].color_right, 1),
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"Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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}
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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if (vs)
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IDirect3DDevice8_DeleteVertexShader(device, vs);
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if (ps)
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IDirect3DDevice8_DeletePixelShader(device, ps);
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}
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START_TEST(visual)
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START_TEST(visual)
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{
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{
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IDirect3DDevice8 *device_ptr;
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IDirect3DDevice8 *device_ptr;
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@ -3303,6 +3470,7 @@ START_TEST(visual)
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multisample_copy_rects_test(device_ptr);
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multisample_copy_rects_test(device_ptr);
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zenable_test(device_ptr);
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zenable_test(device_ptr);
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resz_test(device_ptr);
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resz_test(device_ptr);
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fog_special_test(device_ptr);
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cleanup:
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cleanup:
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if(device_ptr) {
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if(device_ptr) {
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