d3d8/tests: Remove the rtpatch test.
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9c19266a24
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672e3ee1b4
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@ -4846,120 +4846,6 @@ static void test_swvp_buffer(void)
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DestroyWindow(window);
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DestroyWindow(window);
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}
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}
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static void test_rtpatch(void)
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{
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d8;
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UINT refcount;
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HWND window;
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HRESULT hr;
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IDirect3DVertexBuffer8 *buffer;
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DWORD shader;
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static const unsigned int bufsize = 16;
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struct
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{
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float x, y, z;
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} *data;
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D3DRECTPATCH_INFO patch;
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static const float num_segs[] = {1.0f, 1.0f, 1.0f, 1.0f};
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UINT handle = 0x1234;
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D3DCAPS8 caps;
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/* Position input, this generates tesselated positions, but do not generate normals
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* or texture coordinates. The d3d documentation isn't clear on how to do this */
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static const DWORD decl[] =
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{
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D3DVSD_STREAM(0),
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D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3), /* D3DVSDE_POSITION, Register v0 */
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D3DVSD_END()
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};
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if (!(d3d8 = pDirect3DCreate8(D3D_SDK_VERSION)))
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{
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skip("Failed to create d3d8 object, skipping tests.\n");
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return;
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}
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window = CreateWindowA("d3d8_test_wc", "d3d8_test", WS_OVERLAPPEDWINDOW,
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0, 0, 640, 480, 0, 0, 0, 0);
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if (!(device = create_device(d3d8, 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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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
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if (caps.DevCaps & D3DDEVCAPS_RTPATCHES)
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{
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/* The draw methods return the same values, but the patch handle support
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* is different on the refrast, which is the only d3d implementation
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* known to support tri/rect patches */
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skip("Device supports patches, skipping unsupported patch test\n");
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IDirect3DDevice8_Release(device);
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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return;
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}
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &shader, 0);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, shader);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateVertexBuffer(device, bufsize * sizeof(*data), D3DUSAGE_RTPATCHES, 0,
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D3DPOOL_MANAGED, &buffer);
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ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
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hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, (BYTE **)&data, 0);
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ok(SUCCEEDED(hr), "Failed to lock buffer, hr %#x.\n", hr);
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memset(data, 0, bufsize * sizeof(*data));
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hr = IDirect3DVertexBuffer8_Unlock(buffer);
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ok(SUCCEEDED(hr), "Failed to unlock buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*data));
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ok(SUCCEEDED(hr), "Failed to set stream source, 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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patch.StartVertexOffsetWidth = 0;
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patch.StartVertexOffsetHeight = 0;
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patch.Width = 4;
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patch.Height = 4;
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patch.Stride = 4;
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patch.Basis = D3DBASIS_BEZIER;
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patch.Order = D3DORDER_CUBIC;
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hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
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ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, &patch);
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ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawRectPatch(device, handle, num_segs, NULL);
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ok(SUCCEEDED(hr), "Failed to draw rect patch, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, NULL);
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ok(SUCCEEDED(hr), "Failed to draw rect patch, 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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hr = IDirect3DDevice8_DrawRectPatch(device, 0, num_segs, &patch);
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ok(SUCCEEDED(hr), "Failed to draw rect patch outside scene, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePatch(device, handle);
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ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePatch(device, 0);
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ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePatch(device, 0x1235);
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ok(hr == D3DERR_INVALIDCALL, "DeletePatch returned hr %#x.\n", hr);
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IDirect3DDevice8_DeleteVertexShader(device, shader);
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IDirect3DVertexBuffer8_Release(buffer);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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IDirect3D8_Release(d3d8);
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DestroyWindow(window);
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}
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static void test_npot_textures(void)
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static void test_npot_textures(void)
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{
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{
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IDirect3DDevice8 *device = NULL;
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IDirect3DDevice8 *device = NULL;
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@ -5928,7 +5814,6 @@ START_TEST(device)
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test_surface_blocks();
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test_surface_blocks();
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test_set_palette();
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test_set_palette();
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test_swvp_buffer();
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test_swvp_buffer();
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test_rtpatch();
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test_npot_textures();
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test_npot_textures();
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test_volume_locking();
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test_volume_locking();
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test_update_volumetexture();
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test_update_volumetexture();
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