d3d9/tests: Don't call SetVertexShaderConstantF if vertex shaders aren't supported.
Also slightly change attenuation factors to try to stay away from the (possible) implementation max size of 64.
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@ -10143,7 +10143,7 @@ static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r)
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static void pointsize_test(void)
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{
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static const float a = 0.5f, b = 0.5f, c = 0.5f;
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static const float a = 1.0f, b = 1.0f, c = 1.0f;
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float ptsize, ptsizemax_orig, ptsizemin_orig;
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IDirect3DSurface9 *rt, *backbuffer;
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IDirect3DTexture9 *tex1, *tex2;
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@ -10315,17 +10315,17 @@ static void pointsize_test(void)
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}
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test_setups[] =
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{
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{&novs, &nops, D3DFVF_XYZ, 32, 62, FALSE, FALSE},
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{&novs, &nops, D3DFVF_XYZ, 32, 45, FALSE, FALSE},
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{&vs1, &ps1, D3DFVF_XYZ, 32, 32, FALSE, FALSE},
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{&novs, &ps1, D3DFVF_XYZ, 32, 62, FALSE, FALSE},
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{&novs, &ps1, D3DFVF_XYZ, 32, 45, FALSE, FALSE},
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{&vs1, &nops, D3DFVF_XYZ, 32, 32, FALSE, FALSE},
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{&novs, &ps2, D3DFVF_XYZ, 32, 62, FALSE, TRUE},
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{&novs, &ps2_zw, D3DFVF_XYZ, 32, 62, TRUE, FALSE},
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{&novs, &ps2, D3DFVF_XYZ, 32, 45, FALSE, TRUE},
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{&novs, &ps2_zw, D3DFVF_XYZ, 32, 45, TRUE, FALSE},
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{&vs1, &ps2, D3DFVF_XYZ, 32, 32, FALSE, TRUE},
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{&vs1, &ps2_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE},
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{&vs3, &ps3, D3DFVF_XYZ, 32, 32, FALSE, TRUE},
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{&vs3, &ps3_zw, D3DFVF_XYZ, 32, 32, TRUE, FALSE},
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{&novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 48, FALSE, FALSE},
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{&novs, &nops, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 33, FALSE, FALSE},
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{&vs1_psize, &ps1, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, FALSE},
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{&vs3_psize, &ps3, D3DFVF_XYZ | D3DFVF_PSIZE, 48, 24, FALSE, TRUE},
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};
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@ -10564,8 +10564,11 @@ static void pointsize_test(void)
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ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c);
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ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
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{
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, &S(U(matrix))._11, 4);
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ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr);
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}
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if (caps.MaxPointSize < 63.0f)
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{
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