d3dx9: Add test for basic effect state management.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -2692,6 +2692,272 @@ static void test_effect_compilation_errors(IDirect3DDevice9 *device)
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effect->lpVtbl->Release(effect);
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}
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/*
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* fxc.exe /Tfx_2_0
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*/
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#if 0
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vertexshader vs_arr1[2] =
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{
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asm
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{
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vs_1_1
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def c0, 1, 1, 1, 1
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mov oPos, c0
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},
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asm
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{
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vs_2_0
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def c0, 2, 2, 2, 2
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mov oPos, c0
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}
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};
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sampler sampler1 =
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sampler_state
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{
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MipFilter = LINEAR;
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};
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float4x4 camera : VIEW = {4.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,6.0};
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technique tech0
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{
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pass p0
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{
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vertexshader = vs_arr1[1];
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VertexShaderConstant1[3] = {2,2,2,2};
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BlendOp = 2;
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AlphaOp[3] = 4;
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ZEnable = true;
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WorldTransform[1]={2.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,0.0, 0.0,0.0,0.0,4.0};
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ViewTransform=(camera);
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LightEnable[2] = TRUE;
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LightType[2] = POINT;
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LightPosition[2] = {4.0f, 5.0f, 6.0f};
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Sampler[1] = sampler1;
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}
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}
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#endif
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static const DWORD test_effect_states_effect_blob[] =
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{
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0xfeff0901, 0x000002e8, 0x00000000, 0x00000010, 0x00000004, 0x00000020, 0x00000000, 0x00000002,
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0x00000001, 0x00000002, 0x00000008, 0x615f7376, 0x00317272, 0x0000000a, 0x00000004, 0x00000074,
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0x00000000, 0x00000000, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000,
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0x00000001, 0x00000001, 0x00000001, 0x000000ab, 0x00000100, 0x00000044, 0x00000040, 0x00000009,
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0x706d6173, 0x3172656c, 0x00000000, 0x00000003, 0x00000002, 0x000000e0, 0x000000ec, 0x00000000,
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0x00000004, 0x00000004, 0x40800000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x40c00000, 0x00000007, 0x656d6163, 0x00006172, 0x00000005, 0x57454956, 0x00000000,
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0x00000003, 0x00000010, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x40000000, 0x40000000,
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0x40000000, 0x40000000, 0x00000003, 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000004,
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0x00000001, 0x00000002, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000001, 0x00000004, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000001, 0x00000001, 0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000001, 0x40000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x40800000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000010, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000004, 0x00000004, 0x00000001,
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0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x00000001,
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0x00000002, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x40800000,
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0x40a00000, 0x40c00000, 0x00000003, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
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0x00000001, 0x00000000, 0x0000000a, 0x00000004, 0x00000000, 0x00000000, 0x00000000, 0x00000003,
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0x00003070, 0x00000006, 0x68636574, 0x00000030, 0x00000003, 0x00000001, 0x00000005, 0x00000004,
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0x00000004, 0x00000018, 0x00000000, 0x00000000, 0x0000002c, 0x00000060, 0x00000000, 0x00000000,
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0x00000084, 0x000000a0, 0x00000000, 0x00000000, 0x000002dc, 0x00000000, 0x00000001, 0x000002d4,
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0x00000000, 0x0000000b, 0x00000092, 0x00000000, 0x000000fc, 0x000000f8, 0x00000098, 0x00000003,
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0x00000120, 0x00000110, 0x0000004b, 0x00000000, 0x00000140, 0x0000013c, 0x0000006b, 0x00000003,
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0x00000160, 0x0000015c, 0x00000000, 0x00000000, 0x00000180, 0x0000017c, 0x0000007d, 0x00000001,
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0x000001dc, 0x0000019c, 0x0000007c, 0x00000000, 0x00000238, 0x000001f8, 0x00000091, 0x00000002,
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0x00000258, 0x00000254, 0x00000084, 0x00000002, 0x00000278, 0x00000274, 0x00000088, 0x00000002,
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0x000002a0, 0x00000294, 0x000000b2, 0x00000001, 0x000002c0, 0x000002bc, 0x00000002, 0x00000003,
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0x00000001, 0x0000002c, 0xfffe0101, 0x00000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000,
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0x3f800000, 0x00000001, 0xc00f0000, 0xa0e40000, 0x0000ffff, 0x00000002, 0x0000002c, 0xfffe0200,
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0x05000051, 0xa00f0000, 0x40000000, 0x40000000, 0x40000000, 0x40000000, 0x02000001, 0xc00f0000,
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0xa0e40000, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x0000000a, 0x00000001, 0x00000009,
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0x706d6173, 0x3172656c, 0x00000000, 0x00000000, 0x00000000, 0xffffffff, 0x00000006, 0x00000000,
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0x0000016c, 0x46580200, 0x0030fffe, 0x42415443, 0x0000001c, 0x0000008b, 0x46580200, 0x00000001,
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0x0000001c, 0x20000100, 0x00000088, 0x00000030, 0x00000002, 0x00000004, 0x00000038, 0x00000048,
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0x656d6163, 0xab006172, 0x00030003, 0x00040004, 0x00000001, 0x00000000, 0x40800000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x40c00000, 0x4d007874, 0x6f726369,
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0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e392072,
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0x392e3932, 0x332e3235, 0x00313131, 0x0002fffe, 0x54494c43, 0x00000000, 0x0024fffe, 0x434c5846,
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0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000004,
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0x00000000, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000004, 0x00000000, 0x00000004,
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0x00000004, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x00000008, 0x00000000, 0x00000004,
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0x00000008, 0x10000004, 0x00000001, 0x00000000, 0x00000002, 0x0000000c, 0x00000000, 0x00000004,
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0x0000000c, 0xf0f0f0f0, 0x0f0f0f0f, 0x0000ffff, 0x00000000, 0x00000000, 0xffffffff, 0x00000000,
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0x00000001, 0x0000000b, 0x615f7376, 0x5b317272, 0x00005d31,
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};
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#define TEST_EFFECT_STATES_VSHADER_POS 271
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static void test_effect_states(IDirect3DDevice9 *device)
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{
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D3DMATRIX test_mat =
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{{{
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-1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f
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}}};
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D3DMATRIX test_mat_camera =
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{{{
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4.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 6.0f
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}}};
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D3DMATRIX test_mat_world1 =
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{{{
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2.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 4.0f
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}}};
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D3DMATRIX mat;
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HRESULT hr;
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ID3DXEffect *effect;
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UINT npasses;
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DWORD value;
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IDirect3DVertexShader9 *vshader;
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void *byte_code;
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UINT byte_code_size;
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BOOL bval;
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D3DLIGHT9 light;
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float float_data[4];
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hr = D3DXCreateEffect(device, test_effect_states_effect_blob, sizeof(test_effect_states_effect_blob),
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NULL, NULL, 0, NULL, &effect, NULL);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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/* State affected in passes saved/restored even if no pass
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was performed. States not present in passes are not saved &
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restored */
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 1);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 1);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = effect->lpVtbl->Begin(effect, &npasses, 0);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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ok(npasses == 1, "Expected 1 pass, got %u\n", npasses);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_BLENDOP, 3);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, 2);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = effect->lpVtbl->End(effect);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value == 1, "Got result %u, expected %u.\n", value, 1);
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ALPHAFUNC, &value);
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ok(value == 2, "Got result %u, expected %u.\n", value, 2);
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/* Test states application in BeginPass. No states are restored
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on EndPass. */
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hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_MIPFILTER, 0);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, 0);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
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todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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if (hr == D3D_OK)
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ok(!bval, "Got result %u, expected 0.", bval);
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hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(1), &test_mat);
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hr = effect->lpVtbl->Begin(effect, &npasses, 0);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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ok(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix does not match.\n");
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hr = effect->lpVtbl->BeginPass(effect, 0);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(!memcmp(mat.m, test_mat_world1.m, sizeof(mat)), "World matrix does not match.\n");
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hr = IDirect3DDevice9_GetTransform(device, D3DTS_VIEW, &mat);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(!memcmp(mat.m, test_mat_camera.m, sizeof(mat)), "View matrix does not match.\n");
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
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hr = IDirect3DDevice9_GetVertexShader(device, &vshader);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(vshader != NULL, "Got NULL vshader.\n");
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if (vshader)
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{
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hr = IDirect3DVertexShader9_GetFunction(vshader, NULL, &byte_code_size);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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byte_code = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, byte_code_size);
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hr = IDirect3DVertexShader9_GetFunction(vshader, byte_code, &byte_code_size);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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ok(byte_code_size > 1, "Got unexpected byte code size %u.\n", byte_code_size);
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ok(!memcmp(byte_code, &test_effect_states_effect_blob[TEST_EFFECT_STATES_VSHADER_POS], byte_code_size),
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"Incorrect shader selected.\n");
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HeapFree(GetProcessHeap(), 0, byte_code);
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IDirect3DVertexShader9_Release(vshader);
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}
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hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
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todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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if (hr == D3D_OK)
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ok(bval, "Got result %u, expected TRUE.\n", bval);
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hr = IDirect3DDevice9_GetLight(device, 2, &light);
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todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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if (hr == D3D_OK)
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ok(light.Position.x == 4.0f && light.Position.y == 5.0f && light.Position.z == 6.0f,
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"Got unexpected light position (%f, %f, %f).\n", light.Position.x, light.Position.y, light.Position.z);
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hr = IDirect3DDevice9_GetVertexShaderConstantF(device, 3, float_data, 1);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(float_data[0] == 2.0f && float_data[1] == 2.0f && float_data[2] == 2.0f && float_data[3] == 2.0f,
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"Got unexpected vertex shader floats: (%f %f %f %f).\n",
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float_data[0], float_data[1], float_data[2], float_data[3]);
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hr = effect->lpVtbl->EndPass(effect);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_BLENDOP, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value == 2, "Got result %u, expected %u\n", value, 2);
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hr = IDirect3DDevice9_GetRenderState(device, D3DRS_ZENABLE, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value, "Got result %u, expected TRUE.\n", value);
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hr = IDirect3DDevice9_GetSamplerState(device, 1, D3DSAMP_MIPFILTER, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value == D3DTEXF_LINEAR, "Unexpected sampler 1 mipfilter %u.\n", value);
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hr = IDirect3DDevice9_GetTextureStageState(device, 3, D3DTSS_ALPHAOP, &value);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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todo_wine ok(value == 4, "Unexpected texture stage 3 AlphaOp %u.\n", value);
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hr = effect->lpVtbl->End(effect);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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hr = IDirect3DDevice9_GetTransform(device, D3DTS_WORLDMATRIX(1), &mat);
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ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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ok(!memcmp(mat.m, test_mat.m, sizeof(mat)), "World matrix not restored.\n");
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hr = IDirect3DDevice9_GetLightEnable(device, 2, &bval);
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todo_wine ok(hr == D3D_OK, "Got result %x, expected 0 (D3D_OK).\n", hr);
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if (hr == D3D_OK)
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ok(!bval, "Got result %u, expected 0.\n", bval);
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if (effect)
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effect->lpVtbl->Release(effect);
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}
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START_TEST(effect)
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{
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HWND wnd;
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test_effect_parameter_value(device);
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test_effect_variable_names(device);
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test_effect_compilation_errors(device);
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test_effect_states(device);
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count = IDirect3DDevice9_Release(device);
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ok(count == 0, "The device was not properly freed: refcount %u\n", count);
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