d3d/tests: Table fog does not abs the fog coordinate.

This commit is contained in:
Stefan Dösinger 2014-11-27 12:12:35 +01:00 committed by Alexandre Julliard
parent cfd741c6b6
commit 96519f9be9
3 changed files with 206 additions and 65 deletions

View File

@ -5381,33 +5381,69 @@ static void test_negative_fixedfunction_fog(void)
{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
};
unsigned int i;
static const struct
{
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog;
DWORD color;
struct vec4 position;
D3DCOLOR diffuse;
}
tests[] =
tquad[] =
{
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
};
static const D3DMATRIX proj_mat =
unsigned int i;
static const D3DMATRIX zero =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
/* Needed to make AMD drivers happy. Yeah, it is not supposed to
* have an effect on RHW draws. */
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
DWORD pos_type;
const void *quad;
size_t stride;
const D3DMATRIX *matrix;
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog, tfog;
DWORD color, color_broken;
}
tests[] =
{
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
* parameters to 0.0 and 1.0 in the table fog case. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
};
D3DCAPS8 caps;
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
@ -5422,8 +5458,11 @@ static void test_negative_fixedfunction_fog(void)
return;
}
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
@ -5432,29 +5471,40 @@ static void test_negative_fixedfunction_fog(void)
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}

View File

@ -16984,33 +16984,69 @@ static void test_negative_fixedfunction_fog(void)
{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
};
unsigned int i;
static const struct
{
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog;
DWORD color;
struct vec4 position;
D3DCOLOR diffuse;
}
tests[] =
tquad[] =
{
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
};
static const D3DMATRIX proj_mat =
unsigned int i;
static const D3DMATRIX zero =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
/* Needed to make AMD drivers happy. Yeah, it is not supposed to
* have an effect on RHW draws. */
static const D3DMATRIX identity =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
}}};
static const struct
{
DWORD pos_type;
const void *quad;
size_t stride;
const D3DMATRIX *matrix;
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog, tfog;
DWORD color, color_broken;
}
tests[] =
{
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, { 0.0f}, {1.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
* parameters to 0.0 and 1.0 in the table fog case. */
{D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, {-1.0f}, {0.0f},
D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, {-1.0f}, {0.0f},
D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
{D3DFVF_XYZ, quad, sizeof(*quad), &zero, { 0.0f}, {1.0f},
D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
};
D3DCAPS9 caps;
window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
0, 0, 640, 480, NULL, NULL, NULL, NULL);
@ -17025,8 +17061,11 @@ static void test_negative_fixedfunction_fog(void)
return;
}
hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
@ -17035,29 +17074,40 @@ static void test_negative_fixedfunction_fog(void)
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride);
ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
hr = IDirect3DDevice9_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = getPixelColor(device, 320, 240);
ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
}

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@ -8022,33 +8022,61 @@ static void test_negative_fixedfunction_fog(void)
{{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
{{ 1.0f, 1.0f, -0.5f}, 0xffff0000},
};
unsigned int i;
static const struct
static struct
{
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog;
DWORD color;
struct vec4 position;
D3DCOLOR diffuse;
}
tests[] =
tquad[] =
{
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{{ 0.0f}, {1.0f}, D3DFOG_LINEAR, 0x00808000},
{{-1.0f}, {0.0f}, D3DFOG_LINEAR, 0x0000ff00},
{{ 0.0f}, {1.0f}, D3DFOG_EXP, 0x009b6400},
{{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000},
{{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
{{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
};
static D3DMATRIX proj_mat =
unsigned int i;
static D3DMATRIX zero =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
static D3DMATRIX identity =
{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
static const struct
{
DWORD pos_type;
void *quad;
D3DMATRIX *matrix;
union
{
float f;
DWORD d;
} start, end;
D3DFOGMODE vfog, tfog;
DWORD color, color_broken;
}
tests[] =
{
/* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
{D3DFVF_XYZRHW, tquad, &identity, { 0.0f}, {1.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
/* r200 GPUs and presumably all d3d8 and older HW clamp the fog
* parameters to 0.0 and 1.0 in the table fog case. */
{D3DFVF_XYZRHW, tquad, &identity, {-1.0f}, {0.0f}, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
/* fog_interpolation_test shows that vertex fog evaluates the fog
* equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
* that the abs happens before the fog equation is evaluated. */
{D3DFVF_XYZ, quad, &zero, { 0.0f}, {1.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000},
{D3DFVF_XYZ, quad, &zero, {-1.0f}, {0.0f}, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00},
{D3DFVF_XYZ, quad, &zero, { 0.0f}, {1.0f}, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400},
};
D3DDEVICEDESC7 caps;
window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
0, 0, 640, 480, 0, 0, 0, 0);
@ -8062,6 +8090,10 @@ static void test_negative_fixedfunction_fog(void)
hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
hr = IDirect3DDevice7_GetCaps(device, &caps);
ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE))
skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
@ -8071,29 +8103,38 @@ static void test_negative_fixedfunction_fog(void)
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0x0000ff00);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
{
if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, tests[i].matrix);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, tests[i].start.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, tests[i].end.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, tests[i].vfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, tests[i].tfog);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_BeginScene(device);
ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,
D3DFVF_XYZ | D3DFVF_DIFFUSE, quad, 4, 0);
tests[i].pos_type | D3DFVF_DIFFUSE, tests[i].quad, 4, 0);
hr = IDirect3DDevice7_EndScene(device);
ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
color = get_surface_color(rt, 0, 240);
ok(compare_color(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
ok(compare_color(color, tests[i].color, 2) || broken(compare_color(color, tests[i].color_broken, 2)),
"Got unexpected color 0x%08x, case %u.\n", color, i);
}
IDirectDrawSurface7_Release(rt);