d3d8/tests: Merge d3d8_main.c into device.c.
This commit is contained in:
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6ba9f27c16
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9dbf059c75
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@ -3,7 +3,6 @@ IMPORTS = user32
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C_SRCS = \
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C_SRCS = \
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buffer.c \
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buffer.c \
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d3d8_main.c \
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device.c \
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device.c \
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stateblock.c \
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stateblock.c \
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surface.c \
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surface.c \
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@ -1,119 +0,0 @@
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/*
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* Copyright (C) 2006 Louis Lenders
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*
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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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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "wine/test.h"
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static HRESULT (WINAPI *ValidateVertexShader)(DWORD*,DWORD*,DWORD*,int,DWORD*);
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static HRESULT (WINAPI *ValidatePixelShader)(DWORD*,DWORD*,int,DWORD*);
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static void test_ValidateVertexShader(void)
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{
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HRESULT ret;
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static DWORD simple_vs[] = {0xFFFE0101, /* vs_1_1 */
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0x00000009, 0xC0010000, 0x90E40000, 0xA0E40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xC0020000, 0x90E40000, 0xA0E40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xC0040000, 0x90E40000, 0xA0E40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xC0080000, 0x90E40000, 0xA0E40003, /* dp4 oPos.w, v0, c3 */
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0x0000FFFF};
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ret=ValidateVertexShader(0,0,0,0,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(0,0,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(simple_vs,0,0,0,0);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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ret=ValidateVertexShader(simple_vs,0,0,1,0);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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/* seems to do some version checking */
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*simple_vs=0xFFFE0100; /* vs_1_0 */
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ret=ValidateVertexShader(simple_vs,0,0,0,0);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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*simple_vs=0xFFFE0102; /* bogus version */
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ret=ValidateVertexShader(simple_vs,0,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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/* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
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*simple_vs=0xFFFE0101; /* vs_1_1 */
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ret=ValidateVertexShader(simple_vs,simple_vs,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(simple_vs,0,simple_vs,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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/* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
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ret=ValidateVertexShader(simple_vs,0,0,12345,0);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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/* What is 5th parameter ???? Following works ok */
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ret=ValidateVertexShader(simple_vs,0,0,1,simple_vs);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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}
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static void test_ValidatePixelShader(void)
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{
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HRESULT ret;
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static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */
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0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xB00F0000, /* tex t0 */
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0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */
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0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */
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0x0000FFFF}; /* END */
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ret=ValidatePixelShader(0,0,0,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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ret=ValidatePixelShader(0,0,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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ret=ValidatePixelShader(simple_ps,0,0,0);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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ret=ValidatePixelShader(simple_ps,0,1,0);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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/* seems to do some version checking */
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*simple_ps=0xFFFF0105; /* bogus version */
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ret=ValidatePixelShader(simple_ps,0,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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/* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
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*simple_ps=0xFFFF0101; /* ps_1_1 */
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ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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/* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
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ret=ValidatePixelShader(simple_ps,0,12345,0);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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/* What is 4th parameter ???? Following works ok */
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ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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}
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START_TEST(d3d8_main)
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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if (!d3d8_handle)
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{
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skip("Could not load d3d8.dll\n");
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return;
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}
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ValidateVertexShader = (void*)GetProcAddress (d3d8_handle, "ValidateVertexShader" );
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ValidatePixelShader = (void*)GetProcAddress (d3d8_handle, "ValidatePixelShader" );
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test_ValidateVertexShader();
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test_ValidatePixelShader();
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}
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@ -1,6 +1,7 @@
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/*
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/*
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* Copyright (C) 2006 Vitaliy Margolen
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* Copyright (C) 2006 Vitaliy Margolen
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* Copyright (C) 2006 Chris Robinson
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* Copyright (C) 2006 Chris Robinson
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* Copyright (C) 2006 Louis Lenders
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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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@ -26,6 +27,8 @@
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static INT screen_width;
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static INT screen_width;
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static INT screen_height;
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static INT screen_height;
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static HRESULT (WINAPI *ValidateVertexShader)(DWORD *, DWORD *, DWORD *, int, DWORD *);
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static HRESULT (WINAPI *ValidatePixelShader)(DWORD *, DWORD *, int, DWORD *);
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static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT);
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static IDirect3D8 *(WINAPI *pDirect3DCreate8)(UINT);
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static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
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static BOOL (WINAPI *pGetCursorInfo)(PCURSORINFO);
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@ -3374,6 +3377,94 @@ static void test_set_rt_vp_scissor(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_validate_vs(void)
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{
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static DWORD vs[] =
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{
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0xfffe0101, /* vs_1_1 */
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0x00000009, 0xc0010000, 0x90e40000, 0xa0e40000, /* dp4 oPos.x, v0, c0 */
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0x00000009, 0xc0020000, 0x90e40000, 0xa0e40001, /* dp4 oPos.y, v0, c1 */
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0x00000009, 0xc0040000, 0x90e40000, 0xa0e40002, /* dp4 oPos.z, v0, c2 */
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0x00000009, 0xc0080000, 0x90e40000, 0xa0e40003, /* dp4 oPos.w, v0, c3 */
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0x0000ffff, /* end */
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};
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HRESULT hr;
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hr = ValidateVertexShader(0, 0, 0, 0, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidateVertexShader(0, 0, 0, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidateVertexShader(vs, 0, 0, 0, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidateVertexShader(vs, 0, 0, 1, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* Seems to do some version checking. */
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*vs = 0xfffe0100; /* vs_1_0 */
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hr = ValidateVertexShader(vs, 0, 0, 0, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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*vs = 0xfffe0102; /* bogus version */
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hr = ValidateVertexShader(vs, 0, 0, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen that applications always pass the 2nd and 3rd parameter as 0.
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* Simple test with non-zero parameters. */
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*vs = 0xfffe0101; /* vs_1_1 */
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hr = ValidateVertexShader(vs, vs, 0, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidateVertexShader(vs, 0, vs, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen the 4th parameter always passed as either 0 or 1, but passing
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* other values doesn't seem to hurt. */
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hr = ValidateVertexShader(vs, 0, 0, 12345, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* What is the 5th parameter? The following seems to work ok. */
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hr = ValidateVertexShader(vs, 0, 0, 1, vs);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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}
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static void test_validate_ps(void)
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{
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static DWORD ps[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000008, 0x800f0000, 0xa0e40001, 0xa0e40000, /* dp3 r0, c1, c0 */
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0x00000005, 0x800f0000, 0x90e40000, 0x80e40000, /* mul r0, v0, r0 */
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0x00000005, 0x800f0000, 0xb0e40000, 0x80e40000, /* mul r0, t0, r0 */
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0x0000ffff, /* end */
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};
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HRESULT hr;
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hr = ValidatePixelShader(0, 0, 0, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(0, 0, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps, 0, 0, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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hr = ValidatePixelShader(ps, 0, 1, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* Seems to do some version checking. */
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*ps = 0xffff0105; /* bogus version */
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hr = ValidatePixelShader(ps, 0, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen that applications always pass the 2nd parameter as 0.
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* Simple test with a non-zero parameter. */
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*ps = 0xffff0101; /* ps_1_1 */
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hr = ValidatePixelShader(ps, ps, 1, 0);
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ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr);
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/* I've seen th 3rd parameter always passed as either 0 or 1, but passing
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* other values doesn't seem to hurt. */
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hr = ValidatePixelShader(ps, 0, 12345, 0);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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/* What is the 4th parameter? The following seems to work ok. */
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hr = ValidatePixelShader(ps, 0, 1, ps);
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ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
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}
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START_TEST(device)
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START_TEST(device)
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{
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{
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );
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@ -3388,6 +3479,8 @@ START_TEST(device)
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wc.lpszClassName = "d3d8_test_wc";
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wc.lpszClassName = "d3d8_test_wc";
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RegisterClass(&wc);
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RegisterClass(&wc);
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ValidateVertexShader = (void *)GetProcAddress(d3d8_handle, "ValidateVertexShader");
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ValidatePixelShader = (void *)GetProcAddress(d3d8_handle, "ValidatePixelShader");
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pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" );
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pDirect3DCreate8 = (void *)GetProcAddress( d3d8_handle, "Direct3DCreate8" );
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ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n");
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ok(pDirect3DCreate8 != NULL, "Failed to get address of Direct3DCreate8\n");
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if (pDirect3DCreate8)
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if (pDirect3DCreate8)
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@ -3431,6 +3524,8 @@ START_TEST(device)
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test_reset_resources();
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test_reset_resources();
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depth_blit_test();
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depth_blit_test();
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test_set_rt_vp_scissor();
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test_set_rt_vp_scissor();
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test_validate_vs();
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test_validate_ps();
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}
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}
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UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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UnregisterClassA("d3d8_test_wc", GetModuleHandleA(NULL));
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}
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}
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