d3d8/tests: Get rid of struct vertex.
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@ -133,12 +133,6 @@ static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND
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return NULL;
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}
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struct vertex
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{
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float x, y, z;
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DWORD diffuse;
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};
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struct tvertex
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{
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float x, y, z, w;
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@ -205,19 +199,24 @@ static void lighting_test(void)
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HWND window;
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HRESULT hr;
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static const struct vertex unlitquad[] =
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static const struct
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{
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{-1.0f, -1.0f, 0.1f, 0xffff0000},
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{-1.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, 0.0f, 0.1f, 0xffff0000},
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{ 0.0f, -1.0f, 0.1f, 0xffff0000},
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};
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static const struct vertex litquad[] =
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struct vec3 position;
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DWORD diffuse;
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}
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unlitquad[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xff00ff00},
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{-1.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 1.0f, 0.1f, 0xff00ff00},
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{ 0.0f, 0.0f, 0.1f, 0xff00ff00},
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{{-1.0f, -1.0f, 0.1f}, 0xffff0000},
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{{-1.0f, 0.0f, 0.1f}, 0xffff0000},
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{{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
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{{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
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},
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litquad[] =
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{
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{{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
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{{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
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{{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
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{{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
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};
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static const struct nvertex unlitnquad[] =
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{
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@ -754,12 +753,17 @@ static void fog_with_shader_test(void)
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0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
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0x0000ffff
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};
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static struct vertex quad[] =
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static struct
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{
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{-1.0f, -1.0f, 0.0f, 0xffff0000},
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{-1.0f, 1.0f, 0.0f, 0xffff0000},
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{ 1.0f, -1.0f, 0.0f, 0xffff0000},
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{ 1.0f, 1.0f, 0.0f, 0xffff0000},
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struct vec3 position;
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DWORD diffuse;
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}
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quad[] =
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{
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{{-1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{-1.0f, 1.0f, 0.0f}, 0xffff0000},
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{{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
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{{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
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};
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static const DWORD decl[] =
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{
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@ -980,10 +984,10 @@ static void fog_with_shader_test(void)
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for(j = 0; j < 11; ++j)
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{
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/* Don't use the whole zrange to prevent rounding errors */
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quad[0].z = 0.001f + j / 10.02f;
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quad[1].z = 0.001f + j / 10.02f;
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quad[2].z = 0.001f + j / 10.02f;
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quad[3].z = 0.001f + j / 10.02f;
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quad[0].position.z = 0.001f + j / 10.02f;
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quad[1].position.z = 0.001f + j / 10.02f;
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quad[2].position.z = 0.001f + j / 10.02f;
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quad[3].position.z = 0.001f + j / 10.02f;
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
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@ -1580,19 +1584,24 @@ static void z_range_test(void)
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HWND window;
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HRESULT hr;
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static const struct vertex quad[] =
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static const struct
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{
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{-1.0f, 0.0f, 1.1f, 0xffff0000},
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{-1.0f, 1.0f, 1.1f, 0xffff0000},
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{ 1.0f, 0.0f, -1.1f, 0xffff0000},
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{ 1.0f, 1.0f, -1.1f, 0xffff0000},
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};
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static const struct vertex quad2[] =
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struct vec3 position;
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DWORD diffuse;
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}
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quad[] =
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{
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{-1.0f, 0.0f, 1.1f, 0xff0000ff},
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{-1.0f, 1.0f, 1.1f, 0xff0000ff},
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{ 1.0f, 0.0f, -1.1f, 0xff0000ff},
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{ 1.0f, 1.0f, -1.1f, 0xff0000ff},
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{{-1.0f, 0.0f, 1.1f}, 0xffff0000},
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{{-1.0f, 1.0f, 1.1f}, 0xffff0000},
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{{ 1.0f, 0.0f, -1.1f}, 0xffff0000},
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{{ 1.0f, 1.0f, -1.1f}, 0xffff0000},
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},
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quad2[] =
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{
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{{-1.0f, 0.0f, 1.1f}, 0xff0000ff},
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{{-1.0f, 1.0f, 1.1f}, 0xff0000ff},
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{{ 1.0f, 0.0f, -1.1f}, 0xff0000ff},
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{{ 1.0f, 1.0f, -1.1f}, 0xff0000ff},
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};
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static const struct tvertex quad3[] =
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{
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@ -2108,19 +2117,24 @@ static void alpha_test(void)
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HWND window;
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HRESULT hr;
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static const struct vertex quad1[] =
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static const struct
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{
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{-1.0f, -1.0f, 0.1f, 0x4000ff00},
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{-1.0f, 0.0f, 0.1f, 0x4000ff00},
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{ 1.0f, -1.0f, 0.1f, 0x4000ff00},
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{ 1.0f, 0.0f, 0.1f, 0x4000ff00},
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};
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static const struct vertex quad2[] =
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struct vec3 position;
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DWORD diffuse;
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}
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quad1[] =
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{
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{-1.0f, 0.0f, 0.1f, 0xc00000ff},
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{-1.0f, 1.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 0.0f, 0.1f, 0xc00000ff},
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{ 1.0f, 1.0f, 0.1f, 0xc00000ff},
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{{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
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{{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
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{{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
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{{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
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},
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quad2[] =
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{
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{{-1.0f, 0.0f, 0.1f}, 0xc00000ff},
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{{-1.0f, 1.0f, 0.1f}, 0xc00000ff},
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{{ 1.0f, 0.0f, 0.1f}, 0xc00000ff},
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{{ 1.0f, 1.0f, 0.1f}, 0xc00000ff},
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};
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static const float composite_quad[][5] =
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{
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@ -2667,19 +2681,24 @@ static void depth_clamp_test(void)
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{ 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
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{112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
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};
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static const struct vertex quad5[] =
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static const struct
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{
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{ -0.5f, 0.5f, 10.0f, 0xff14f914},
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{ 0.5f, 0.5f, 10.0f, 0xff14f914},
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{ -0.5f, -0.5f, 10.0f, 0xff14f914},
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{ 0.5f, -0.5f, 10.0f, 0xff14f914},
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};
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static const struct vertex quad6[] =
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struct vec3 position;
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DWORD diffuse;
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}
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quad5[] =
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{
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{ -1.0f, 0.5f, 10.0f, 0xfff91414},
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{ 1.0f, 0.5f, 10.0f, 0xfff91414},
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{ -1.0f, 0.25f, 10.0f, 0xfff91414},
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{ 1.0f, 0.25f, 10.0f, 0xfff91414},
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{{-0.5f, 0.5f, 10.0f}, 0xff14f914},
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{{ 0.5f, 0.5f, 10.0f}, 0xff14f914},
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{{-0.5f, -0.5f, 10.0f}, 0xff14f914},
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{{ 0.5f, -0.5f, 10.0f}, 0xff14f914},
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},
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quad6[] =
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{
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{{-1.0f, 0.5f, 10.0f}, 0xfff91414},
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{{ 1.0f, 0.5f, 10.0f}, 0xfff91414},
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{{-1.0f, 0.25f, 10.0f}, 0xfff91414},
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{{ 1.0f, 0.25f, 10.0f}, 0xfff91414},
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};
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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@ -2803,26 +2822,31 @@ static void depth_buffer_test(void)
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HWND window;
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HRESULT hr;
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static const struct vertex quad1[] =
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static const struct
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{
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{ -1.0, 1.0, 0.33f, 0xff00ff00},
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{ 1.0, 1.0, 0.33f, 0xff00ff00},
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{ -1.0, -1.0, 0.33f, 0xff00ff00},
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{ 1.0, -1.0, 0.33f, 0xff00ff00},
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};
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static const struct vertex quad2[] =
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struct vec3 position;
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DWORD diffuse;
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}
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quad1[] =
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{
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{ -1.0, 1.0, 0.50f, 0xffff00ff},
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{ 1.0, 1.0, 0.50f, 0xffff00ff},
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{ -1.0, -1.0, 0.50f, 0xffff00ff},
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{ 1.0, -1.0, 0.50f, 0xffff00ff},
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};
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static const struct vertex quad3[] =
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{{-1.0f, 1.0f, 0.33f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 0.33f}, 0xff00ff00},
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{{-1.0f, -1.0f, 0.33f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 0.33f}, 0xff00ff00},
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},
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quad2[] =
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{
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{ -1.0, 1.0, 0.66f, 0xffff0000},
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{ 1.0, 1.0, 0.66f, 0xffff0000},
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{ -1.0, -1.0, 0.66f, 0xffff0000},
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{ 1.0, -1.0, 0.66f, 0xffff0000},
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{{-1.0f, 1.0f, 0.50f}, 0xffff00ff},
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{{ 1.0f, 1.0f, 0.50f}, 0xffff00ff},
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{{-1.0f, -1.0f, 0.50f}, 0xffff00ff},
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{{ 1.0f, -1.0f, 0.50f}, 0xffff00ff},
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},
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quad3[] =
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{
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{{-1.0f, 1.0f, 0.66f}, 0xffff0000},
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{{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
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{{-1.0f, -1.0f, 0.66f}, 0xffff0000},
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{{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
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};
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static const DWORD expected_colors[4][4] =
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{
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@ -2959,12 +2983,17 @@ static void depth_buffer2_test(void)
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HWND window;
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HRESULT hr;
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static const struct vertex quad[] =
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static const struct
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{
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{ -1.0, 1.0, 0.66f, 0xffff0000},
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{ 1.0, 1.0, 0.66f, 0xffff0000},
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{ -1.0, -1.0, 0.66f, 0xffff0000},
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{ 1.0, -1.0, 0.66f, 0xffff0000},
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struct vec3 position;
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DWORD diffuse;
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}
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quad[] =
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{
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{{-1.0f, 1.0f, 0.66f}, 0xffff0000},
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{{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
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{{-1.0f, -1.0f, 0.66f}, 0xffff0000},
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{{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
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};
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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