d3d8/tests: Use a separate device for fog_special_test().
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d93cbeca51
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@ -3879,8 +3879,23 @@ static void zenable_test(IDirect3DDevice8 *device)
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}
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}
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static void fog_special_test(IDirect3DDevice8 *device)
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static void fog_special_test(void)
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{
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IDirect3DDevice8 *device;
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IDirect3D8 *d3d;
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unsigned int i;
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D3DCOLOR color;
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ULONG refcount;
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D3DCAPS8 caps;
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DWORD ps, vs;
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HWND window;
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HRESULT hr;
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union
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{
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float f;
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DWORD d;
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} conv;
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static const struct
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{
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struct vec3 position;
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@ -3889,8 +3904,8 @@ static void fog_special_test(IDirect3DDevice8 *device)
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quad[] =
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{
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{{ -1.0f, -1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
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{{ -1.0f, 1.0f, 0.0f}, 0xff00ff00},
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{{ 1.0f, -1.0f, 1.0f}, 0xff00ff00},
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{{ 1.0f, 1.0f, 1.0f}, 0xff00ff00}
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};
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static const struct
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@ -3931,16 +3946,23 @@ static void fog_special_test(IDirect3DDevice8 *device)
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0x00000001, 0xd00f0000, 0x90e40001, /* mov oD0, v1 */
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0x0000ffff
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};
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union
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static const D3DMATRIX identity =
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{{{
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f,
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}}};
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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float f;
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DWORD d;
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} conv;
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DWORD color;
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HRESULT hr;
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unsigned int i;
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DWORD ps, vs;
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D3DCAPS8 caps;
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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@ -3965,6 +3987,14 @@ static void fog_special_test(IDirect3DDevice8 *device)
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ps = 0;
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}
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/* The table fog tests seem to depend on the projection matrix explicitly
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* being set to an identity matrix, even though that's the default.
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* (AMD Radeon HD 6310, Windows 7) */
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity);
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ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
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@ -3978,7 +4008,7 @@ static void fog_special_test(IDirect3DDevice8 *device)
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for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
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{
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
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ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
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if (!tests[i].vs)
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@ -4034,16 +4064,15 @@ static void fog_special_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
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}
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, 0);
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ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
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if (vs)
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IDirect3DDevice8_DeleteVertexShader(device, vs);
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if (ps)
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IDirect3DDevice8_DeletePixelShader(device, ps);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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static void volume_dxt5_test(void)
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@ -4759,7 +4788,6 @@ START_TEST(visual)
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multisample_copy_rects_test(device_ptr);
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zenable_test(device_ptr);
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resz_test(device_ptr);
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fog_special_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -4767,6 +4795,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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fog_special_test();
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volume_dxt5_test();
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volume_v16u16_test();
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add_dirty_rect_test();
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