d3d9: Add an aL indexing test.
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@ -10194,6 +10194,90 @@ static void sincos_test(IDirect3DDevice9 *device) {
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IDirect3DVertexShader9_Release(cos_shader);
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IDirect3DVertexShader9_Release(cos_shader);
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}
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}
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static void loop_index_test(IDirect3DDevice9 *device) {
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const DWORD shader_code[] = {
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0xfffe0200, /* vs_2_0 */
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0x0200001f, 0x80000000, 0x900f0000, /* dcl_position v0 */
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0x02000001, 0x800f0000, 0xa0e40000, /* mov r0, c0 */
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0x0200001b, 0xf0e40800, 0xf0e40000, /* loop aL, i0 */
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0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1] */
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0x0000001d, /* endloop */
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0x02000001, 0xc00f0000, 0x90e40000, /* mov oPos, v0 */
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0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */
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0x0000ffff /* END */
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};
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IDirect3DVertexShader9 *shader;
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HRESULT hr;
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DWORD color;
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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};
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const float zero[4] = {0, 0, 0, 0};
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const float one[4] = {1, 1, 1, 1};
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int i0[4] = {2, 10, -3, 0};
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float values[4];
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1);
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values[0] = 1.0;
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values[1] = 1.0;
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values[2] = 0.0;
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values[3] = 0.0;
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1);
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values[0] = -1.0;
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values[1] = 0.0;
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values[2] = 0.0;
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values[3] = 0.0;
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1);
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hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
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if(SUCCEEDED(hr))
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{
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trace("going to draw index\n");
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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color = getPixelColor(device, 320, 240);
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ok(color_match(color, 0x0000ff00, 1),
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"aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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IDirect3DVertexShader9_Release(shader);
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}
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START_TEST(visual)
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START_TEST(visual)
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{
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{
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IDirect3DDevice9 *device_ptr;
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IDirect3DDevice9 *device_ptr;
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@ -10303,6 +10387,7 @@ START_TEST(visual)
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
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{
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{
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test_mova(device_ptr);
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test_mova(device_ptr);
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loop_index_test(device_ptr);
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sincos_test(device_ptr);
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sincos_test(device_ptr);
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if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
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if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
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test_vshader_input(device_ptr);
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test_vshader_input(device_ptr);
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