d3d8/tests: Add a test for INTZ.
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@ -1556,6 +1556,195 @@ static void depth_buffer_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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}
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static void intz_test(IDirect3DDevice8 *device)
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{
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static const DWORD ps_code[] =
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{
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0xffff0101, /* ps_1_1 */
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0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1.0, 0.0, 0.0, 0.0 */
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0x00000051, 0xa00f0001, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c1, 0.0, 1.0, 0.0, 0.0 */
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0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c2, 0.0, 0.0, 1.0, 0.0 */
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0x00000042, 0xb00f0000, /* tex t0 */
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0x00000042, 0xb00f0001, /* tex t1 */
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0x00000008, 0xb0070001, 0xa0e40000, 0xb0e40001, /* dp3 t1.xyz, c0, t1 */
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0x00000005, 0x80070000, 0xa0e40001, 0xb0e40001, /* mul r0.xyz, c1, t1 */
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0x00000004, 0x80070000, 0xa0e40000, 0xb0e40000, 0x80e40000, /* mad r0.xyz, c0, t0, r0 */
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0x40000001, 0x80080000, 0xa0aa0002, /* +mov r0.w, c2.z */
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0x0000ffff, /* end */
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};
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struct
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{
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float x, y, z;
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float s0, t0, p0;
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float s1, t1, p1, q1;
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}
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quad[] =
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{
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{ -1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f},
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
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{ -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
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{ 1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f},
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};
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struct
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{
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UINT x, y;
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D3DCOLOR color;
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}
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expected_colors[] =
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{
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{400, 60, D3DCOLOR_ARGB(0x00, 0x9f, 0xff, 0x00)},
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{560, 180, D3DCOLOR_ARGB(0x00, 0xdf, 0x55, 0x00)},
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{560, 300, D3DCOLOR_ARGB(0x00, 0xdf, 0x66, 0x00)},
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{400, 420, D3DCOLOR_ARGB(0x00, 0x9f, 0xb6, 0x00)},
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{240, 420, D3DCOLOR_ARGB(0x00, 0x60, 0x6d, 0x00)},
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{ 80, 300, D3DCOLOR_ARGB(0x00, 0x20, 0x33, 0x00)},
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{ 80, 180, D3DCOLOR_ARGB(0x00, 0x20, 0x55, 0x00)},
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{240, 60, D3DCOLOR_ARGB(0x00, 0x60, 0xff, 0x00)},
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};
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IDirect3DSurface8 *original_ds, *original_rt, *rt;
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IDirect3DTexture8 *texture;
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IDirect3DSurface8 *ds;
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IDirect3D8 *d3d8;
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D3DCAPS8 caps;
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HRESULT hr;
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DWORD ps;
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UINT i;
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
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if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
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{
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skip("No pixel shader 1.1 support, skipping INTZ test.\n");
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return;
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}
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hr = IDirect3DDevice8_GetDirect3D(device, &d3d8);
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ok(SUCCEEDED(hr), "GetDirect3D failed, hr %#x.\n", hr);
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hr = IDirect3D8_CheckDeviceFormat(d3d8, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
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D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'));
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if (FAILED(hr))
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{
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skip("No INTZ support, skipping INTZ test.\n");
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return;
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}
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IDirect3D8_Release(d3d8);
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hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt);
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ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds);
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ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1,
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D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture);
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ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, FALSE, &rt);
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ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps);
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ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2
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| D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1));
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ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
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ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS,
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D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
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ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
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hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(ds);
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hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetPixelShader(device, ps);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Read the depth values back. */
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hr = IDirect3DDevice8_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
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for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
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{
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D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
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ok(color_match(color, expected_colors[i].color, 1),
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"Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
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expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
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}
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, original_ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(original_ds);
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hr = IDirect3DDevice8_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTexture(device, 1, NULL);
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ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
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IDirect3DTexture8_Release(texture);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_DeletePixelShader(device, ps);
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ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr);
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IDirect3DSurface8_Release(original_rt);
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IDirect3DSurface8_Release(rt);
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}
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static void shadow_test(IDirect3DDevice8 *device)
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{
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static const DWORD ps_code[] =
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@ -1844,6 +2033,7 @@ START_TEST(visual)
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p8_texture_test(device_ptr);
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texop_test(device_ptr);
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depth_buffer_test(device_ptr);
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intz_test(device_ptr);
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shadow_test(device_ptr);
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cleanup:
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