ddraw/tests: Get rid of struct sVertexT.
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@ -446,12 +446,6 @@ static void clear_test(IDirect3DDevice7 *device)
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ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
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ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
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}
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}
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struct sVertexT {
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float x, y, z, rhw;
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DWORD diffuse;
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DWORD specular;
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};
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static void fog_test(IDirect3DDevice7 *device)
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static void fog_test(IDirect3DDevice7 *device)
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{
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{
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HRESULT hr;
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HRESULT hr;
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@ -495,20 +489,28 @@ static void fog_test(IDirect3DDevice7 *device)
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{{ 0.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000},
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{{ 0.0f, 1.0f, 1.5f}, 0xffff0000, 0xff000000},
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{{ 0.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000},
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{{ 0.0f, 0.0f, 1.5f}, 0xffff0000, 0xff000000},
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};
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};
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/* Untransformed ones. Give them a different diffuse color to make the test look
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/* Untransformed ones. Give them a different diffuse color to make the
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* nicer. It also makes making sure that they are drawn correctly easier.
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* test look nicer. It also makes making sure that they are drawn
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*/
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* correctly easier. */
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struct sVertexT transformed_1[] = {
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struct
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{320, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{
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{640, 0, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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struct vec4 position;
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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DWORD diffuse;
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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DWORD specular;
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};
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}
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struct sVertexT transformed_2[] = {
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transformed_1[] =
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{320, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{
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{640, 240, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{{320.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{640, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{{640.0f, 0.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{320, 480, 1.0f, 1.0f, 0xFFFFFF00, 0xFF000000 },
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{{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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},
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transformed_2[] =
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{
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{{320.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{{640.0f, 240.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{{640.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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{{320.0f, 480.0f, 1.0f, 1.0f}, 0xffffff00, 0xff000000},
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};
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};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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WORD Indices[] = {0, 1, 2, 2, 3, 0};
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D3DMATRIX ident_mat =
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D3DMATRIX ident_mat =
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