d3d8/tests: Remove redundant state setting calls.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -9334,13 +9334,6 @@ static void test_edge_antialiasing_blending(void)
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HWND window;
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HRESULT hr;
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static const D3DMATRIX mat =
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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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static const struct
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{
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struct vec3 position;
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@ -9381,22 +9374,10 @@ static void test_edge_antialiasing_blending(void)
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ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
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trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
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ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
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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_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
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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_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(SUCCEEDED(hr), "Failed to disable culling, 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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@ -9502,13 +9483,6 @@ static void test_edge_antialiasing_blending(void)
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/* This test shows that 0xffff is valid index in D3D8. */
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static void test_max_index16(void)
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{
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static const D3DMATRIX mat =
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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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static const struct vertex
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{
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struct vec3 position;
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@ -9573,37 +9547,13 @@ static void test_max_index16(void)
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D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib);
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ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
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ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
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ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
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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_CLIPPING, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
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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_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
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ok(SUCCEEDED(hr), "Failed to disable culling, 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_ALPHABLENDENABLE, FALSE);
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ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
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ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
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ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
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ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
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