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d3d9: Replace color_near() with color_match().
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@ -6373,26 +6373,6 @@ out:
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IDirect3D9_Release(d3d);
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}
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/* Return true if color is near the expected value */
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static int color_near(DWORD color, DWORD expected)
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{
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const BYTE slop = 2;
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BYTE r, g, b;
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BYTE rx, gx, bx;
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r = (color & 0x00ff0000) >> 16;
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g = (color & 0x0000ff00) >> 8;
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b = (color & 0x000000ff);
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rx = (expected & 0x00ff0000) >> 16;
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gx = (expected & 0x0000ff00) >> 8;
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bx = (expected & 0x000000ff);
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return
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((r >= (rx - slop)) && (r <= (rx + slop))) &&
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((g >= (gx - slop)) && (g <= (gx + slop))) &&
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((b >= (bx - slop)) && (b <= (bx + slop)));
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}
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static void shademode_test(IDirect3DDevice9 *device)
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{
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/* Render a quad and try all of the different fixed function shading models. */
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@ -6494,9 +6474,9 @@ static void shademode_test(IDirect3DDevice9 *device)
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case D3DSHADE_GOURAUD:
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/* Should be an interpolated blend */
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ok(color_near(color0, 0x000dca28),
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ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
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"GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
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ok(color_near(color1, 0x000d45c7),
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ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
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"GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
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color0_gouraud = color0;
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@ -6506,9 +6486,9 @@ static void shademode_test(IDirect3DDevice9 *device)
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break;
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case D3DSHADE_PHONG:
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/* Should be the same as GOURAUD, since no hardware implements this */
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ok(color_near(color0, 0x000dca28),
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ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
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"PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
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ok(color_near(color1, 0x000d45c7),
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ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
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"PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
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ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
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