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d3d8/tests: Use a separate device for depth_clamp_test().
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@ -2606,44 +2606,53 @@ done:
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* clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
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* - The viewport's MinZ/MaxZ is irrelevant for this.
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*/
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static void depth_clamp_test(IDirect3DDevice8 *device)
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static void depth_clamp_test(void)
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{
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const struct tvertex quad1[] =
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IDirect3DDevice8 *device;
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D3DVIEWPORT8 vp;
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IDirect3D8 *d3d;
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D3DCOLOR color;
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ULONG refcount;
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D3DCAPS8 caps;
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HWND window;
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HRESULT hr;
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static const struct tvertex quad1[] =
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{
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{ 0.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
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{640.0f, 0.0f, 5.0f, 1.0f, 0xff002b7f},
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{ 0.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
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{640.0f, 480.0f, 5.0f, 1.0f, 0xff002b7f},
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};
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const struct tvertex quad2[] =
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static const struct tvertex quad2[] =
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{
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{ 0.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
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{640.0f, 300.0f, 10.0f, 1.0f, 0xfff9e814},
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{ 0.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
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{640.0f, 360.0f, 10.0f, 1.0f, 0xfff9e814},
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};
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const struct tvertex quad3[] =
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static const struct tvertex quad3[] =
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{
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{112.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
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{208.0f, 108.0f, 5.0f, 1.0f, 0xffffffff},
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{112.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
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{208.0f, 204.0f, 5.0f, 1.0f, 0xffffffff},
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};
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const struct tvertex quad4[] =
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static const struct tvertex quad4[] =
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{
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{ 42.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
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{112.0f, 41.0f, 10.0f, 1.0f, 0xffffffff},
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{ 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
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{112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
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};
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const struct vertex quad5[] =
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static const struct vertex quad5[] =
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{
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{ -0.5f, 0.5f, 10.0f, 0xff14f914},
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{ 0.5f, 0.5f, 10.0f, 0xff14f914},
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{ -0.5f, -0.5f, 10.0f, 0xff14f914},
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{ 0.5f, -0.5f, 10.0f, 0xff14f914},
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};
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const struct vertex quad6[] =
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static const struct vertex quad6[] =
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{
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{ -1.0f, 0.5f, 10.0f, 0xfff91414},
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{ 1.0f, 0.5f, 10.0f, 0xfff91414},
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@ -2651,10 +2660,18 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
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{ 1.0f, 0.25f, 10.0f, 0xfff91414},
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};
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D3DVIEWPORT8 vp;
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D3DCOLOR color;
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D3DCAPS8 caps;
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HRESULT hr;
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window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate8(D3D_SDK_VERSION);
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ok(!!d3d, "Failed to create a D3D object.\n");
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if (!(device = create_device(d3d, window, window, TRUE)))
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{
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skip("Failed to create a D3D device, skipping tests.\n");
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goto done;
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}
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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vp.X = 0;
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vp.Y = 0;
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@ -2663,9 +2680,6 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
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vp.MinZ = 0.0;
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vp.MaxZ = 7.5;
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hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetViewport(device, &vp);
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ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
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@ -2747,10 +2761,11 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
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vp.MinZ = 0.0;
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vp.MaxZ = 1.0;
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hr = IDirect3DDevice8_SetViewport(device, &vp);
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ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
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refcount = IDirect3DDevice8_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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}
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static void depth_buffer_test(void)
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@ -5014,7 +5029,6 @@ START_TEST(visual)
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}
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test_sanity(device_ptr);
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depth_clamp_test(device_ptr);
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refcount = IDirect3DDevice8_Release(device_ptr);
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ok(!refcount, "Device has %u references left.\n", refcount);
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@ -5022,6 +5036,7 @@ cleanup:
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IDirect3D8_Release(d3d);
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DestroyWindow(window);
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depth_clamp_test();
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lighting_test();
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clear_test();
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fog_test();
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