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d3d9/tests: Use a separate device for loop_index_test().
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@ -11755,8 +11755,18 @@ done:
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DestroyWindow(window);
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}
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static void loop_index_test(IDirect3DDevice9 *device)
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static void loop_index_test(void)
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{
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IDirect3DVertexShader9 *shader;
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IDirect3DDevice9 *device;
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IDirect3D9 *d3d;
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float values[4];
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ULONG refcount;
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D3DCAPS9 caps;
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DWORD color;
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HWND window;
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HRESULT hr;
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static const DWORD shader_code[] =
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{
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0xfffe0200, /* vs_2_0 */
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@ -11769,19 +11779,35 @@ static void loop_index_test(IDirect3DDevice9 *device)
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0x02000001, 0xd00f0000, 0x80e40000, /* mov oD0, r0 */
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0x0000ffff /* END */
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};
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IDirect3DVertexShader9 *shader;
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HRESULT hr;
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DWORD color;
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const float quad[] = {
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-1.0, -1.0, 0.1,
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1.0, -1.0, 0.1,
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-1.0, 1.0, 0.1,
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1.0, 1.0, 0.1
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static const float quad[] =
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{
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-1.0f, -1.0f, 0.1f,
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-1.0f, 1.0f, 0.1f,
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1.0f, -1.0f, 0.1f,
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1.0f, 1.0f, 0.1f,
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};
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const float zero[4] = {0, 0, 0, 0};
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const float one[4] = {1, 1, 1, 1};
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int i0[4] = {2, 10, -3, 0};
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float values[4];
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static const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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static const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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static const int i0[4] = {2, 10, -3, 0};
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window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
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0, 0, 640, 480, NULL, NULL, NULL, NULL);
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d3d = Direct3DCreate9(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 = IDirect3DDevice9_GetDeviceCaps(device, &caps);
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ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
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if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
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{
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skip("No vs_2_0 support, skipping tests.\n");
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IDirect3DDevice9_Release(device);
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goto done;
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}
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
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@ -11789,7 +11815,7 @@ static void loop_index_test(IDirect3DDevice9 *device)
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1);
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@ -11851,9 +11877,12 @@ static void loop_index_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
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IDirect3DVertexShader9_Release(shader);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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done:
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IDirect3D9_Release(d3d);
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DestroyWindow(window);
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}
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static void sgn_test(void)
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@ -16295,13 +16324,13 @@ START_TEST(visual)
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if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
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{
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test_mova(device_ptr);
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loop_index_test(device_ptr);
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}
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else skip("No vs_2_0 support\n");
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cleanup_device(device_ptr);
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device_ptr = NULL;
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loop_index_test();
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sincos_test();
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sgn_test();
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clip_planes_test();
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