advapi32/tests: Add check to see if LookupAccountNameA is implemented.
[wine] / dlls / d3d9 / tests / visual.c
1 /*
2  * Copyright 2005, 2007 Henri Verbeet
3  * Copyright (C) 2007 Stefan Dösinger(for CodeWeavers)
4  *
5  * This library is free software; you can redistribute it and/or
6  * modify it under the terms of the GNU Lesser General Public
7  * License as published by the Free Software Foundation; either
8  * version 2.1 of the License, or (at your option) any later version.
9  *
10  * This library is distributed in the hope that it will be useful,
11  * but WITHOUT ANY WARRANTY; without even the implied warranty of
12  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
13  * Lesser General Public License for more details.
14  *
15  * You should have received a copy of the GNU Lesser General Public
16  * License along with this library; if not, write to the Free Software
17  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
18  */
19
20 /* This test framework allows limited testing of rendering results. Things are rendered, shown on
21  * the framebuffer, read back from there and compared to expected colors.
22  *
23  * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
24  * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
25  * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colos with
26  * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
27  * causes visible results in games can be tested in a way that does not depend on pixel exactness
28  */
29
30 #define COBJMACROS
31 #include <d3d9.h>
32 #include <dxerr9.h>
33 #include "wine/test.h"
34
35 static HMODULE d3d9_handle = 0;
36
37 static HWND create_window(void)
38 {
39     WNDCLASS wc = {0};
40     HWND ret;
41     wc.lpfnWndProc = &DefWindowProc;
42     wc.lpszClassName = "d3d9_test_wc";
43     RegisterClass(&wc);
44
45     ret = CreateWindow("d3d9_test_wc", "d3d9_test",
46                         WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, 640, 480, 0, 0, 0, 0);
47     return ret;
48 }
49
50 static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
51 {
52     DWORD ret;
53     IDirect3DSurface9 *surf;
54     HRESULT hr;
55     D3DLOCKED_RECT lockedRect;
56     RECT rectToLock = {x, y, x+1, y+1};
57
58     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
59     if(FAILED(hr) || !surf )  /* This is not a test */
60     {
61         trace("Can't create an offscreen plain surface to read the render target data, hr=%s\n", DXGetErrorString9(hr));
62         return 0xdeadbeef;
63     }
64
65     hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
66     if(FAILED(hr))
67     {
68         trace("Can't read the front buffer data, hr=%s\n", DXGetErrorString9(hr));
69         ret = 0xdeadbeed;
70         goto out;
71     }
72
73     hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
74     if(FAILED(hr))
75     {
76         trace("Can't lock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
77         ret = 0xdeadbeec;
78         goto out;
79     }
80
81     /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
82      * really important for these tests
83      */
84     ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
85     hr = IDirect3DSurface9_UnlockRect(surf);
86     if(FAILED(hr))
87     {
88         trace("Can't unlock the offscreen surface, hr=%s\n", DXGetErrorString9(hr));
89     }
90
91 out:
92     if(surf) IDirect3DSurface9_Release(surf);
93     return ret;
94 }
95
96 static IDirect3DDevice9 *init_d3d9(void)
97 {
98     IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
99     IDirect3D9 *d3d9_ptr = 0;
100     IDirect3DDevice9 *device_ptr = 0;
101     D3DPRESENT_PARAMETERS present_parameters;
102     HRESULT hr;
103
104     d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
105     ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
106     if (!d3d9_create) return NULL;
107
108     d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
109     ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
110     if (!d3d9_ptr) return NULL;
111
112     ZeroMemory(&present_parameters, sizeof(present_parameters));
113     present_parameters.Windowed = FALSE;
114     present_parameters.hDeviceWindow = create_window();
115     present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
116     present_parameters.BackBufferWidth = 640;
117     present_parameters.BackBufferHeight = 480;
118     present_parameters.BackBufferFormat = D3DFMT_X8R8G8B8;
119
120     hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
121     ok(hr == D3D_OK, "IDirect3D_CreateDevice returned: %s\n", DXGetErrorString9(hr));
122
123     return device_ptr;
124 }
125
126 struct vertex
127 {
128     float x, y, z;
129     DWORD diffuse;
130 };
131
132 struct nvertex
133 {
134     float x, y, z;
135     float nx, ny, nz;
136     DWORD diffuse;
137 };
138
139 static void lighting_test(IDirect3DDevice9 *device)
140 {
141     HRESULT hr;
142     DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
143     DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
144     DWORD color;
145
146     float mat[16] = { 1.0, 0.0, 0.0, 0.0,
147                       0.0, 1.0, 0.0, 0.0,
148                       0.0, 0.0, 1.0, 0.0,
149                       0.0, 0.0, 0.0, 1.0 };
150
151     struct vertex unlitquad[] =
152     {
153         {-1.0,  -1.0,    0.1,                           0xffff0000},
154         {-1.0,   0.0,    0.1,                           0xffff0000},
155         { 0.0,   0.0,    0.1,                           0xffff0000},
156         { 0.0,  -1.0,    0.1,                           0xffff0000},
157     };
158     struct vertex litquad[] =
159     {
160         {-1.0,   0.0,    0.1,                           0xff00ff00},
161         {-1.0,   1.0,    0.1,                           0xff00ff00},
162         { 0.0,   1.0,    0.1,                           0xff00ff00},
163         { 0.0,   0.0,    0.1,                           0xff00ff00},
164     };
165     struct nvertex unlitnquad[] =
166     {
167         { 0.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
168         { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
169         { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
170         { 1.0,  -1.0,    0.1,   1.0,    1.0,    1.0,    0xff0000ff},
171     };
172     struct nvertex litnquad[] =
173     {
174         { 0.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
175         { 0.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
176         { 1.0,   1.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
177         { 1.0,   0.0,    0.1,   1.0,    1.0,    1.0,    0xffffff00},
178     };
179     WORD Indices[] = {0, 1, 2, 2, 3, 0};
180
181     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
182     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
183
184     /* Setup some states that may cause issues */
185     hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
186     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
187     hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
188     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
189     hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
190     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %s\n", DXGetErrorString9(hr));
191     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
192     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
193     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
194     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
195     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
196     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
197     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
198     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
199     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
200     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
201     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
202     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
203     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
204     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
205     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
206     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
207     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLED_RED | D3DCOLORWRITEENABLED_GREEN | D3DCOLORWRITEENABLED_BLUE);
208     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %s\n", DXGetErrorString9(hr));
209
210     hr = IDirect3DDevice9_SetFVF(device, fvf);
211     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %s\n", DXGetErrorString9(hr));
212
213     hr = IDirect3DDevice9_BeginScene(device);
214     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %s\n", DXGetErrorString9(hr));
215     if(hr == D3D_OK)
216     {
217         /* No lights are defined... That means, lit vertices should be entirely black */
218         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
219         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
220         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
221                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
222         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
223
224         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
225         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
226         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
227                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
228         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
229
230         hr = IDirect3DDevice9_SetFVF(device, nfvf);
231         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %s\n", DXGetErrorString9(hr));
232
233         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
234         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
235         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
236                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
237         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
238
239         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
240         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
241         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
242                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
243         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %s\n", DXGetErrorString9(hr));
244
245         IDirect3DDevice9_EndScene(device);
246         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %s\n", DXGetErrorString9(hr));
247     }
248
249     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
250
251     color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
252     ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
253     color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
254     ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
255     color = getPixelColor(device, 480, 360); /* lower left quad - unlit width normals */
256     ok(color == 0x000000ff, "Unlit quad width normals has color %08x\n", color);
257     color = getPixelColor(device, 480, 120); /* upper left quad - lit width normals */
258     ok(color == 0x00000000, "Lit quad width normals has color %08x\n", color);
259
260     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
261     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
262
263     /* Hack for a bug in d3d9: SetFVF creates a converted vertex declaration, with a circular refcount.
264      * This prevents the screen resolution from being restored correctly on device release. Unset the vdecl
265      */
266     IDirect3DDevice9_SetVertexDeclaration(device, NULL);
267 }
268
269 static void clear_test(IDirect3DDevice9 *device)
270 {
271     /* Tests the correctness of clearing parameters */
272     HRESULT hr;
273     D3DRECT rect[2];
274     D3DRECT rect_negneg;
275     DWORD color;
276
277     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
278     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
279
280     /* Positive x, negative y */
281     rect[0].x1 = 0;
282     rect[0].y1 = 480;
283     rect[0].x2 = 320;
284     rect[0].y2 = 240;
285
286     /* Positive x, positive y */
287     rect[1].x1 = 0;
288     rect[1].y1 = 0;
289     rect[1].x2 = 320;
290     rect[1].y2 = 240;
291     /* Clear 2 rectangles with one call. Shows that a positive value is returned, but the negative rectangle
292      * is ignored, the positive is still cleared afterwards
293      */
294     hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
295     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
296
297     /* negative x, negative y */
298     rect_negneg.x1 = 640;
299     rect_negneg.x1 = 240;
300     rect_negneg.x2 = 320;
301     rect_negneg.y2 = 0;
302     hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
303     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %s\n", DXGetErrorString9(hr));
304
305     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
306
307     color = getPixelColor(device, 160, 360); /* lower left quad */
308     ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
309     color = getPixelColor(device, 160, 120); /* upper left quad */
310     ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
311     color = getPixelColor(device, 480, 360); /* lower right quad  */
312     ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
313     color = getPixelColor(device, 480, 120); /* upper right quad */
314     ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
315 }
316
317 typedef struct {
318     float in[4];
319     DWORD out;
320 } test_data_t;
321
322 /*
323  *  c7      rounded     ARGB
324  * -2.4     -2          0x00ffff00
325  * -1.6     -2          0x00ffff00
326  * -0.4      0          0x0000ffff
327  *  0.4      0          0x0000ffff
328  *  1.6      2          0x00ff00ff
329  *  2.4      2          0x00ff00ff
330  */
331 static void test_mova(IDirect3DDevice9 *device)
332 {
333     static const DWORD mova_test[] = {
334         0xfffe0200,                                                             /* vs_2_0                       */
335         0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
336         0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0   */
337         0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0   */
338         0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0   */
339         0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0   */
340         0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0   */
341         0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0   */
342         0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0   */
343         0x0200002e, 0xb0010000, 0xa0000007,                                     /* mova a0.x, c7.x              */
344         0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000,                         /* mov oD0, c[a0.x + 3]         */
345         0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
346         0x0000ffff                                                              /* END                          */
347     };
348
349     static const test_data_t test_data[] = {
350         {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
351         {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
352         {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
353         {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
354         {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
355         {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
356     };
357
358     static const float quad[][3] = {
359         {-1.0f, -1.0f, 0.0f},
360         {-1.0f,  1.0f, 0.0f},
361         { 1.0f, -1.0f, 0.0f},
362         { 1.0f,  1.0f, 0.0f},
363     };
364
365     static const D3DVERTEXELEMENT9 decl_elements[] = {
366         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
367         D3DDECL_END()
368     };
369
370     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
371     IDirect3DVertexShader9 *mova_shader = NULL;
372     HRESULT hr;
373     int i;
374
375     hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
376     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
377     hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
378     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
379
380     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
381     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
382     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
383     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
384
385     for (i = 0; i < (sizeof(test_data) / sizeof(test_data_t)); ++i)
386     {
387         DWORD color;
388
389         hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[i].in, 1);
390         ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
391
392         hr = IDirect3DDevice9_BeginScene(device);
393         ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
394
395         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
396         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
397
398         hr = IDirect3DDevice9_EndScene(device);
399         ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
400
401         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
402         ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
403
404         color = getPixelColor(device, 320, 240);
405         ok(color == test_data[i].out, "Expected color %08x, got %08x (for input %f)\n", test_data[i].out, color, test_data[i].in[0]);
406
407         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
408         ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
409     }
410
411     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
412     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
413
414     IDirect3DVertexDeclaration9_Release(vertex_declaration);
415     IDirect3DVertexShader9_Release(mova_shader);
416 }
417
418 struct sVertex {
419     float x, y, z;
420     DWORD diffuse;
421     DWORD specular;
422 };
423
424 struct sVertexT {
425     float x, y, z, rhw;
426     DWORD diffuse;
427     DWORD specular;
428 };
429
430 static void fog_test(IDirect3DDevice9 *device)
431 {
432     HRESULT hr;
433     DWORD color;
434     float start = 0.0, end = 1.0;
435
436     /* Gets full z based fog with linear fog, no fog with specular color */
437     struct sVertex unstransformed_1[] = {
438         {-1,    -1,   0.1,          0xFFFF0000,     0xFF000000  },
439         {-1,     0,   0.1,          0xFFFF0000,     0xFF000000  },
440         { 0,     0,   0.1,          0xFFFF0000,     0xFF000000  },
441         { 0,    -1,   0.1,          0xFFFF0000,     0xFF000000  },
442     };
443     /* Ok, I am too lazy to deal with transform matrices */
444     struct sVertex unstransformed_2[] = {
445         {-1,     0,   1.0,          0xFFFF0000,     0xFF000000  },
446         {-1,     1,   1.0,          0xFFFF0000,     0xFF000000  },
447         { 0,     1,   1.0,          0xFFFF0000,     0xFF000000  },
448         { 0,     0,   1.0,          0xFFFF0000,     0xFF000000  },
449     };
450     /* Untransformed ones. Give them a different diffuse color to make the test look
451      * nicer. It also makes making sure that they are drawn correctly easier.
452      */
453     struct sVertexT transformed_1[] = {
454         {320,    0,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
455         {640,    0,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
456         {640,  240,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
457         {320,  240,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
458     };
459     struct sVertexT transformed_2[] = {
460         {320,  240,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
461         {640,  240,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
462         {640,  480,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
463         {320,  480,   1.0,  1.0,    0xFFFFFF00,     0xFF000000  },
464     };
465     WORD Indices[] = {0, 1, 2, 2, 3, 0};
466
467     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
468     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %s\n", DXGetErrorString9(hr));
469
470     /* Setup initial states: No lighting, fog on, fog color */
471     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
472     ok(hr == D3D_OK, "Turning off lighting returned %s\n", DXGetErrorString9(hr));
473     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
474     ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
475     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
476     ok(hr == D3D_OK, "Turning on fog calculations returned %s\n", DXGetErrorString9(hr));
477
478     /* First test: Both table fog and vertex fog off */
479     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
480     ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
481     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
482     ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
483
484     /* Start = 0, end = 1. Should be default, but set them */
485     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
486     ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
487     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
488     ok(hr == D3D_OK, "Setting fog start returned %s\n", DXGetErrorString9(hr));
489
490     if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
491     {
492         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
493         ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
494         /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
495         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
496                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
497                                                      sizeof(unstransformed_1[0]));
498         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
499
500         /* That makes it use the Z value */
501         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
502         ok(hr == D3D_OK, "Turning off table fog returned %s\n", DXGetErrorString9(hr));
503         /* Untransformed, vertex fog != none (or table fog != none):
504          * Use the Z value as input into the equation
505          */
506         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
507                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
508                                                      sizeof(unstransformed_1[0]));
509         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
510
511         /* transformed verts */
512         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
513         ok( hr == D3D_OK, "SetFVF returned %s\n", DXGetErrorString9(hr));
514         /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
515         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
516                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
517                                                      sizeof(transformed_1[0]));
518         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %s\n", DXGetErrorString9(hr));
519
520         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
521         ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %s\n", DXGetErrorString9(hr));
522         /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
523          * equation
524          */
525         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
526                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
527                                                      sizeof(transformed_2[0]));
528
529         hr = IDirect3DDevice9_EndScene(device);
530         ok(hr == D3D_OK, "EndScene returned %s\n", DXGetErrorString9(hr));
531     }
532     else
533     {
534         ok(FALSE, "BeginScene failed\n");
535     }
536
537     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
538     color = getPixelColor(device, 160, 360);
539     ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
540     color = getPixelColor(device, 160, 120);
541     ok(color == 0x0000FF00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
542     color = getPixelColor(device, 480, 120);
543     ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
544     color = getPixelColor(device, 480, 360);
545     ok(color == 0x0000FF00, "Transformed vertex with linear table fog has color %08x\n", color);
546
547     /* Turn off the fog master switch to avoid confusing other tests */
548     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
549     ok(hr == D3D_OK, "Turning off fog calculations returned %s\n", DXGetErrorString9(hr));
550
551     IDirect3DDevice9_SetVertexDeclaration(device, NULL);
552 }
553
554 /* This test verifies the behaviour of cube maps wrt. texture wrapping.
555  * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
556  * regardless of the actual addressing mode set. */
557 static void test_cube_wrap(IDirect3DDevice9 *device)
558 {
559     static const float quad[][6] = {
560         {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
561         {-1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
562         { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
563         { 1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
564     };
565
566     static const D3DVERTEXELEMENT9 decl_elements[] = {
567         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
568         {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
569         D3DDECL_END()
570     };
571
572     static const struct {
573         D3DTEXTUREADDRESS mode;
574         const char *name;
575     } address_modes[] = {
576         {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
577         {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
578         {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
579         {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
580         {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
581     };
582
583     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
584     IDirect3DCubeTexture9 *texture = NULL;
585     IDirect3DSurface9 *surface = NULL;
586     D3DLOCKED_RECT locked_rect;
587     HRESULT hr;
588     INT x, y, face;
589
590     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
591     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
592     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
593     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
594
595     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
596             D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
597     ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
598
599     hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, D3DLOCK_DISCARD);
600     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
601
602     for (y = 0; y < 128; ++y)
603     {
604         DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
605         for (x = 0; x < 64; ++x)
606         {
607             *ptr++ = 0xffff0000;
608         }
609         for (x = 64; x < 128; ++x)
610         {
611             *ptr++ = 0xff0000ff;
612         }
613     }
614
615     hr = IDirect3DSurface9_UnlockRect(surface);
616     ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
617
618     hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
619             D3DPOOL_DEFAULT, &texture, NULL);
620     ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
621
622     /* Create cube faces */
623     for (face = 0; face < 6; ++face)
624     {
625         IDirect3DSurface9 *face_surface = NULL;
626
627         hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
628         ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
629
630         hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
631         ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
632
633         IDirect3DSurface9_Release(face_surface);
634     }
635
636     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
637     ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
638
639     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
640     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
641     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
642     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
643     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
644     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
645
646     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
647     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %s\n", DXGetErrorString9(hr));
648
649     for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
650     {
651         DWORD color;
652
653         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
654         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
655         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
656         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
657
658         hr = IDirect3DDevice9_BeginScene(device);
659         ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
660
661         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
662         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
663
664         hr = IDirect3DDevice9_EndScene(device);
665         ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
666
667         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
668         ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
669
670         /* Due to the nature of this test, we sample essentially at the edge
671          * between two faces. Because of this it's undefined from which face
672          * the driver will sample. Furtunately that's not important for this
673          * test, since all we care about is that it doesn't sample from the
674          * other side of the surface or from the border. */
675         color = getPixelColor(device, 320, 240);
676         ok(color == 0x00ff0000 || color == 0x000000ff,
677                 "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
678                 color, address_modes[x].name);
679
680         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
681         ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
682     }
683
684     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
685     ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
686
687     IDirect3DVertexDeclaration9_Release(vertex_declaration);
688     IDirect3DCubeTexture9_Release(texture);
689     IDirect3DSurface9_Release(surface);
690 }
691
692 /* This test tests fog in combination with shaders.
693  * What's tested: linear fog (vertex and table) with pixel shader
694  *                linear table fog with non foggy vertex shader
695  *                vertex fog with foggy vertex shader
696  * What's not tested: non linear fog with shader
697  *                    table fog with foggy vertex shader
698  */
699 static void fog_with_shader_test(IDirect3DDevice9 *device)
700 {
701     HRESULT hr;
702     DWORD color;
703     /* NOTE: changing these values will not effect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
704     union {float f; DWORD i;} start={.f=0.9}, end={.f=0.1};
705     unsigned int i, j;
706
707     /* basic vertex shader without fog computation ("non foggy") */
708     static const DWORD vertex_shader_code1[] = {
709         0xfffe0101,                                                             /* vs_1_1                       */
710         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
711         0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                */
712         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
713         0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                  */
714         0x0000ffff
715     };
716     /* basic vertex shader with reversed fog computation ("foggy") */
717     static const DWORD vertex_shader_code2[] = {
718         0xfffe0101,                                                             /* vs_1_1                        */
719         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0               */
720         0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                 */
721         0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
722         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                  */
723         0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                   */
724         0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000,                         /* add r0, v0.z, c0.z            */
725         0x00000005, 0xc00f0001, 0x80000000, 0xa0000000,                         /* mul oFog, r0.x, c0.x          */
726         0x0000ffff
727     };
728     /* basic pixel shader */
729     static const DWORD pixel_shader_code[] = {
730         0xffff0101,                                                             /* ps_1_1     */
731         0x00000001, 0x800f0000, 0x90e40000,                                     /* mov r0, vo */
732         0x0000ffff
733     };
734
735     static struct vertex quad[] = {
736         {-1.0f, -1.0f,  0.0f,          0xFFFF0000  },
737         {-1.0f,  1.0f,  0.0f,          0xFFFF0000  },
738         { 1.0f, -1.0f,  0.0f,          0xFFFF0000  },
739         { 1.0f,  1.0f,  0.0f,          0xFFFF0000  },
740     };
741
742     static const D3DVERTEXELEMENT9 decl_elements[] = {
743         {0,  0, D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
744         {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,    D3DDECLUSAGE_COLOR, 0},
745         D3DDECL_END()
746     };
747
748     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
749     IDirect3DVertexShader9      *vertex_shader[3]   = {NULL, NULL, NULL};
750     IDirect3DPixelShader9       *pixel_shader[2]    = {NULL, NULL};
751
752     /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
753     static const struct test_data_t {
754         int vshader;
755         int pshader;
756         D3DFOGMODE vfog;
757         D3DFOGMODE tfog;
758         unsigned int color[11];
759     } test_data[] = {
760         /* only pixel shader: */
761         {0, 1, 0, 3,
762         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
763          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
764         {0, 1, 1, 3,
765         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
766          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
767         {0, 1, 2, 3,
768         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
769          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
770         {0, 1, 3, 0,
771         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
772          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
773         {0, 1, 3, 3,
774         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
775          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
776
777         /* vertex shader */
778         {1, 0, 0, 0,
779         {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
780          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
781         {1, 0, 0, 3,
782         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
783          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
784         {1, 0, 1, 3,
785         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
786          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
787         {1, 0, 2, 3,
788         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
789          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
790         {1, 0, 3, 3,
791         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
792          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
793
794         /* vertex shader and pixel shader */
795         {1, 1, 0, 3,
796         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
797          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
798         {1, 1, 1, 3,
799         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
800          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
801         {1, 1, 2, 3,
802         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
803          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
804         {1, 1, 3, 3,
805         {0x0000ff00, 0x0000ff00, 0x0020df00, 0x0040bf00, 0x005fa000, 0x007f8000,
806          0x009f6000, 0x00bf4000, 0x00df2000, 0x00ff0000, 0x00df2000}},
807
808         /* foggy vertex shader */
809         {2, 0, 0, 0,
810         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
811          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
812         {2, 0, 1, 0,
813         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
814          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
815         {2, 0, 2, 0,
816         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
817          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
818         {2, 0, 3, 0,
819         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
820          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
821
822         /* foggy vertex shader and pixel shader */
823         {2, 1, 0, 0,
824         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
825          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
826         {2, 1, 1, 0,
827         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
828          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
829         {2, 1, 2, 0,
830         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
831          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
832         {2, 1, 3, 0,
833         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
834          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x001fe000}},
835
836     };
837
838     hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
839     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
840     hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
841     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
842     hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
843     ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
844     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
845     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
846
847     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
848     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
849
850     /* Setup initial states: No lighting, fog on, fog color */
851     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
852     ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
853     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
854     ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
855     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
856     ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
857     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
858     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
859
860     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
861     ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
862     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
863     ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
864
865     /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
866     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
867     ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
868     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
869     ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
870
871     for (i = 0; i < 22; i++)
872     {
873         hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
874         ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
875         hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
876         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
877         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
878         ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
879         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
880         ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
881
882         for(j=0; j < 11; j++)
883         {
884             /* Don't use the whole zrange to prevent rounding errors */
885             quad[0].z = 0.001f + (float)j / 10.001f;
886             quad[1].z = 0.001f + (float)j / 10.001f;
887             quad[2].z = 0.001f + (float)j / 10.001f;
888             quad[3].z = 0.001f + (float)j / 10.001f;
889
890             hr = IDirect3DDevice9_BeginScene(device);
891             ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
892
893             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
894             ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
895
896             hr = IDirect3DDevice9_EndScene(device);
897             ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
898
899             IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
900
901             /* As the red and green component are the result of blending use 5% tolerance on the expected value */
902             color = getPixelColor(device, 128, 240);
903             ok((unsigned char)(color) == ((unsigned char)test_data[i].color[j])
904                     && abs( ((unsigned char)(color>>8)) - (unsigned char)(test_data[i].color[j]>>8) ) < 13
905                     && abs( ((unsigned char)(color>>16)) - (unsigned char)(test_data[i].color[j]>>16) ) < 13,
906                     "fog ps%i vs%i fvm%i ftm%i: got color %08x, expected %08x +-5%%\n", test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, color, test_data[i].color[j]);
907         }
908     }
909
910     /* reset states */
911     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
912     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
913     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
914     ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
915     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
916     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
917     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
918     ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
919
920     IDirect3DVertexShader9_Release(vertex_shader[1]);
921     IDirect3DVertexShader9_Release(vertex_shader[2]);
922     IDirect3DPixelShader9_Release(pixel_shader[1]);
923     IDirect3DVertexDeclaration9_Release(vertex_declaration);
924 }
925
926 /* test the behavior of the texbem instruction
927  * with normal 2D and projective 2D textures
928  */
929 static void texbem_test(IDirect3DDevice9 *device)
930 {
931     HRESULT hr;
932     DWORD color;
933     unsigned int i, x, y;
934
935     static const DWORD pixel_shader_code[] = {
936         0xffff0101,                         /* ps_1_1*/
937         0x00000042, 0xb00f0000,             /* tex t0*/
938         0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
939         0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
940         0x0000ffff
941     };
942
943     static const float quad[][7] = {
944         {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
945         {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
946         { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
947         { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
948     };
949     static const float quad_proj[][9] = {
950         {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f,   0.0f,   0.0f, 0.0f, 128.0f},
951         {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f,   0.0f, 128.0f, 0.0f, 128.0f},
952         { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f,   0.0f, 0.0f, 128.0f},
953         { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
954     };
955
956     static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
957         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
958         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
959         {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
960         D3DDECL_END()
961     },{
962         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
963         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
964         {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
965         D3DDECL_END()
966     } };
967
968     /* use assymetric matrix to test loading */
969     float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
970
971     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
972     IDirect3DPixelShader9       *pixel_shader       = NULL;
973     IDirect3DTexture9           *texture[2]         = {NULL, NULL};
974     D3DLOCKED_RECT locked_rect;
975
976     /* Generate the textures */
977     for(i=0; i<2; i++)
978     {
979         hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
980                 D3DPOOL_MANAGED, &texture[i], NULL);
981         ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
982
983         hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, D3DLOCK_DISCARD);
984         ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
985         for (y = 0; y < 128; ++y)
986         {
987             if(i)
988             { /* Set up black texture with 2x2 texel white spot in the middle */
989                 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
990                 for (x = 0; x < 128; ++x)
991                 {
992                     if(y>62 && y<66 && x>62 && x<66)
993                         *ptr++ = 0xffffffff;
994                     else
995                         *ptr++ = 0xff000000;
996                 }
997             }
998             else
999             { /* Set up a displacement map which points away from the center parallel to the closest axis.
1000               * (if multiplied with bumpenvmat)
1001               */
1002                 WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
1003                 for (x = 0; x < 128; ++x)
1004                 {
1005                     if(abs(x-64)>abs(y-64))
1006                     {
1007                         if(x < 64)
1008                             *ptr++ = 0xc000;
1009                         else
1010                             *ptr++ = 0x4000;
1011                     }
1012                     else
1013                     {
1014                         if(y < 64)
1015                             *ptr++ = 0x0040;
1016                         else
1017                             *ptr++ = 0x00c0;
1018                     }
1019                 }
1020             }
1021         }
1022         hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
1023         ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
1024
1025         hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
1026         ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1027
1028         /* Disable texture filtering */
1029         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
1030         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1031         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
1032         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1033
1034         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1035         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
1036         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1037         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
1038     }
1039
1040     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1041     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1042     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1043     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1044     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
1045
1046     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
1047     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1048
1049     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1050     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
1051
1052     for(i=0; i<2; i++)
1053     {
1054         if(i)
1055         {
1056             hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
1057             ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1058         }
1059
1060         hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
1061         ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
1062         hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1063         ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
1064
1065         hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
1066         ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1067         hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
1068         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1069
1070         hr = IDirect3DDevice9_BeginScene(device);
1071         ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1072
1073         if(!i)
1074             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1075         else
1076             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
1077         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1078
1079         hr = IDirect3DDevice9_EndScene(device);
1080         ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1081
1082         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1083         ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1084
1085         color = getPixelColor(device, 320-32, 240);
1086         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1087         color = getPixelColor(device, 320+32, 240);
1088         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1089         color = getPixelColor(device, 320, 240-32);
1090         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1091         color = getPixelColor(device, 320, 240+32);
1092         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1093
1094         hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1095         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1096         IDirect3DPixelShader9_Release(pixel_shader);
1097
1098         hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1099         ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1100         IDirect3DVertexDeclaration9_Release(vertex_declaration);
1101     }
1102
1103     /* clean up */
1104     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
1105     ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
1106
1107     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
1108     ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1109
1110     for(i=0; i<2; i++)
1111     {
1112         hr = IDirect3DDevice9_SetTexture(device, i, NULL);
1113         ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1114         IDirect3DCubeTexture9_Release(texture[i]);
1115     }
1116 }
1117
1118 START_TEST(visual)
1119 {
1120     IDirect3DDevice9 *device_ptr;
1121     D3DCAPS9 caps;
1122     HRESULT hr;
1123     DWORD color;
1124
1125     d3d9_handle = LoadLibraryA("d3d9.dll");
1126     if (!d3d9_handle)
1127     {
1128         skip("Could not load d3d9.dll\n");
1129         return;
1130     }
1131
1132     device_ptr = init_d3d9();
1133     if (!device_ptr) return;
1134
1135     IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
1136
1137     /* Check for the reliability of the returned data */
1138     hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1139     if(FAILED(hr))
1140     {
1141         trace("Clear failed, can't assure correctness of the test results, skipping\n");
1142         goto cleanup;
1143     }
1144     IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1145
1146     color = getPixelColor(device_ptr, 1, 1);
1147     if(color !=0x00ff0000)
1148     {
1149         trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1150         goto cleanup;
1151     }
1152
1153     hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
1154     if(FAILED(hr))
1155     {
1156         trace("Clear failed, can't assure correctness of the test results, skipping\n");
1157         goto cleanup;
1158     }
1159     IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
1160
1161     color = getPixelColor(device_ptr, 639, 479);
1162     if(color != 0x0000ddee)
1163     {
1164         trace("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
1165         goto cleanup;
1166     }
1167
1168     /* Now execute the real tests */
1169     lighting_test(device_ptr);
1170     clear_test(device_ptr);
1171     fog_test(device_ptr);
1172     test_cube_wrap(device_ptr);
1173
1174     if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
1175     {
1176         test_mova(device_ptr);
1177     }
1178     else skip("No vs_2_0 support\n");
1179
1180     if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1181     {
1182         fog_with_shader_test(device_ptr);
1183     }
1184     else skip("No vs_1_1 and ps_1_1 support\n");
1185
1186     if (caps.PixelShaderVersion >= D3DVS_VERSION(1, 1))
1187     {
1188         texbem_test(device_ptr);
1189     }
1190     else skip("No ps_1_1 support\n");
1191
1192 cleanup:
1193     if(device_ptr) IDirect3DDevice9_Release(device_ptr);
1194 }