mshtml: Added IHTMLElement::get_offsetHeight implementation.
[wine] / dlls / d3d9 / tests / visual.c
1 /*
2  * Copyright 2005, 2007-2008 Henri Verbeet
3  * Copyright (C) 2007-2008 Stefan Dösinger(for CodeWeavers)
4  * Copyright (C) 2008 Jason Green(for TransGaming)
5  *
6  * This library is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU Lesser General Public
8  * License as published by the Free Software Foundation; either
9  * version 2.1 of the License, or (at your option) any later version.
10  *
11  * This library is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
14  * Lesser General Public License for more details.
15  *
16  * You should have received a copy of the GNU Lesser General Public
17  * License along with this library; if not, write to the Free Software
18  * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
19  */
20
21 /* This test framework allows limited testing of rendering results. Things are rendered, shown on
22  * the framebuffer, read back from there and compared to expected colors.
23  *
24  * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
25  * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
26  * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with
27  * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
28  * causes visible results in games can be tested in a way that does not depend on pixel exactness
29  */
30
31 #define COBJMACROS
32 #include <d3d9.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 BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
51 {
52     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
53     c1 >>= 8; c2 >>= 8;
54     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
55     c1 >>= 8; c2 >>= 8;
56     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
57     c1 >>= 8; c2 >>= 8;
58     if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
59     return TRUE;
60 }
61
62 /* Locks a given surface and returns the color at (x,y).  It's the caller's
63  * responsibility to only pass in lockable surfaces and valid x,y coordinates */
64 static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y)
65 {
66     DWORD color;
67     HRESULT hr;
68     D3DSURFACE_DESC desc;
69     RECT rectToLock = {x, y, x+1, y+1};
70     D3DLOCKED_RECT lockedRect;
71
72     hr = IDirect3DSurface9_GetDesc(surface, &desc);
73     if(FAILED(hr))  /* This is not a test */
74     {
75         trace("Can't get the surface description, hr=%08x\n", hr);
76         return 0xdeadbeef;
77     }
78
79     hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY);
80     if(FAILED(hr))  /* This is not a test */
81     {
82         trace("Can't lock the surface, hr=%08x\n", hr);
83         return 0xdeadbeef;
84     }
85     switch(desc.Format) {
86         case D3DFMT_A8R8G8B8:
87         {
88             color = ((DWORD *) lockedRect.pBits)[0] & 0xffffffff;
89             break;
90         }
91         default:
92             trace("Error: unknown surface format: %d\n", desc.Format);
93             color = 0xdeadbeef;
94             break;
95     }
96     hr = IDirect3DSurface9_UnlockRect(surface);
97     if(FAILED(hr))
98     {
99         trace("Can't unlock the surface, hr=%08x\n", hr);
100     }
101     return color;
102 }
103
104 static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
105 {
106     DWORD ret;
107     IDirect3DSurface9 *surf;
108     HRESULT hr;
109     D3DLOCKED_RECT lockedRect;
110     RECT rectToLock = {x, y, x+1, y+1};
111
112     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
113     if(FAILED(hr) || !surf )  /* This is not a test */
114     {
115         trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr);
116         return 0xdeadbeef;
117     }
118
119     hr = IDirect3DDevice9_GetFrontBufferData(device, 0, surf);
120     if(FAILED(hr))
121     {
122         trace("Can't read the front buffer data, hr=%08x\n", hr);
123         ret = 0xdeadbeed;
124         goto out;
125     }
126
127     hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
128     if(FAILED(hr))
129     {
130         trace("Can't lock the offscreen surface, hr=%08x\n", hr);
131         ret = 0xdeadbeec;
132         goto out;
133     }
134
135     /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
136      * really important for these tests
137      */
138     ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
139     hr = IDirect3DSurface9_UnlockRect(surf);
140     if(FAILED(hr))
141     {
142         trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
143     }
144
145 out:
146     if(surf) IDirect3DSurface9_Release(surf);
147     return ret;
148 }
149
150 static IDirect3DDevice9 *init_d3d9(void)
151 {
152     IDirect3D9 * (__stdcall * d3d9_create)(UINT SDKVersion) = 0;
153     IDirect3D9 *d3d9_ptr = 0;
154     IDirect3DDevice9 *device_ptr = 0;
155     D3DPRESENT_PARAMETERS present_parameters;
156     HRESULT hr;
157     D3DADAPTER_IDENTIFIER9 identifier;
158
159     d3d9_create = (void *)GetProcAddress(d3d9_handle, "Direct3DCreate9");
160     ok(d3d9_create != NULL, "Failed to get address of Direct3DCreate9\n");
161     if (!d3d9_create) return NULL;
162
163     d3d9_ptr = d3d9_create(D3D_SDK_VERSION);
164     ok(d3d9_ptr != NULL, "Failed to create IDirect3D9 object\n");
165     if (!d3d9_ptr) return NULL;
166
167     ZeroMemory(&present_parameters, sizeof(present_parameters));
168     present_parameters.Windowed = FALSE;
169     present_parameters.hDeviceWindow = create_window();
170     present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
171     present_parameters.BackBufferWidth = 640;
172     present_parameters.BackBufferHeight = 480;
173     present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
174     present_parameters.EnableAutoDepthStencil = TRUE;
175     present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
176
177     memset(&identifier, 0, sizeof(identifier));
178     hr = IDirect3D9_GetAdapterIdentifier(d3d9_ptr, 0, 0, &identifier);
179     ok(hr == D3D_OK, "Failed to get adapter identifier description\n");
180     trace("Driver string: \"%s\"\n", identifier.Driver);
181     trace("Description string: \"%s\"\n", identifier.Description);
182     trace("Device name string: \"%s\"\n", identifier.DeviceName);
183     trace("Driver version %d.%d.%d.%d\n",
184           HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart),
185           HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart));
186
187     hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
188     if(FAILED(hr)) {
189         present_parameters.AutoDepthStencilFormat = D3DFMT_D16;
190         hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
191         if(FAILED(hr)) {
192             hr = IDirect3D9_CreateDevice(d3d9_ptr, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, present_parameters.hDeviceWindow, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device_ptr);
193         }
194     }
195     ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "IDirect3D_CreateDevice returned: %08x\n", hr);
196
197     return device_ptr;
198 }
199
200 struct vertex
201 {
202     float x, y, z;
203     DWORD diffuse;
204 };
205
206 struct tvertex
207 {
208     float x, y, z, rhw;
209     DWORD diffuse;
210 };
211
212 struct nvertex
213 {
214     float x, y, z;
215     float nx, ny, nz;
216     DWORD diffuse;
217 };
218
219 static void lighting_test(IDirect3DDevice9 *device)
220 {
221     HRESULT hr;
222     DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
223     DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
224     DWORD color;
225
226     float mat[16] = { 1.0f, 0.0f, 0.0f, 0.0f,
227                       0.0f, 1.0f, 0.0f, 0.0f,
228                       0.0f, 0.0f, 1.0f, 0.0f,
229                       0.0f, 0.0f, 0.0f, 1.0f };
230
231     struct vertex unlitquad[] =
232     {
233         {-1.0f, -1.0f,   0.1f,                          0xffff0000},
234         {-1.0f,  0.0f,   0.1f,                          0xffff0000},
235         { 0.0f,  0.0f,   0.1f,                          0xffff0000},
236         { 0.0f, -1.0f,   0.1f,                          0xffff0000},
237     };
238     struct vertex litquad[] =
239     {
240         {-1.0f,  0.0f,   0.1f,                          0xff00ff00},
241         {-1.0f,  1.0f,   0.1f,                          0xff00ff00},
242         { 0.0f,  1.0f,   0.1f,                          0xff00ff00},
243         { 0.0f,  0.0f,   0.1f,                          0xff00ff00},
244     };
245     struct nvertex unlitnquad[] =
246     {
247         { 0.0f, -1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
248         { 0.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
249         { 1.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
250         { 1.0f, -1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xff0000ff},
251     };
252     struct nvertex litnquad[] =
253     {
254         { 0.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
255         { 0.0f,  1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
256         { 1.0f,  1.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
257         { 1.0f,  0.0f,   0.1f,  1.0f,   1.0f,   1.0f,   0xffffff00},
258     };
259     WORD Indices[] = {0, 1, 2, 2, 3, 0};
260
261     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
262     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
263
264     /* Setup some states that may cause issues */
265     hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), (D3DMATRIX *) mat);
266     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
267     hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, (D3DMATRIX *)mat);
268     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
269     hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, (D3DMATRIX *) mat);
270     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
271     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
272     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
273     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
274     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
275     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
276     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
277     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
278     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
279     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
280     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
281     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
282     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
283     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
284     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
285     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
286     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
287     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
288     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
289
290     hr = IDirect3DDevice9_SetFVF(device, fvf);
291     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
292
293     hr = IDirect3DDevice9_BeginScene(device);
294     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
295     if(hr == D3D_OK)
296     {
297         /* No lights are defined... That means, lit vertices should be entirely black */
298         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
299         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
300         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
301                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
302         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
303
304         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
305         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
306         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
307                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
308         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
309
310         hr = IDirect3DDevice9_SetFVF(device, nfvf);
311         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
312
313         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
314         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
315         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
316                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
317         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
318
319         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
320         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
321         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
322                                                     2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
323         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
324
325         IDirect3DDevice9_EndScene(device);
326         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
327     }
328
329     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
330
331     color = getPixelColor(device, 160, 360); /* lower left quad - unlit without normals */
332     ok(color == 0x00ff0000, "Unlit quad without normals has color %08x\n", color);
333     color = getPixelColor(device, 160, 120); /* upper left quad - lit without normals */
334     ok(color == 0x00000000, "Lit quad without normals has color %08x\n", color);
335     color = getPixelColor(device, 480, 360); /* lower left quad - unlit with normals */
336     ok(color == 0x000000ff, "Unlit quad with normals has color %08x\n", color);
337     color = getPixelColor(device, 480, 120); /* upper left quad - lit with normals */
338     ok(color == 0x00000000, "Lit quad with normals has color %08x\n", color);
339
340     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
341     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
342 }
343
344 static void clear_test(IDirect3DDevice9 *device)
345 {
346     /* Tests the correctness of clearing parameters */
347     HRESULT hr;
348     D3DRECT rect[2];
349     D3DRECT rect_negneg;
350     DWORD color;
351     D3DVIEWPORT9 old_vp, vp;
352     RECT scissor;
353     DWORD oldColorWrite;
354     BOOL invalid_clear_failed = FALSE;
355
356     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
357     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
358
359     /* Positive x, negative y */
360     rect[0].x1 = 0;
361     rect[0].y1 = 480;
362     rect[0].x2 = 320;
363     rect[0].y2 = 240;
364
365     /* Positive x, positive y */
366     rect[1].x1 = 0;
367     rect[1].y1 = 0;
368     rect[1].x2 = 320;
369     rect[1].y2 = 240;
370     /* Clear 2 rectangles with one call. The refrast returns an error in this case, every real driver tested so far
371      * returns D3D_OK, but ignores the rectangle silently
372      */
373     hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
374     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
375     if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
376
377     /* negative x, negative y */
378     rect_negneg.x1 = 640;
379     rect_negneg.y1 = 240;
380     rect_negneg.x2 = 320;
381     rect_negneg.y2 = 0;
382     hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
383     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
384     if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
385
386     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
387
388     color = getPixelColor(device, 160, 360); /* lower left quad */
389     ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
390     color = getPixelColor(device, 160, 120); /* upper left quad */
391     if(invalid_clear_failed) {
392         /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */
393         ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color);
394     } else {
395         /* If the negative rectangle was dropped silently, the correct ones are cleared */
396         ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
397     }
398     color = getPixelColor(device, 480, 360); /* lower right quad  */
399     ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
400     color = getPixelColor(device, 480, 120); /* upper right quad */
401     ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
402
403     /* Test how the viewport affects clears */
404     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
405     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
406     hr = IDirect3DDevice9_GetViewport(device, &old_vp);
407     ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
408
409     vp.X = 160;
410     vp.Y = 120;
411     vp.Width = 160;
412     vp.Height = 120;
413     vp.MinZ = 0.0;
414     vp.MaxZ = 1.0;
415     hr = IDirect3DDevice9_SetViewport(device, &vp);
416     ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
417     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
418     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
419
420     vp.X = 320;
421     vp.Y = 240;
422     vp.Width = 320;
423     vp.Height = 240;
424     vp.MinZ = 0.0;
425     vp.MaxZ = 1.0;
426     hr = IDirect3DDevice9_SetViewport(device, &vp);
427     ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
428     rect[0].x1 = 160;
429     rect[0].y1 = 120;
430     rect[0].x2 = 480;
431     rect[0].y2 = 360;
432     hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
433     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
434
435     hr = IDirect3DDevice9_SetViewport(device, &old_vp);
436     ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
437
438     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
439     color = getPixelColor(device, 158, 118);
440     ok(color == 0x00ffffff, "(158,118) has color %08x\n", color);
441     color = getPixelColor(device, 162, 118);
442     ok(color == 0x00ffffff, "(162,118) has color %08x\n", color);
443     color = getPixelColor(device, 158, 122);
444     ok(color == 0x00ffffff, "(158,122) has color %08x\n", color);
445     color = getPixelColor(device, 162, 122);
446     ok(color == 0x000000ff, "(162,122) has color %08x\n", color);
447
448     color = getPixelColor(device, 318, 238);
449     ok(color == 0x000000ff, "(318,238) has color %08x\n", color);
450     color = getPixelColor(device, 322, 238);
451     ok(color == 0x00ffffff, "(322,328) has color %08x\n", color);
452     color = getPixelColor(device, 318, 242);
453     ok(color == 0x00ffffff, "(318,242) has color %08x\n", color);
454     color = getPixelColor(device, 322, 242);
455     ok(color == 0x0000ff00, "(322,242) has color %08x\n", color);
456
457     color = getPixelColor(device, 478, 358);
458     ok(color == 0x0000ff00, "(478,358 has color %08x\n", color);
459     color = getPixelColor(device, 482, 358);
460     ok(color == 0x00ffffff, "(482,358) has color %08x\n", color);
461     color = getPixelColor(device, 478, 362);
462     ok(color == 0x00ffffff, "(478,362) has color %08x\n", color);
463     color = getPixelColor(device, 482, 362);
464     ok(color == 0x00ffffff, "(482,362) has color %08x\n", color);
465
466     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
467     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
468
469     scissor.left = 160;
470     scissor.right = 480;
471     scissor.top = 120;
472     scissor.bottom = 360;
473     hr = IDirect3DDevice9_SetScissorRect(device, &scissor);
474     ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
475     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE);
476     ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
477
478     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
479     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
480     hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
481     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
482
483     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
484     ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
485
486     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
487     color = getPixelColor(device, 158, 118);
488     ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
489     color = getPixelColor(device, 162, 118);
490     ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color);
491     color = getPixelColor(device, 158, 122);
492     ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
493     color = getPixelColor(device, 162, 122);
494     ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color);
495
496     color = getPixelColor(device, 158, 358);
497     ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
498     color = getPixelColor(device, 162, 358);
499     ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color);
500     color = getPixelColor(device, 158, 358);
501     ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
502     color = getPixelColor(device, 162, 362);
503     ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color);
504
505     color = getPixelColor(device, 478, 118);
506     ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
507     color = getPixelColor(device, 478, 122);
508     ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color);
509     color = getPixelColor(device, 482, 122);
510     ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
511     color = getPixelColor(device, 482, 358);
512     ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color);
513
514     color = getPixelColor(device, 478, 358);
515     ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color);
516     color = getPixelColor(device, 478, 362);
517     ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color);
518     color = getPixelColor(device, 482, 358);
519     ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
520     color = getPixelColor(device, 482, 362);
521     ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
522
523     color = getPixelColor(device, 318, 238);
524     ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color);
525     color = getPixelColor(device, 318, 242);
526     ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color);
527     color = getPixelColor(device, 322, 238);
528     ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color);
529     color = getPixelColor(device, 322, 242);
530     ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color);
531
532     hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite);
533     ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
534     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
535     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
536
537     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
538     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
539
540     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite);
541     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
542
543     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
544
545     /* Colorwriteenable does not affect the clear */
546     color = getPixelColor(device, 320, 240);
547     ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color);
548 }
549
550 typedef struct {
551     float in[4];
552     DWORD out;
553 } test_data_t;
554
555 /*
556  *  c7      mova    ARGB            mov     ARGB
557  * -2.4     -2      0x00ffff00      -3      0x00ff0000
558  * -1.6     -2      0x00ffff00      -2      0x00ffff00
559  * -0.4      0      0x0000ffff      -1      0x0000ff00
560  *  0.4      0      0x0000ffff       0      0x0000ffff
561  *  1.6      2      0x00ff00ff       1      0x000000ff
562  *  2.4      2      0x00ff00ff       2      0x00ff00ff
563  */
564 static void test_mova(IDirect3DDevice9 *device)
565 {
566     static const DWORD mova_test[] = {
567         0xfffe0200,                                                             /* vs_2_0                       */
568         0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
569         0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0   */
570         0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0   */
571         0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0   */
572         0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0   */
573         0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0   */
574         0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0   */
575         0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0   */
576         0x0200002e, 0xb0010000, 0xa0000007,                                     /* mova a0.x, c7.x              */
577         0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000,                         /* mov oD0, c[a0.x + 3]         */
578         0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
579         0x0000ffff                                                              /* END                          */
580     };
581     static const DWORD mov_test[] = {
582         0xfffe0101,                                                             /* vs_1_1                       */
583         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
584         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0   */
585         0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0   */
586         0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0   */
587         0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0   */
588         0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0   */
589         0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0   */
590         0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0   */
591         0x00000001, 0xb0010000, 0xa0000007,                                     /* mov a0.x, c7.x               */
592         0x00000001, 0xd00f0000, 0xa0e42003,                                     /* mov oD0, c[a0.x + 3]         */
593         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
594         0x0000ffff                                                              /* END                          */
595     };
596
597     static const test_data_t test_data[2][6] = {
598         {
599             {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000},
600             {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
601             {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00},
602             {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
603             {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff},
604             {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
605         },
606         {
607             {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
608             {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
609             {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
610             {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
611             {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
612             {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
613         }
614     };
615
616     static const float quad[][3] = {
617         {-1.0f, -1.0f, 0.0f},
618         {-1.0f,  1.0f, 0.0f},
619         { 1.0f, -1.0f, 0.0f},
620         { 1.0f,  1.0f, 0.0f},
621     };
622
623     static const D3DVERTEXELEMENT9 decl_elements[] = {
624         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
625         D3DDECL_END()
626     };
627
628     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
629     IDirect3DVertexShader9 *mova_shader = NULL;
630     IDirect3DVertexShader9 *mov_shader = NULL;
631     HRESULT hr;
632     UINT i, j;
633
634     hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
635     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
636     hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader);
637     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
638     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
639     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
640     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
641     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
642
643     hr = IDirect3DDevice9_SetVertexShader(device, mov_shader);
644     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
645     for(j = 0; j < 2; ++j)
646     {
647         for (i = 0; i < (sizeof(test_data[0]) / sizeof(test_data_t)); ++i)
648         {
649             DWORD color;
650
651             hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1);
652             ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
653
654             hr = IDirect3DDevice9_BeginScene(device);
655             ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
656
657             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float));
658             ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
659
660             hr = IDirect3DDevice9_EndScene(device);
661             ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
662
663             hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
664             ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
665
666             color = getPixelColor(device, 320, 240);
667             ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n",
668                test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova");
669
670             hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
671             ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
672         }
673         hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
674         ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
675     }
676
677     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
678     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
679
680     IDirect3DVertexDeclaration9_Release(vertex_declaration);
681     IDirect3DVertexShader9_Release(mova_shader);
682     IDirect3DVertexShader9_Release(mov_shader);
683 }
684
685 struct sVertex {
686     float x, y, z;
687     DWORD diffuse;
688     DWORD specular;
689 };
690
691 struct sVertexT {
692     float x, y, z, rhw;
693     DWORD diffuse;
694     DWORD specular;
695 };
696
697 static void fog_test(IDirect3DDevice9 *device)
698 {
699     HRESULT hr;
700     DWORD color;
701     BYTE r, g, b;
702     float start = 0.0f, end = 1.0f;
703     D3DCAPS9 caps;
704     int i;
705
706     /* Gets full z based fog with linear fog, no fog with specular color */
707     struct sVertex unstransformed_1[] = {
708         {-1,    -1,   0.1f,         0xFFFF0000,     0xFF000000  },
709         {-1,     0,   0.1f,         0xFFFF0000,     0xFF000000  },
710         { 0,     0,   0.1f,         0xFFFF0000,     0xFF000000  },
711         { 0,    -1,   0.1f,         0xFFFF0000,     0xFF000000  },
712     };
713     /* Ok, I am too lazy to deal with transform matrices */
714     struct sVertex unstransformed_2[] = {
715         {-1,     0,   1.0f,         0xFFFF0000,     0xFF000000  },
716         {-1,     1,   1.0f,         0xFFFF0000,     0xFF000000  },
717         { 0,     1,   1.0f,         0xFFFF0000,     0xFF000000  },
718         { 0,     0,   1.0f,         0xFFFF0000,     0xFF000000  },
719     };
720     /* Untransformed ones. Give them a different diffuse color to make the test look
721      * nicer. It also makes making sure that they are drawn correctly easier.
722      */
723     struct sVertexT transformed_1[] = {
724         {320,    0,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
725         {640,    0,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
726         {640,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
727         {320,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
728     };
729     struct sVertexT transformed_2[] = {
730         {320,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
731         {640,  240,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
732         {640,  480,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
733         {320,  480,   1.0f, 1.0f,   0xFFFFFF00,     0xFF000000  },
734     };
735     struct vertex rev_fog_quads[] = {
736        {-1.0,   -1.0,   0.1,    0x000000ff},
737        {-1.0,    0.0,   0.1,    0x000000ff},
738        { 0.0,    0.0,   0.1,    0x000000ff},
739        { 0.0,   -1.0,   0.1,    0x000000ff},
740
741        { 0.0,   -1.0,   0.9,    0x000000ff},
742        { 0.0,    0.0,   0.9,    0x000000ff},
743        { 1.0,    0.0,   0.9,    0x000000ff},
744        { 1.0,   -1.0,   0.9,    0x000000ff},
745
746        { 0.0,    0.0,   0.4,    0x000000ff},
747        { 0.0,    1.0,   0.4,    0x000000ff},
748        { 1.0,    1.0,   0.4,    0x000000ff},
749        { 1.0,    0.0,   0.4,    0x000000ff},
750
751        {-1.0,    0.0,   0.7,    0x000000ff},
752        {-1.0,    1.0,   0.7,    0x000000ff},
753        { 0.0,    1.0,   0.7,    0x000000ff},
754        { 0.0,    0.0,   0.7,    0x000000ff},
755     };
756     WORD Indices[] = {0, 1, 2, 2, 3, 0};
757
758     memset(&caps, 0, sizeof(caps));
759     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
760     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
761     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
762     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
763
764     /* Setup initial states: No lighting, fog on, fog color */
765     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
766     ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
767     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
768     ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
769     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
770     ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
771
772     /* First test: Both table fog and vertex fog off */
773     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
774     ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
775     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
776     ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
777
778     /* Start = 0, end = 1. Should be default, but set them */
779     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
780     ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
781     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
782     ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
783
784     if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
785     {
786         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
787         ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
788         /* Untransformed, vertex fog = NONE, table fog = NONE: Read the fog weighting from the specular color */
789         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
790                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
791                                                      sizeof(unstransformed_1[0]));
792         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
793
794         /* That makes it use the Z value */
795         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
796         ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
797         /* Untransformed, vertex fog != none (or table fog != none):
798          * Use the Z value as input into the equation
799          */
800         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
801                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
802                                                      sizeof(unstransformed_1[0]));
803         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
804
805         /* transformed verts */
806         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
807         ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
808         /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
809         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
810                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
811                                                      sizeof(transformed_1[0]));
812         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
813
814         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
815         ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
816         /* Transformed, table fog != none, vertex anything: Use Z value as input to the fog
817          * equation
818          */
819         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
820                                                      2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
821                                                      sizeof(transformed_2[0]));
822
823         hr = IDirect3DDevice9_EndScene(device);
824         ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
825     }
826     else
827     {
828         ok(FALSE, "BeginScene failed\n");
829     }
830
831     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
832     color = getPixelColor(device, 160, 360);
833     ok(color == 0x00FF0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
834     color = getPixelColor(device, 160, 120);
835     ok(color == 0x0000FF00 || color == 0x0000FE00, "Untransformed vertex with linear vertex fog has color %08x\n", color);
836     color = getPixelColor(device, 480, 120);
837     ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
838     if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
839     {
840         color = getPixelColor(device, 480, 360);
841         ok(color == 0x0000FF00 || color == 0x0000FE00, "Transformed vertex with linear table fog has color %08x\n", color);
842     }
843     else
844     {
845         /* Without fog table support the vertex fog is still applied, even though table fog is turned on.
846          * The settings above result in no fogging with vertex fog
847          */
848         color = getPixelColor(device, 480, 120);
849         ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
850         trace("Info: Table fog not supported by this device\n");
851     }
852
853     /* Now test the special case fogstart == fogend */
854     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
855     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
856
857     if(IDirect3DDevice9_BeginScene(device) == D3D_OK)
858     {
859         start = 512;
860         end = 512;
861         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
862         ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
863         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
864         ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
865
866         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
867         ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
868         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
869         ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %08x\n", hr);
870         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
871         ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
872
873         /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512. Would result in
874          * a completely fog-free primitive because start > zcoord, but because start == end, the primitive
875          * is fully covered by fog. The same happens to the 2nd untransformed quad with z = 1.0.
876          * The third transformed quad remains unfogged because the fogcoords are read from the specular
877          * color and has fixed fogstart and fogend.
878          */
879         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
880                 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_1,
881                 sizeof(unstransformed_1[0]));
882         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
883         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
884                 2 /*PrimCount */, Indices, D3DFMT_INDEX16, unstransformed_2,
885                 sizeof(unstransformed_1[0]));
886         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
887
888         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
889         ok( hr == D3D_OK, "SetFVF returned %08x\n", hr);
890         /* Transformed, vertex fog != NONE, pixel fog == NONE: Use specular color alpha component */
891         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
892                 2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_1,
893                 sizeof(transformed_1[0]));
894         ok(hr == D3D_OK, "DrawIndexedPrimitiveUP returned %08x\n", hr);
895
896         hr = IDirect3DDevice9_EndScene(device);
897         ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
898     }
899     else
900     {
901         ok(FALSE, "BeginScene failed\n");
902     }
903     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
904     color = getPixelColor(device, 160, 360);
905     ok(color == 0x0000FF00 || color == 0x0000FE00, "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color);
906     color = getPixelColor(device, 160, 120);
907     ok(color == 0x0000FF00 || color == 0x0000FE00, "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color);
908     color = getPixelColor(device, 480, 120);
909     ok(color == 0x00FFFF00, "Transformed vertex with linear vertex fog has color %08x\n", color);
910
911     /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
912      * but without shaders it seems to work everywhere
913      */
914     end = 0.2;
915     start = 0.8;
916     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
917     ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
918     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
919     ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
920     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
921     ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
922
923     /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so
924      * it doesn't seem very important for games. ATI cards also have problems with reversed table fog,
925      * so skip this for now
926      */
927     for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) {
928         const char *mode = (i ? "table" : "vertex");
929         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
930         ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
931         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE);
932         ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
933         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR);
934         ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
935         hr = IDirect3DDevice9_BeginScene(device);
936         ok( hr == D3D_OK, "IDirect3DDDevice9_BeginScene returned %08x\n", hr);
937         if(SUCCEEDED(hr)) {
938             WORD Indices2[] = { 0,  1,  2,  2,  3, 0,
939                                 4,  5,  6,  6,  7, 4,
940                                 8,  9, 10, 10, 11, 8,
941                             12, 13, 14, 14, 15, 12};
942
943             hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */,
944                     16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads,
945                     sizeof(rev_fog_quads[0]));
946
947             hr = IDirect3DDevice9_EndScene(device);
948             ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %08x\n", hr);
949         }
950         IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
951         color = getPixelColor(device, 160, 360);
952         ok(color == 0x0000FF00 || color == 0x0000FE00, "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00\n", mode, color);
953
954         color = getPixelColor(device, 160, 120);
955         r = (color & 0x00ff0000) >> 16;
956         g = (color & 0x0000ff00) >>  8;
957         b = (color & 0x000000ff);
958         ok(r == 0x00 && g >= 0x29 && g <= 0x2d && b >= 0xd2 && b <= 0xd6,
959            "Reversed %s fog: z=0.7 has color 0x%08x, expected\n", mode, color);
960
961         color = getPixelColor(device, 480, 120);
962         r = (color & 0x00ff0000) >> 16;
963         g = (color & 0x0000ff00) >>  8;
964         b = (color & 0x000000ff);
965         ok(r == 0x00 && g >= 0xa8 && g <= 0xac && b >= 0x53 && b <= 0x57,
966            "Reversed %s fog: z=0.4 has color 0x%08x, expected\n", mode, color);
967
968         color = getPixelColor(device, 480, 360);
969         ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color);
970
971         if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) {
972             skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n");
973             break;
974         }
975     }
976     /* Turn off the fog master switch to avoid confusing other tests */
977     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
978     ok(hr == D3D_OK, "Turning off fog calculations returned %08x\n", hr);
979     start = 0.0;
980     end = 1.0;
981     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
982     ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
983     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
984     ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
985     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
986     ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState %08x\n", hr);
987     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
988     ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %08x\n", hr);
989 }
990
991 /* This test verifies the behaviour of cube maps wrt. texture wrapping.
992  * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
993  * regardless of the actual addressing mode set. */
994 static void test_cube_wrap(IDirect3DDevice9 *device)
995 {
996     static const float quad[][6] = {
997         {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
998         {-1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
999         { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
1000         { 1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
1001     };
1002
1003     static const D3DVERTEXELEMENT9 decl_elements[] = {
1004         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
1005         {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
1006         D3DDECL_END()
1007     };
1008
1009     static const struct {
1010         D3DTEXTUREADDRESS mode;
1011         const char *name;
1012     } address_modes[] = {
1013         {D3DTADDRESS_WRAP, "D3DTADDRESS_WRAP"},
1014         {D3DTADDRESS_MIRROR, "D3DTADDRESS_MIRROR"},
1015         {D3DTADDRESS_CLAMP, "D3DTADDRESS_CLAMP"},
1016         {D3DTADDRESS_BORDER, "D3DTADDRESS_BORDER"},
1017         {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
1018     };
1019
1020     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
1021     IDirect3DCubeTexture9 *texture = NULL;
1022     IDirect3DSurface9 *surface = NULL;
1023     D3DLOCKED_RECT locked_rect;
1024     HRESULT hr;
1025     UINT x;
1026     INT y, face;
1027
1028     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
1029     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
1030     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1031     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
1032
1033     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
1034             D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
1035     ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
1036
1037     hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
1038     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1039
1040     for (y = 0; y < 128; ++y)
1041     {
1042         DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
1043         for (x = 0; x < 64; ++x)
1044         {
1045             *ptr++ = 0xffff0000;
1046         }
1047         for (x = 64; x < 128; ++x)
1048         {
1049             *ptr++ = 0xff0000ff;
1050         }
1051     }
1052
1053     hr = IDirect3DSurface9_UnlockRect(surface);
1054     ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
1055
1056     hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
1057             D3DPOOL_DEFAULT, &texture, NULL);
1058     ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
1059
1060     /* Create cube faces */
1061     for (face = 0; face < 6; ++face)
1062     {
1063         IDirect3DSurface9 *face_surface = NULL;
1064
1065         hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
1066         ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
1067
1068         hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
1069         ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
1070
1071         IDirect3DSurface9_Release(face_surface);
1072     }
1073
1074     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
1075     ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1076
1077     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
1078     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1079     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
1080     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1081     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
1082     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
1083
1084     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1085     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1086
1087     for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
1088     {
1089         DWORD color;
1090
1091         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
1092         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
1093         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
1094         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
1095
1096         hr = IDirect3DDevice9_BeginScene(device);
1097         ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1098
1099         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1100         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1101
1102         hr = IDirect3DDevice9_EndScene(device);
1103         ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1104
1105         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1106         ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1107
1108         /* Due to the nature of this test, we sample essentially at the edge
1109          * between two faces. Because of this it's undefined from which face
1110          * the driver will sample. Fortunately that's not important for this
1111          * test, since all we care about is that it doesn't sample from the
1112          * other side of the surface or from the border. */
1113         color = getPixelColor(device, 320, 240);
1114         ok(color == 0x00ff0000 || color == 0x000000ff,
1115                 "Got color 0x%08x for addressing mode %s, expected 0x00ff0000 or 0x000000ff.\n",
1116                 color, address_modes[x].name);
1117
1118         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
1119         ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
1120     }
1121
1122     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
1123     ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1124
1125     IDirect3DVertexDeclaration9_Release(vertex_declaration);
1126     IDirect3DCubeTexture9_Release(texture);
1127     IDirect3DSurface9_Release(surface);
1128 }
1129
1130 static void offscreen_test(IDirect3DDevice9 *device)
1131 {
1132     HRESULT hr;
1133     IDirect3DTexture9 *offscreenTexture = NULL;
1134     IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
1135     DWORD color;
1136
1137     static const float quad[][5] = {
1138         {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
1139         {-0.5f,  0.5f, 0.1f, 0.0f, 1.0f},
1140         { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
1141         { 0.5f,  0.5f, 0.1f, 1.0f, 1.0f},
1142     };
1143
1144     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
1145     ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
1146
1147     hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
1148     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
1149     if(!offscreenTexture) {
1150         trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n");
1151         hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
1152         ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
1153         if(!offscreenTexture) {
1154             skip("Cannot create an offscreen render target\n");
1155             goto out;
1156         }
1157     }
1158
1159     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
1160     ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
1161     if(!backbuffer) {
1162         goto out;
1163     }
1164
1165     hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
1166     ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
1167     if(!offscreen) {
1168         goto out;
1169     }
1170
1171     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
1172     ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
1173
1174     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
1175     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
1176     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
1177     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
1178     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
1179     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1180     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
1181     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1182     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1183     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1184
1185     if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
1186         hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
1187         ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
1188         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1189         ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
1190
1191         /* Draw without textures - Should result in a white quad */
1192         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
1193         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
1194
1195         hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
1196         ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
1197         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
1198         ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
1199
1200         /* This time with the texture */
1201         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
1202         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
1203
1204         IDirect3DDevice9_EndScene(device);
1205     }
1206
1207     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1208
1209     /* Center quad - should be white */
1210     color = getPixelColor(device, 320, 240);
1211     ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1212     /* Some quad in the cleared part of the texture */
1213     color = getPixelColor(device, 170, 240);
1214     ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
1215     /* Part of the originally cleared back buffer */
1216     color = getPixelColor(device, 10, 10);
1217     ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
1218     if(0) {
1219         /* Lower left corner of the screen, where back buffer offscreen rendering draws the offscreen texture.
1220          * It should be red, but the offscreen texture may leave some junk there. Not tested yet. Depending on
1221          * the offscreen rendering mode this test would succeed or fail
1222          */
1223         color = getPixelColor(device, 10, 470);
1224         ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
1225     }
1226
1227 out:
1228     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
1229
1230     /* restore things */
1231     if(backbuffer) {
1232         IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
1233         IDirect3DSurface9_Release(backbuffer);
1234     }
1235     if(offscreenTexture) {
1236         IDirect3DTexture9_Release(offscreenTexture);
1237     }
1238     if(offscreen) {
1239         IDirect3DSurface9_Release(offscreen);
1240     }
1241 }
1242
1243 /* This test tests fog in combination with shaders.
1244  * What's tested: linear fog (vertex and table) with pixel shader
1245  *                linear table fog with non foggy vertex shader
1246  *                vertex fog with foggy vertex shader
1247  * What's not tested: non linear fog with shader
1248  *                    table fog with foggy vertex shader
1249  */
1250 static void fog_with_shader_test(IDirect3DDevice9 *device)
1251 {
1252     HRESULT hr;
1253     DWORD color;
1254     union {
1255         float f;
1256         DWORD i;
1257     } start, end;
1258     unsigned int i, j;
1259
1260     /* basic vertex shader without fog computation ("non foggy") */
1261     static const DWORD vertex_shader_code1[] = {
1262         0xfffe0101,                                                             /* vs_1_1                       */
1263         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
1264         0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                */
1265         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
1266         0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                  */
1267         0x0000ffff
1268     };
1269     /* basic vertex shader with reversed fog computation ("foggy") */
1270     static const DWORD vertex_shader_code2[] = {
1271         0xfffe0101,                                                             /* vs_1_1                        */
1272         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0               */
1273         0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                 */
1274         0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
1275         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                  */
1276         0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                   */
1277         0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000,                         /* add r0, v0.z, c0.z            */
1278         0x00000005, 0xc00f0001, 0x80000000, 0xa0000000,                         /* mul oFog, r0.x, c0.x          */
1279         0x0000ffff
1280     };
1281     /* basic pixel shader */
1282     static const DWORD pixel_shader_code[] = {
1283         0xffff0101,                                                             /* ps_1_1     */
1284         0x00000001, 0x800f0000, 0x90e40000,                                     /* mov r0, vo */
1285         0x0000ffff
1286     };
1287
1288     static struct vertex quad[] = {
1289         {-1.0f, -1.0f,  0.0f,          0xFFFF0000  },
1290         {-1.0f,  1.0f,  0.0f,          0xFFFF0000  },
1291         { 1.0f, -1.0f,  0.0f,          0xFFFF0000  },
1292         { 1.0f,  1.0f,  0.0f,          0xFFFF0000  },
1293     };
1294
1295     static const D3DVERTEXELEMENT9 decl_elements[] = {
1296         {0,  0, D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
1297         {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,    D3DDECLUSAGE_COLOR, 0},
1298         D3DDECL_END()
1299     };
1300
1301     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
1302     IDirect3DVertexShader9      *vertex_shader[3]   = {NULL, NULL, NULL};
1303     IDirect3DPixelShader9       *pixel_shader[2]    = {NULL, NULL};
1304
1305     /* This reference data was collected on a nVidia GeForce 7600GS driver version 84.19 DirectX version 9.0c on Windows XP */
1306     static const struct test_data_t {
1307         int vshader;
1308         int pshader;
1309         D3DFOGMODE vfog;
1310         D3DFOGMODE tfog;
1311         unsigned int color[11];
1312     } test_data[] = {
1313         /* only pixel shader: */
1314         {0, 1, 0, 3,
1315         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1316         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1317         {0, 1, 1, 3,
1318         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1319         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1320         {0, 1, 2, 3,
1321         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1322         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1323         {0, 1, 3, 0,
1324         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1325         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1326         {0, 1, 3, 3,
1327         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1328         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1329
1330         /* vertex shader */
1331         {1, 0, 0, 0,
1332         {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
1333          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
1334         {1, 0, 0, 3,
1335         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1336         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1337         {1, 0, 1, 3,
1338         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1339         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1340
1341         {1, 0, 2, 3,
1342         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1343         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1344         {1, 0, 3, 3,
1345         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1346         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1347
1348         /* vertex shader and pixel shader */
1349         {1, 1, 0, 3,
1350         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1351         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1352         {1, 1, 1, 3,
1353         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1354         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1355         {1, 1, 2, 3,
1356         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1357         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1358
1359         {1, 1, 3, 3,
1360         {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
1361         0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
1362
1363
1364 #if 0  /* FIXME: these fail on GeForce 8500 */
1365         /* foggy vertex shader */
1366         {2, 0, 0, 0,
1367         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1368          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1369         {2, 0, 1, 0,
1370         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1371          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1372         {2, 0, 2, 0,
1373         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1374          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1375         {2, 0, 3, 0,
1376         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1377          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1378 #endif
1379
1380         /* foggy vertex shader and pixel shader */
1381         {2, 1, 0, 0,
1382         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1383          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1384         {2, 1, 1, 0,
1385         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1386          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1387         {2, 1, 2, 0,
1388         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1389          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1390         {2, 1, 3, 0,
1391         {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
1392          0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
1393
1394     };
1395
1396     /* NOTE: changing these values will not affect the tests with foggy vertex shader, as the values are hardcoded in the shader*/
1397     start.f=0.1f;
1398     end.f=0.9f;
1399
1400     hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
1401     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
1402     hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
1403     ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
1404     hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
1405     ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1406     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
1407     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
1408
1409     /* Setup initial states: No lighting, fog on, fog color */
1410     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
1411     ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
1412     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
1413     ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
1414     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */);
1415     ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
1416     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1417     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1418
1419     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
1420     ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
1421     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
1422     ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
1423
1424     /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
1425     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
1426     ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
1427     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
1428     ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
1429
1430     for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
1431     {
1432         hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
1433         ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1434         hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
1435         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1436         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
1437         ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
1438         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
1439         ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
1440
1441         for(j=0; j < 11; j++)
1442         {
1443             /* Don't use the whole zrange to prevent rounding errors */
1444             quad[0].z = 0.001f + (float)j / 10.02f;
1445             quad[1].z = 0.001f + (float)j / 10.02f;
1446             quad[2].z = 0.001f + (float)j / 10.02f;
1447             quad[3].z = 0.001f + (float)j / 10.02f;
1448
1449             hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1450             ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
1451
1452             hr = IDirect3DDevice9_BeginScene(device);
1453             ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
1454
1455             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1456             ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
1457
1458             hr = IDirect3DDevice9_EndScene(device);
1459             ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
1460
1461             IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1462
1463             /* As the red and green component are the result of blending use 5% tolerance on the expected value */
1464             color = getPixelColor(device, 128, 240);
1465             ok(color_match(color, test_data[i].color[j], 13),
1466                "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n",
1467                test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
1468         }
1469     }
1470
1471     /* reset states */
1472     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
1473     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1474     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1475     ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1476     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1477     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1478     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
1479     ok(hr == D3D_OK, "Turning off fog calculations failed (%08x)\n", hr);
1480
1481     IDirect3DVertexShader9_Release(vertex_shader[1]);
1482     IDirect3DVertexShader9_Release(vertex_shader[2]);
1483     IDirect3DPixelShader9_Release(pixel_shader[1]);
1484     IDirect3DVertexDeclaration9_Release(vertex_declaration);
1485 }
1486
1487 static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
1488     unsigned int i, x, y;
1489     HRESULT hr;
1490     IDirect3DTexture9 *texture[2] = {NULL, NULL};
1491     D3DLOCKED_RECT locked_rect;
1492
1493     /* Generate the textures */
1494     for(i=0; i<2; i++)
1495     {
1496         hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
1497                                             D3DPOOL_MANAGED, &texture[i], NULL);
1498         ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
1499
1500         hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0);
1501         ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1502         for (y = 0; y < 128; ++y)
1503         {
1504             if(i)
1505             { /* Set up black texture with 2x2 texel white spot in the middle */
1506                 DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
1507                 for (x = 0; x < 128; ++x)
1508                 {
1509                     if(y>62 && y<66 && x>62 && x<66)
1510                         *ptr++ = 0xffffffff;
1511                     else
1512                         *ptr++ = 0xff000000;
1513                 }
1514             }
1515             else
1516             { /* Set up a displacement map which points away from the center parallel to the closest axis.
1517                * (if multiplied with bumpenvmat)
1518               */
1519                 WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
1520                 for (x = 0; x < 128; ++x)
1521                 {
1522                     if(abs(x-64)>abs(y-64))
1523                     {
1524                         if(x < 64)
1525                             *ptr++ = 0xc000;
1526                         else
1527                             *ptr++ = 0x4000;
1528                     }
1529                     else
1530                     {
1531                         if(y < 64)
1532                             *ptr++ = 0x0040;
1533                         else
1534                             *ptr++ = 0x00c0;
1535                     }
1536                 }
1537             }
1538         }
1539         hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
1540         ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
1541
1542         hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
1543         ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1544
1545         /* Disable texture filtering */
1546         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
1547         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
1548         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
1549         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
1550
1551         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1552         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
1553         hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1554         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
1555     }
1556 }
1557
1558 /* test the behavior of the texbem instruction
1559  * with normal 2D and projective 2D textures
1560  */
1561 static void texbem_test(IDirect3DDevice9 *device)
1562 {
1563     HRESULT hr;
1564     DWORD color;
1565     int i;
1566
1567     static const DWORD pixel_shader_code[] = {
1568         0xffff0101,                         /* ps_1_1*/
1569         0x00000042, 0xb00f0000,             /* tex t0*/
1570         0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
1571         0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
1572         0x0000ffff
1573     };
1574     static const DWORD double_texbem_code[] =  {
1575         0xffff0103,                                         /* ps_1_3           */
1576         0x00000042, 0xb00f0000,                             /* tex t0           */
1577         0x00000043, 0xb00f0001, 0xb0e40000,                 /* texbem t1, t0    */
1578         0x00000042, 0xb00f0002,                             /* tex t2           */
1579         0x00000043, 0xb00f0003, 0xb0e40002,                 /* texbem t3, t2    */
1580         0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003,     /* add r0, t1, t3   */
1581         0x0000ffff                                          /* end              */
1582     };
1583
1584
1585     static const float quad[][7] = {
1586         {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
1587         {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
1588         { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
1589         { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
1590     };
1591     static const float quad_proj[][9] = {
1592         {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f,   0.0f,   0.0f, 0.0f, 128.0f},
1593         {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f,   0.0f, 128.0f, 0.0f, 128.0f},
1594         { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 128.0f,   0.0f, 0.0f, 128.0f},
1595         { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
1596     };
1597
1598     static const D3DVERTEXELEMENT9 decl_elements[][4] = { {
1599         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
1600         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
1601         {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
1602         D3DDECL_END()
1603     },{
1604         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
1605         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
1606         {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
1607         D3DDECL_END()
1608     } };
1609
1610     /* use asymmetric matrix to test loading */
1611     float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
1612
1613     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
1614     IDirect3DPixelShader9       *pixel_shader       = NULL;
1615     IDirect3DTexture9           *texture            = NULL, *texture1, *texture2;
1616     D3DLOCKED_RECT locked_rect;
1617
1618     generate_bumpmap_textures(device);
1619
1620     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1621     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1622     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1623     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1624     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
1625
1626     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
1627     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
1628
1629     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
1630     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
1631
1632     for(i=0; i<2; i++)
1633     {
1634         if(i)
1635         {
1636             hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
1637             ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1638         }
1639
1640         hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
1641         ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
1642         hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
1643         ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
1644
1645         hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
1646         ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1647         hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
1648         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1649
1650         hr = IDirect3DDevice9_BeginScene(device);
1651         ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1652
1653         if(!i)
1654             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
1655         else
1656             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
1657         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1658
1659         hr = IDirect3DDevice9_EndScene(device);
1660         ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1661
1662         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1663         ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1664
1665         color = getPixelColor(device, 320-32, 240);
1666         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1667         color = getPixelColor(device, 320+32, 240);
1668         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1669         color = getPixelColor(device, 320, 240-32);
1670         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1671         color = getPixelColor(device, 320, 240+32);
1672         ok(color == 0x00ffffff, "texbem failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1673
1674         hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1675         ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
1676         IDirect3DPixelShader9_Release(pixel_shader);
1677
1678         hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1679         ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
1680         IDirect3DVertexDeclaration9_Release(vertex_declaration);
1681     }
1682
1683     /* clean up */
1684     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
1685     ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
1686
1687     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
1688     ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
1689
1690     for(i=0; i<2; i++)
1691     {
1692         hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
1693         ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
1694         IDirect3DTexture9_Release(texture); /* For the GetTexture */
1695         hr = IDirect3DDevice9_SetTexture(device, i, NULL);
1696         ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
1697         IDirect3DTexture9_Release(texture);
1698     }
1699
1700     /* Test double texbem */
1701     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL);
1702     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
1703     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL);
1704     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
1705     hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL);
1706     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
1707     hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader);
1708     ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
1709
1710     hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
1711     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1712     ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127;
1713     ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127;
1714
1715     hr = IDirect3DTexture9_UnlockRect(texture, 0);
1716     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1717
1718     hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0);
1719     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1720     ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127;
1721     ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127;
1722     hr = IDirect3DTexture9_UnlockRect(texture1, 0);
1723     ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1724
1725     {
1726         /* Some data without any meaning, just to have an 8x8 array to see which element is picked */
1727 #define tex  0x00ff0000
1728 #define tex1 0x0000ff00
1729 #define origin 0x000000ff
1730         static const DWORD pixel_data[] = {
1731             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1732             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1733             0x000000ff, tex1      , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1734             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1735             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin,     0x000000ff, tex       , 0x000000ff,
1736             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1737             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1738             0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
1739         };
1740 #undef tex1
1741 #undef tex2
1742 #undef origin
1743
1744         hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0);
1745         ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1746         for(i = 0; i < 8; i++) {
1747             memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD));
1748         }
1749         hr = IDirect3DTexture9_UnlockRect(texture2, 0);
1750         ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
1751     }
1752
1753     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
1754     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1755     hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2);
1756     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1757     hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1);
1758     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1759     hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2);
1760     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1761     hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
1762     ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
1763     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4);
1764     ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
1765
1766     bumpenvmat[0] =-1.0;  bumpenvmat[2] =  2.0;
1767     bumpenvmat[1] = 0.0;  bumpenvmat[3] =  0.0;
1768     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1769     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1770     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1771     IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1772
1773     bumpenvmat[0] = 1.5; bumpenvmat[2] =  0.0;
1774     bumpenvmat[1] = 0.0; bumpenvmat[3] =  0.5;
1775     IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
1776     IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
1777     IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
1778     IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
1779
1780     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1781     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1782     hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1783     hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1784     hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1785     hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1786     hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
1787     hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
1788
1789     hr = IDirect3DDevice9_BeginScene(device);
1790     ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
1791     if(SUCCEEDED(hr)) {
1792         static const float double_quad[] = {
1793             -1.0,   -1.0,   0.0,    0.0,    0.0,    0.5,    0.5,    0.0,    0.0,    0.5,    0.5,
1794              1.0,   -1.0,   0.0,    0.0,    0.0,    0.5,    0.5,    0.0,    0.0,    0.5,    0.5,
1795             -1.0,    1.0,   0.0,    0.0,    0.0,    0.5,    0.5,    0.0,    0.0,    0.5,    0.5,
1796              1.0,    1.0,   0.0,    0.0,    0.0,    0.5,    0.5,    0.0,    0.0,    0.5,    0.5,
1797         };
1798
1799         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, double_quad, sizeof(float) * 11);
1800         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
1801         hr = IDirect3DDevice9_EndScene(device);
1802         ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
1803     }
1804     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1805     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1806     color = getPixelColor(device, 320, 240);
1807     ok(color == 0x00ffff00, "double texbem failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
1808
1809     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
1810     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1811     hr = IDirect3DDevice9_SetTexture(device, 1, NULL);
1812     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1813     hr = IDirect3DDevice9_SetTexture(device, 2, NULL);
1814     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1815     hr = IDirect3DDevice9_SetTexture(device, 3, NULL);
1816     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
1817     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
1818     ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
1819
1820     IDirect3DPixelShader9_Release(pixel_shader);
1821     IDirect3DTexture9_Release(texture);
1822     IDirect3DTexture9_Release(texture1);
1823     IDirect3DTexture9_Release(texture2);
1824 }
1825
1826 static void z_range_test(IDirect3DDevice9 *device)
1827 {
1828     const struct vertex quad[] =
1829     {
1830         {-1.0f,  0.0f,   1.1f,                          0xffff0000},
1831         {-1.0f,  1.0f,   1.1f,                          0xffff0000},
1832         { 1.0f,  0.0f,  -1.1f,                          0xffff0000},
1833         { 1.0f,  1.0f,  -1.1f,                          0xffff0000},
1834     };
1835     const struct vertex quad2[] =
1836     {
1837         {-1.0f,  0.0f,   1.1f,                          0xff0000ff},
1838         {-1.0f,  1.0f,   1.1f,                          0xff0000ff},
1839         { 1.0f,  0.0f,  -1.1f,                          0xff0000ff},
1840         { 1.0f,  1.0f,  -1.1f,                          0xff0000ff},
1841     };
1842
1843     const struct tvertex quad3[] =
1844     {
1845         {    0,   240,   1.1f,  1.0,                    0xffffff00},
1846         {    0,   480,   1.1f,  1.0,                    0xffffff00},
1847         {  640,   240,  -1.1f,  1.0,                    0xffffff00},
1848         {  640,   480,  -1.1f,  1.0,                    0xffffff00},
1849     };
1850     const struct tvertex quad4[] =
1851     {
1852         {    0,   240,   1.1f,  1.0,                    0xff00ff00},
1853         {    0,   480,   1.1f,  1.0,                    0xff00ff00},
1854         {  640,   240,  -1.1f,  1.0,                    0xff00ff00},
1855         {  640,   480,  -1.1f,  1.0,                    0xff00ff00},
1856     };
1857     HRESULT hr;
1858     DWORD color;
1859     IDirect3DVertexShader9 *shader;
1860     IDirect3DVertexDeclaration9 *decl;
1861     D3DCAPS9 caps;
1862     const DWORD shader_code[] = {
1863         0xfffe0101,                                     /* vs_1_1           */
1864         0x0000001f, 0x80000000, 0x900f0000,             /* dcl_position v0  */
1865         0x00000001, 0xc00f0000, 0x90e40000,             /* mov oPos, v0     */
1866         0x00000001, 0xd00f0000, 0xa0e40000,             /* mov oD0, c0      */
1867         0x0000ffff                                      /* end              */
1868     };
1869     static const D3DVERTEXELEMENT9 decl_elements[] = {
1870         {0, 0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
1871         D3DDECL_END()
1872     };
1873     /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
1874      * then call Present. Then clear the color buffer to make sure it has some defined content
1875      * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
1876      * by the depth value.
1877      */
1878     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
1879     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
1880     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1881     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
1882
1883     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
1884     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1885     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
1886     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1887     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
1888     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1889     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
1890     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1891     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
1892     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
1893
1894     hr = IDirect3DDevice9_BeginScene(device);
1895     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
1896     if(hr == D3D_OK)
1897     {
1898         /* Test the untransformed vertex path */
1899         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
1900         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1901         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
1902         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1903         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
1904         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1905
1906         /* Test the transformed vertex path */
1907         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
1908         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
1909
1910         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad4, sizeof(quad4[0]));
1911         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1912         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
1913         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1914         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad3, sizeof(quad3[0]));
1915         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1916
1917         hr = IDirect3DDevice9_EndScene(device);
1918         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
1919     }
1920
1921     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
1922     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
1923
1924     /* Do not test the exact corner pixels, but go pretty close to them */
1925
1926     /* Clipped because z > 1.0 */
1927     color = getPixelColor(device, 28, 238);
1928     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1929     color = getPixelColor(device, 28, 241);
1930     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1931
1932     /* Not clipped, > z buffer clear value(0.75) */
1933     color = getPixelColor(device, 31, 238);
1934     ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
1935     color = getPixelColor(device, 31, 241);
1936     ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
1937     color = getPixelColor(device, 100, 238);
1938     ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
1939     color = getPixelColor(device, 100, 241);
1940     ok(color == 0x00ffff00, "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
1941
1942     /* Not clipped, < z buffer clear value */
1943     color = getPixelColor(device, 104, 238);
1944     ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
1945     color = getPixelColor(device, 104, 241);
1946     ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
1947     color = getPixelColor(device, 318, 238);
1948     ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
1949     color = getPixelColor(device, 318, 241);
1950     ok(color == 0x0000ff00, "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
1951
1952     /* Clipped because z < 0.0 */
1953     color = getPixelColor(device, 321, 238);
1954     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1955     color = getPixelColor(device, 321, 241);
1956     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
1957
1958     /* Test the shader path */
1959     IDirect3DDevice9_GetDeviceCaps(device, &caps);
1960     if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) {
1961         skip("Vertex shaders not supported\n");
1962         goto out;
1963     }
1964     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
1965     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
1966     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
1967     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
1968
1969     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
1970
1971     IDirect3DDevice9_SetVertexDeclaration(device, decl);
1972     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
1973     IDirect3DDevice9_SetVertexShader(device, shader);
1974     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
1975
1976     hr = IDirect3DDevice9_BeginScene(device);
1977     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
1978     if(hr == D3D_OK)
1979     {
1980         float colorf[] = {1.0, 0.0, 0.0, 1.0};
1981         float colorf2[] = {0.0, 0.0, 1.0, 1.0};
1982         IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf, 1);
1983         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad, sizeof(quad[0]));
1984         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1985         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
1986         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
1987         IDirect3DDevice9_SetVertexShaderConstantF(device, 0, colorf2, 1);
1988         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2 /*PrimCount */, quad2, sizeof(quad2[0]));
1989         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr);
1990
1991         hr = IDirect3DDevice9_EndScene(device);
1992         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
1993     }
1994
1995     IDirect3DDevice9_SetVertexDeclaration(device, NULL);
1996     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
1997     IDirect3DDevice9_SetVertexShader(device, NULL);
1998     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
1999
2000     IDirect3DVertexDeclaration9_Release(decl);
2001     IDirect3DVertexShader9_Release(shader);
2002
2003     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2004     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
2005     /* Z < 1.0 */
2006     color = getPixelColor(device, 28, 238);
2007     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
2008
2009     /* 1.0 < z < 0.75 */
2010     color = getPixelColor(device, 31, 238);
2011     ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
2012     color = getPixelColor(device, 100, 238);
2013     ok(color == 0x00ff0000, "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
2014
2015     /* 0.75 < z < 0.0 */
2016     color = getPixelColor(device, 104, 238);
2017     ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
2018     color = getPixelColor(device, 318, 238);
2019     ok(color == 0x000000ff, "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
2020
2021     /* 0.0 < z */
2022     color = getPixelColor(device, 321, 238);
2023     ok(color == 0x00ffffff, "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
2024
2025     out:
2026     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
2027     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
2028     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
2029     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
2030     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
2031     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
2032 }
2033
2034 static void fill_surface(IDirect3DSurface9 *surface, DWORD color)
2035 {
2036     D3DSURFACE_DESC desc;
2037     D3DLOCKED_RECT l;
2038     HRESULT hr;
2039     unsigned int x, y;
2040     DWORD *mem;
2041
2042     memset(&desc, 0, sizeof(desc));
2043     memset(&l, 0, sizeof(l));
2044     hr = IDirect3DSurface9_GetDesc(surface, &desc);
2045     ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr);
2046     hr = IDirect3DSurface9_LockRect(surface, &l, NULL, 0);
2047     ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr);
2048     if(FAILED(hr)) return;
2049
2050     for(y = 0; y < desc.Height; y++)
2051     {
2052         mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch);
2053         for(x = 0; x < l.Pitch / sizeof(DWORD); x++)
2054         {
2055             mem[x] = color;
2056         }
2057     }
2058     hr = IDirect3DSurface9_UnlockRect(surface);
2059     ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr);
2060 }
2061
2062 /* This tests a variety of possible StretchRect() situations */
2063 static void stretchrect_test(IDirect3DDevice9 *device)
2064 {
2065     HRESULT hr;
2066     IDirect3DTexture9 *tex_rt32 = NULL, *tex_rt64 = NULL, *tex_rt_dest64 = NULL;
2067     IDirect3DSurface9 *surf_tex_rt32 = NULL, *surf_tex_rt64 = NULL, *surf_tex_rt_dest64 = NULL;
2068     IDirect3DTexture9 *tex32 = NULL, *tex64 = NULL, *tex_dest64 = NULL;
2069     IDirect3DSurface9 *surf_tex32 = NULL, *surf_tex64 = NULL, *surf_tex_dest64 = NULL;
2070     IDirect3DSurface9 *surf_rt32 = NULL, *surf_rt64 = NULL, *surf_rt_dest64 = NULL;
2071     IDirect3DSurface9 *surf_offscreen32 = NULL, *surf_offscreen64 = NULL, *surf_offscreen_dest64 = NULL;
2072     IDirect3DSurface9 *surf_temp32 = NULL, *surf_temp64 = NULL;
2073     IDirect3DSurface9 *orig_rt = NULL;
2074     DWORD color;
2075
2076     hr = IDirect3DDevice9_GetRenderTarget(device, 0, &orig_rt);
2077     ok(hr == D3D_OK, "Can't get render target, hr = %08x\n", hr);
2078     if(!orig_rt) {
2079         goto out;
2080     }
2081
2082     /* Create our temporary surfaces in system memory */
2083     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL);
2084     ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
2085     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL);
2086     ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
2087
2088     /* Create offscreen plain surfaces in D3DPOOL_DEFAULT */
2089     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL);
2090     ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
2091     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL);
2092     ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
2093     hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL);
2094     ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed with %08x\n", hr);
2095
2096     /* Create render target surfaces */
2097     hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL );
2098     ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr);
2099     hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL );
2100     ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr);
2101     hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL );
2102     ok(hr == D3D_OK, "Creating the render target surface failed with %08x\n", hr);
2103
2104     /* Create render target textures */
2105     hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL);
2106     ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
2107     hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL);
2108     ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
2109     hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL);
2110     ok(hr == D3D_OK, "Creating the render target texture failed with %08x\n", hr);
2111     if (tex_rt32) {
2112         hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32);
2113         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2114     }
2115     if (tex_rt64) {
2116         hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64);
2117         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2118     }
2119     if (tex_rt_dest64) {
2120         hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64);
2121         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2122     }
2123
2124     /* Create regular textures in D3DPOOL_DEFAULT */
2125     hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL);
2126     ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
2127     hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL);
2128     ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
2129     hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL);
2130     ok(hr == D3D_OK, "Creating the regular texture failed with %08x\n", hr);
2131     if (tex32) {
2132         hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32);
2133         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2134     }
2135     if (tex64) {
2136         hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64);
2137         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2138     }
2139     if (tex_dest64) {
2140         hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64);
2141         ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
2142     }
2143
2144     /*********************************************************************
2145      * Tests for when the source parameter is an offscreen plain surface *
2146      *********************************************************************/
2147
2148     /* Fill the offscreen 64x64 surface with green */
2149     if (surf_offscreen64)
2150         fill_surface(surf_offscreen64, 0xff00ff00);
2151
2152     /* offscreenplain ==> offscreenplain, same size */
2153     if(surf_offscreen64 && surf_offscreen_dest64) {
2154         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, 0);
2155         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2156
2157         if (hr == D3D_OK) {
2158             color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32);
2159             ok(color == 0xff00ff00, "StretchRect offscreen ==> offscreen same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
2160         }
2161     }
2162
2163     /* offscreenplain ==> rendertarget texture, same size */
2164     if(surf_offscreen64 && surf_tex_rt_dest64 && surf_temp64) {
2165         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, 0);
2166         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2167
2168         /* We can't lock rendertarget textures, so copy to our temp surface first */
2169         if (hr == D3D_OK) {
2170             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2171             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2172         }
2173
2174         if (hr == D3D_OK) {
2175             color = getPixelColorFromSurface(surf_temp64, 32, 32);
2176             ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
2177         }
2178     }
2179
2180     /* offscreenplain ==> rendertarget surface, same size */
2181     if(surf_offscreen64 && surf_rt_dest64) {
2182         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, 0);
2183         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2184
2185         if (hr == D3D_OK) {
2186             color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
2187             ok(color == 0xff00ff00, "StretchRect offscreen ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff00ff00.\n", color);
2188         }
2189     }
2190
2191     /* offscreenplain ==> texture, same size (should fail) */
2192     if(surf_offscreen64 && surf_tex_dest64) {
2193         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, 0);
2194         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2195     }
2196
2197     /* Fill the smaller offscreen surface with red */
2198     fill_surface(surf_offscreen32, 0xffff0000);
2199
2200     /* offscreenplain ==> offscreenplain, scaling (should fail) */
2201     if(surf_offscreen32 && surf_offscreen64) {
2202         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, 0);
2203         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2204     }
2205
2206     /* offscreenplain ==> rendertarget texture, scaling */
2207     if(surf_offscreen32 && surf_tex_rt_dest64 && surf_temp64) {
2208         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, 0);
2209         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2210
2211         /* We can't lock rendertarget textures, so copy to our temp surface first */
2212         if (hr == D3D_OK) {
2213             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2214             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2215         }
2216
2217         if (hr == D3D_OK) {
2218             color = getPixelColorFromSurface(surf_temp64, 48, 48);
2219             ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2220         }
2221     }
2222
2223     /* offscreenplain ==> rendertarget surface, scaling */
2224     if(surf_offscreen32 && surf_rt_dest64) {
2225         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, 0);
2226         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2227
2228         color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
2229         ok(color == 0xffff0000, "StretchRect offscreen ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2230     }
2231
2232     /* offscreenplain ==> texture, scaling (should fail) */
2233     if(surf_offscreen32 && surf_tex_dest64) {
2234         hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, 0);
2235         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2236     }
2237
2238     /************************************************************
2239      * Tests for when the source parameter is a regular texture *
2240      ************************************************************/
2241
2242     /* Fill the surface of the regular texture with blue */
2243     if (surf_tex64 && surf_temp64) {
2244         /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */
2245         fill_surface(surf_temp64, 0xff0000ff);
2246         hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL);
2247         ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
2248     }
2249
2250     /* texture ==> offscreenplain, same size */
2251     if(surf_tex64 && surf_offscreen64) {
2252         hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, 0);
2253         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2254     }
2255
2256     /* texture ==> rendertarget texture, same size */
2257     if(surf_tex64 && surf_tex_rt_dest64 && surf_temp64) {
2258         hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, 0);
2259         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2260
2261         /* We can't lock rendertarget textures, so copy to our temp surface first */
2262         if (hr == D3D_OK) {
2263             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2264             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2265         }
2266
2267         if (hr == D3D_OK) {
2268             color = getPixelColorFromSurface(surf_temp64, 32, 32);
2269             ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color);
2270         }
2271     }
2272
2273     /* texture ==> rendertarget surface, same size */
2274     if(surf_tex64 && surf_rt_dest64) {
2275         hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, 0);
2276         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2277
2278         if (hr == D3D_OK) {
2279             color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
2280             ok(color == 0xff0000ff, "StretchRect texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff0000ff.\n", color);
2281         }
2282     }
2283
2284     /* texture ==> texture, same size (should fail) */
2285     if(surf_tex64 && surf_tex_dest64) {
2286         hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, 0);
2287         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2288     }
2289
2290     /* Fill the surface of the smaller regular texture with red */
2291     if (surf_tex32 && surf_temp32) {
2292         /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT */
2293         fill_surface(surf_temp32, 0xffff0000);
2294         hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL);
2295         ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
2296     }
2297
2298     /* texture ==> offscreenplain, scaling (should fail) */
2299     if(surf_tex32 && surf_offscreen64) {
2300         hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, 0);
2301         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2302     }
2303
2304     /* texture ==> rendertarget texture, scaling */
2305     if(surf_tex32 && surf_tex_rt_dest64 && surf_temp64) {
2306         hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, 0);
2307         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2308
2309         /* We can't lock rendertarget textures, so copy to our temp surface first */
2310         if (hr == D3D_OK) {
2311             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2312             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2313         }
2314
2315         if (hr == D3D_OK) {
2316             color = getPixelColorFromSurface(surf_temp64, 48, 48);
2317             ok(color == 0xffff0000, "StretchRect texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2318         }
2319     }
2320
2321     /* texture ==> rendertarget surface, scaling */
2322     if(surf_tex32 && surf_rt_dest64) {
2323         hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, 0);
2324         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2325
2326         color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
2327         ok(color == 0xffff0000, "StretchRect texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2328     }
2329
2330     /* texture ==> texture, scaling (should fail) */
2331     if(surf_tex32 && surf_tex_dest64) {
2332         hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, 0);
2333         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2334     }
2335
2336     /*****************************************************************
2337      * Tests for when the source parameter is a rendertarget texture *
2338      *****************************************************************/
2339
2340     /* Fill the surface of the rendertarget texture with white */
2341     if (surf_tex_rt64 && surf_temp64) {
2342         /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */
2343         fill_surface(surf_temp64, 0xffffffff);
2344         hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL);
2345         ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
2346     }
2347
2348     /* rendertarget texture ==> offscreenplain, same size */
2349     if(surf_tex_rt64 && surf_offscreen64) {
2350         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, 0);
2351         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2352     }
2353
2354     /* rendertarget texture ==> rendertarget texture, same size */
2355     if(surf_tex_rt64 && surf_tex_rt_dest64 && surf_temp64) {
2356         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, 0);
2357         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2358
2359         /* We can't lock rendertarget textures, so copy to our temp surface first */
2360         if (hr == D3D_OK) {
2361             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2362             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2363         }
2364
2365         if (hr == D3D_OK) {
2366             color = getPixelColorFromSurface(surf_temp64, 32, 32);
2367             ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xffffffff.\n", color);
2368         }
2369     }
2370
2371     /* rendertarget texture ==> rendertarget surface, same size */
2372     if(surf_tex_rt64 && surf_rt_dest64) {
2373         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, 0);
2374         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2375
2376         if (hr == D3D_OK) {
2377             color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
2378             ok(color == 0xffffffff, "StretchRect rendertarget texture ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xffffffff.\n", color);
2379         }
2380     }
2381
2382     /* rendertarget texture ==> texture, same size (should fail) */
2383     if(surf_tex_rt64 && surf_tex_dest64) {
2384         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, 0);
2385         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2386     }
2387
2388     /* Fill the surface of the smaller rendertarget texture with red */
2389     if (surf_tex_rt32 && surf_temp32) {
2390         /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT */
2391         fill_surface(surf_temp32, 0xffff0000);
2392         hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL);
2393         ok( hr == D3D_OK, "IDirect3DDevice9_UpdateSurface failed with %08x\n", hr);
2394     }
2395
2396     /* rendertarget texture ==> offscreenplain, scaling (should fail) */
2397     if(surf_tex_rt32 && surf_offscreen64) {
2398         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, 0);
2399         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2400     }
2401
2402     /* rendertarget texture ==> rendertarget texture, scaling */
2403     if(surf_tex_rt32 && surf_tex_rt_dest64 && surf_temp64) {
2404         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, 0);
2405         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2406
2407         /* We can't lock rendertarget textures, so copy to our temp surface first */
2408         if (hr == D3D_OK) {
2409             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2410             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2411         }
2412
2413         if (hr == D3D_OK) {
2414             color = getPixelColorFromSurface(surf_temp64, 48, 48);
2415             ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2416         }
2417     }
2418
2419     /* rendertarget texture ==> rendertarget surface, scaling */
2420     if(surf_tex_rt32 && surf_rt_dest64) {
2421         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, 0);
2422         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2423
2424         color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
2425         ok(color == 0xffff0000, "StretchRect rendertarget texture ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2426     }
2427
2428     /* rendertarget texture ==> texture, scaling (should fail) */
2429     if(surf_tex_rt32 && surf_tex_dest64) {
2430         hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, 0);
2431         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2432     }
2433
2434     /*****************************************************************
2435      * Tests for when the source parameter is a rendertarget surface *
2436      *****************************************************************/
2437
2438     /* Fill the surface of the rendertarget surface with black */
2439     if (surf_rt64)
2440         fill_surface(surf_rt64, 0xff000000);
2441
2442     /* rendertarget texture ==> offscreenplain, same size */
2443     if(surf_rt64 && surf_offscreen64) {
2444         hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, 0);
2445         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2446     }
2447
2448     /* rendertarget surface ==> rendertarget texture, same size */
2449     if(surf_rt64 && surf_tex_rt_dest64 && surf_temp64) {
2450         hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, 0);
2451         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2452
2453         /* We can't lock rendertarget textures, so copy to our temp surface first */
2454         if (hr == D3D_OK) {
2455             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2456             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2457         }
2458
2459         if (hr == D3D_OK) {
2460             color = getPixelColorFromSurface(surf_temp64, 32, 32);
2461             ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget texture same size failed: Got color 0x%08x, expected 0xff000000.\n", color);
2462         }
2463     }
2464
2465     /* rendertarget surface ==> rendertarget surface, same size */
2466     if(surf_rt64 && surf_rt_dest64) {
2467         hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, 0);
2468         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2469
2470         if (hr == D3D_OK) {
2471             color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
2472             ok(color == 0xff000000, "StretchRect rendertarget surface ==> rendertarget surface same size failed: Got color 0x%08x, expected 0xff000000.\n", color);
2473         }
2474     }
2475
2476     /* rendertarget surface ==> texture, same size (should fail) */
2477     if(surf_rt64 && surf_tex_dest64) {
2478         hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, 0);
2479         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2480     }
2481
2482     /* Fill the surface of the smaller rendertarget texture with red */
2483     if (surf_rt32)
2484         fill_surface(surf_rt32, 0xffff0000);
2485
2486     /* rendertarget surface ==> offscreenplain, scaling (should fail) */
2487     if(surf_rt32 && surf_offscreen64) {
2488         hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, 0);
2489         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2490     }
2491
2492     /* rendertarget surface ==> rendertarget texture, scaling */
2493     if(surf_rt32 && surf_tex_rt_dest64 && surf_temp64) {
2494         hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, 0);
2495         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2496
2497         /* We can't lock rendertarget textures, so copy to our temp surface first */
2498         if (hr == D3D_OK) {
2499             hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
2500             ok( hr == D3D_OK, "IDirect3DDevice9_GetRenderTargetData failed with %08x\n", hr);
2501         }
2502
2503         if (hr == D3D_OK) {
2504             color = getPixelColorFromSurface(surf_temp64, 48, 48);
2505             ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget texture scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2506         }
2507     }
2508
2509     /* rendertarget surface ==> rendertarget surface, scaling */
2510     if(surf_rt32 && surf_rt_dest64) {
2511         hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, 0);
2512         ok( hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
2513
2514         color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
2515         ok(color == 0xffff0000, "StretchRect rendertarget surface ==> rendertarget surface scaling failed: Got color 0x%08x, expected 0xffff0000.\n", color);
2516     }
2517
2518     /* rendertarget surface ==> texture, scaling (should fail) */
2519     if(surf_rt32 && surf_tex_dest64) {
2520         hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, 0);
2521         todo_wine ok( hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_StretchRect succeeded, shouldn't happen (todo)\n");
2522     }
2523
2524     /* TODO: Test when source and destination RECT parameters are given... */
2525     /* TODO: Test format conversions */
2526
2527
2528 out:
2529     /* Clean up */
2530     if (surf_rt32)
2531         IDirect3DSurface9_Release(surf_rt32);
2532     if (surf_rt64)
2533         IDirect3DSurface9_Release(surf_rt64);
2534     if (surf_rt_dest64)
2535         IDirect3DSurface9_Release(surf_rt_dest64);
2536     if (surf_temp32)
2537         IDirect3DSurface9_Release(surf_temp32);
2538     if (surf_temp64)
2539         IDirect3DSurface9_Release(surf_temp64);
2540     if (surf_offscreen32)
2541         IDirect3DSurface9_Release(surf_offscreen32);
2542     if (surf_offscreen64)
2543         IDirect3DSurface9_Release(surf_offscreen64);
2544     if (surf_offscreen_dest64)
2545         IDirect3DSurface9_Release(surf_offscreen_dest64);
2546
2547     if (tex_rt32) {
2548         if (surf_tex_rt32)
2549             IDirect3DSurface9_Release(surf_tex_rt32);
2550         IDirect3DTexture9_Release(tex_rt32);
2551     }
2552     if (tex_rt64) {
2553         if (surf_tex_rt64)
2554             IDirect3DSurface9_Release(surf_tex_rt64);
2555         IDirect3DTexture9_Release(tex_rt64);
2556     }
2557     if (tex_rt_dest64) {
2558         if (surf_tex_rt_dest64)
2559             IDirect3DSurface9_Release(surf_tex_rt_dest64);
2560         IDirect3DTexture9_Release(tex_rt_dest64);
2561     }
2562     if (tex32) {
2563         if (surf_tex32)
2564             IDirect3DSurface9_Release(surf_tex32);
2565         IDirect3DTexture9_Release(tex32);
2566     }
2567     if (tex64) {
2568         if (surf_tex64)
2569             IDirect3DSurface9_Release(surf_tex64);
2570         IDirect3DTexture9_Release(tex64);
2571     }
2572     if (tex_dest64) {
2573         if (surf_tex_dest64)
2574             IDirect3DSurface9_Release(surf_tex_dest64);
2575         IDirect3DTexture9_Release(tex_dest64);
2576     }
2577
2578     if (orig_rt) {
2579         hr = IDirect3DDevice9_SetRenderTarget(device, 0, orig_rt);
2580         ok(hr == D3D_OK, "IDirect3DSetRenderTarget failed with %08x\n", hr);
2581         IDirect3DSurface9_Release(orig_rt);
2582     }
2583 }
2584
2585 static void maxmip_test(IDirect3DDevice9 *device)
2586 {
2587     IDirect3DTexture9 *texture = NULL;
2588     IDirect3DSurface9 *surface = NULL;
2589     HRESULT hr;
2590     DWORD color;
2591     const float quads[] = {
2592         -1.0,   -1.0,   0.0,    0.0,    0.0,
2593         -1.0,    0.0,   0.0,    0.0,    1.0,
2594          0.0,   -1.0,   0.0,    1.0,    0.0,
2595          0.0,    0.0,   0.0,    1.0,    1.0,
2596
2597          0.0,   -1.0,   0.0,    0.0,    0.0,
2598          0.0,    0.0,   0.0,    0.0,    1.0,
2599          1.0,   -1.0,   0.0,    1.0,    0.0,
2600          1.0,    0.0,   0.0,    1.0,    1.0,
2601
2602          0.0,    0.0,   0.0,    0.0,    0.0,
2603          0.0,    1.0,   0.0,    0.0,    1.0,
2604          1.0,    0.0,   0.0,    1.0,    0.0,
2605          1.0,    1.0,   0.0,    1.0,    1.0,
2606
2607         -1.0,    0.0,   0.0,    0.0,    0.0,
2608         -1.0,    1.0,   0.0,    0.0,    1.0,
2609          0.0,    0.0,   0.0,    1.0,    0.0,
2610          0.0,    1.0,   0.0,    1.0,    1.0,
2611     };
2612
2613     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
2614     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
2615
2616     hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
2617                                         &texture, NULL);
2618     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
2619     if(!texture)
2620     {
2621         skip("Failed to create test texture\n");
2622         return;
2623     }
2624
2625     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
2626     fill_surface(surface, 0xffff0000);
2627     IDirect3DSurface9_Release(surface);
2628     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
2629     fill_surface(surface, 0xff00ff00);
2630     IDirect3DSurface9_Release(surface);
2631     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
2632     fill_surface(surface, 0xff0000ff);
2633     IDirect3DSurface9_Release(surface);
2634
2635     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
2636     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2637     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
2638     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
2639
2640     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
2641     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2642
2643     hr = IDirect3DDevice9_BeginScene(device);
2644     if(SUCCEEDED(hr))
2645     {
2646         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
2647         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2648         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float));
2649         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2650
2651         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
2652         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2653         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float));
2654         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2655
2656         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
2657         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2658         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float));
2659         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2660
2661         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
2662         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2663         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
2664         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2665         hr = IDirect3DDevice9_EndScene(device);
2666     }
2667
2668     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2669     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
2670     /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */
2671     color = getPixelColor(device, 160, 360);
2672     ok(color == 0x00FF0000, "MapMip 0, no mipfilter has color %08x\n", color);
2673     color = getPixelColor(device, 160, 120);
2674     ok(color == 0x00FF0000, "MapMip 3, no mipfilter has color %08x\n", color);
2675     color = getPixelColor(device, 480, 120);
2676     ok(color == 0x00FF0000, "MapMip 2, no mipfilter has color %08x\n", color);
2677     color = getPixelColor(device, 480, 360);
2678     ok(color == 0x00FF0000, "MapMip 1, no mipfilter has color %08x\n", color);
2679
2680     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
2681     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
2682
2683     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
2684     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2685
2686     hr = IDirect3DDevice9_BeginScene(device);
2687     if(SUCCEEDED(hr))
2688     {
2689         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
2690         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2691         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[ 0], 5 * sizeof(float));
2692         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2693
2694         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
2695         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2696         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[20], 5 * sizeof(float));
2697         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2698
2699         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
2700         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2701         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[40], 5 * sizeof(float));
2702         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2703
2704         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
2705         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2706         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
2707         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2708         hr = IDirect3DDevice9_EndScene(device);
2709     }
2710
2711     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
2712     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2713     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
2714     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2715
2716     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2717     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
2718     /* Max Mip level 0-2 sample from the specified texture level, Max Mip level 3(> levels in texture)
2719      * samples from the highest level in the texture(level 2)
2720      */
2721     color = getPixelColor(device, 160, 360);
2722     ok(color == 0x00FF0000, "MapMip 0, point mipfilter has color %08x\n", color);
2723     color = getPixelColor(device, 160, 120);
2724     ok(color == 0x000000FF, "MapMip 3, point mipfilter has color %08x\n", color);
2725     color = getPixelColor(device, 480, 120);
2726     ok(color == 0x000000FF, "MapMip 2, point mipfilter has color %08x\n", color);
2727     color = getPixelColor(device, 480, 360);
2728     ok(color == 0x0000FF00, "MapMip 1, point mipfilter has color %08x\n", color);
2729
2730     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
2731     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2732     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
2733     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
2734     IDirect3DTexture9_Release(texture);
2735 }
2736
2737 static void release_buffer_test(IDirect3DDevice9 *device)
2738 {
2739     IDirect3DVertexBuffer9 *vb = NULL;
2740     IDirect3DIndexBuffer9 *ib = NULL;
2741     HRESULT hr;
2742     BYTE *data;
2743     long ref;
2744
2745     static const struct vertex quad[] = {
2746         {-1.0,      -1.0,       0.1,        0xffff0000},
2747         {-1.0,       1.0,       0.1,        0xffff0000},
2748         { 1.0,       1.0,       0.1,        0xffff0000},
2749
2750         {-1.0,      -1.0,       0.1,        0xff00ff00},
2751         {-1.0,       1.0,       0.1,        0xff00ff00},
2752         { 1.0,       1.0,       0.1,        0xff00ff00}
2753     };
2754     short indices[] = {3, 4, 5};
2755
2756     /* Index and vertex buffers should always be creatable */
2757     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE,
2758                                               D3DPOOL_MANAGED, &vb, NULL);
2759     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
2760     if(!vb) {
2761         skip("Failed to create a vertex buffer\n");
2762         return;
2763     }
2764     hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
2765     ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr);
2766     if(!ib) {
2767         skip("Failed to create an index buffer\n");
2768         return;
2769     }
2770
2771     hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
2772     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
2773     memcpy(data, quad, sizeof(quad));
2774     hr = IDirect3DVertexBuffer9_Unlock(vb);
2775     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
2776
2777     hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
2778     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
2779     memcpy(data, indices, sizeof(indices));
2780     hr = IDirect3DIndexBuffer9_Unlock(ib);
2781     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
2782
2783     hr = IDirect3DDevice9_SetIndices(device, ib);
2784     ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
2785     hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
2786     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
2787     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
2788     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
2789
2790     /* Now destroy the bound index buffer and draw again */
2791     ref = IDirect3DIndexBuffer9_Release(ib);
2792     ok(ref == 0, "Index Buffer reference count is %08ld\n", ref);
2793
2794     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
2795     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
2796
2797     hr = IDirect3DDevice9_BeginScene(device);
2798     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
2799     if(SUCCEEDED(hr))
2800     {
2801         /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent d3d from
2802          * making assumptions about the indices or vertices
2803          */
2804         hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1);
2805         ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x\n", hr);
2806         hr = IDirect3DDevice9_EndScene(device);
2807         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
2808     }
2809
2810     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2811     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
2812
2813     hr = IDirect3DDevice9_SetIndices(device, NULL);
2814     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
2815     hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
2816     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
2817
2818     /* Index buffer was already destroyed as part of the test */
2819     IDirect3DVertexBuffer9_Release(vb);
2820 }
2821
2822 static void float_texture_test(IDirect3DDevice9 *device)
2823 {
2824     IDirect3D9 *d3d = NULL;
2825     HRESULT hr;
2826     IDirect3DTexture9 *texture = NULL;
2827     D3DLOCKED_RECT lr;
2828     float *data;
2829     DWORD color;
2830     float quad[] = {
2831         -1.0,      -1.0,       0.1,     0.0,    0.0,
2832         -1.0,       1.0,       0.1,     0.0,    1.0,
2833          1.0,      -1.0,       0.1,     1.0,    0.0,
2834          1.0,       1.0,       0.1,     1.0,    1.0,
2835     };
2836
2837     memset(&lr, 0, sizeof(lr));
2838     IDirect3DDevice9_GetDirect3D(device, &d3d);
2839     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
2840                                      D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK) {
2841         skip("D3DFMT_R32F textures not supported\n");
2842         goto out;
2843     }
2844
2845     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F,
2846                                         D3DPOOL_MANAGED, &texture, NULL);
2847     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
2848     if(!texture) {
2849         skip("Failed to create R32F texture\n");
2850         goto out;
2851     }
2852
2853     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
2854     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
2855     data = lr.pBits;
2856     *data = 0.0;
2857     hr = IDirect3DTexture9_UnlockRect(texture, 0);
2858     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
2859
2860     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
2861     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2862
2863     hr = IDirect3DDevice9_BeginScene(device);
2864     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
2865     if(SUCCEEDED(hr))
2866     {
2867         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
2868         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
2869
2870         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
2871         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2872
2873         hr = IDirect3DDevice9_EndScene(device);
2874         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
2875     }
2876     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
2877     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2878
2879     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2880     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
2881
2882     color = getPixelColor(device, 240, 320);
2883     ok(color == 0x0000FFFF, "R32F with value 0.0 has color %08x, expected 0x0000FFFF\n", color);
2884
2885 out:
2886     if(texture) IDirect3DTexture9_Release(texture);
2887     IDirect3D9_Release(d3d);
2888 }
2889
2890 static void g16r16_texture_test(IDirect3DDevice9 *device)
2891 {
2892     IDirect3D9 *d3d = NULL;
2893     HRESULT hr;
2894     IDirect3DTexture9 *texture = NULL;
2895     D3DLOCKED_RECT lr;
2896     DWORD *data;
2897     DWORD color, red, green, blue;
2898     float quad[] = {
2899        -1.0,      -1.0,       0.1,     0.0,    0.0,
2900        -1.0,       1.0,       0.1,     0.0,    1.0,
2901         1.0,      -1.0,       0.1,     1.0,    0.0,
2902         1.0,       1.0,       0.1,     1.0,    1.0,
2903     };
2904
2905     memset(&lr, 0, sizeof(lr));
2906     IDirect3DDevice9_GetDirect3D(device, &d3d);
2907     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
2908        D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK) {
2909            skip("D3DFMT_G16R16 textures not supported\n");
2910            goto out;
2911     }
2912
2913     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16,
2914                                         D3DPOOL_MANAGED, &texture, NULL);
2915     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
2916     if(!texture) {
2917         skip("Failed to create D3DFMT_G16R16 texture\n");
2918         goto out;
2919     }
2920
2921     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
2922     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
2923     data = lr.pBits;
2924     *data = 0x0f00f000;
2925     hr = IDirect3DTexture9_UnlockRect(texture, 0);
2926     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
2927
2928     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
2929     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2930
2931     hr = IDirect3DDevice9_BeginScene(device);
2932     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
2933     if(SUCCEEDED(hr))
2934     {
2935         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
2936         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
2937
2938         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
2939         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
2940
2941         hr = IDirect3DDevice9_EndScene(device);
2942         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
2943     }
2944     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
2945     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
2946
2947     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
2948     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
2949
2950     color = getPixelColor(device, 240, 320);
2951     red   = (color & 0x00ff0000) >> 16;
2952     green = (color & 0x0000ff00) >>  8;
2953     blue  = (color & 0x000000ff) >>  0;
2954     ok(blue == 0xff && red >= 0xef && red <= 0xf1 && green >= 0x0e && green <= 0x10,
2955        "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00F00FFF\n", color);
2956
2957 out:
2958     if(texture) IDirect3DTexture9_Release(texture);
2959     IDirect3D9_Release(d3d);
2960 }
2961
2962 static void texture_transform_flags_test(IDirect3DDevice9 *device)
2963 {
2964     HRESULT hr;
2965     IDirect3D9 *d3d;
2966     D3DFORMAT fmt = D3DFMT_X8R8G8B8;
2967     D3DCAPS9 caps;
2968     IDirect3DTexture9 *texture = NULL;
2969     IDirect3DVolumeTexture9 *volume = NULL;
2970     unsigned int x, y, z;
2971     D3DLOCKED_RECT lr;
2972     D3DLOCKED_BOX lb;
2973     DWORD color;
2974     IDirect3DVertexDeclaration9 *decl, *decl2, *decl3;
2975     float identity[16] = {1.0, 0.0, 0.0, 0.0,
2976                            0.0, 1.0, 0.0, 0.0,
2977                            0.0, 0.0, 1.0, 0.0,
2978                            0.0, 0.0, 0.0, 1.0};
2979     static const D3DVERTEXELEMENT9 decl_elements[] = {
2980         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
2981         {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
2982         D3DDECL_END()
2983     };
2984     static const D3DVERTEXELEMENT9 decl_elements2[] = {
2985         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
2986         {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
2987         D3DDECL_END()
2988     };
2989     static const D3DVERTEXELEMENT9 decl_elements3[] = {
2990         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
2991         {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
2992         D3DDECL_END()
2993     };
2994     static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00,
2995                                                  0x00, 0xff, 0x00, 0x00,
2996                                                  0x00, 0x00, 0x00, 0x00,
2997                                                  0x00, 0x00, 0x00, 0x00};
2998
2999     memset(&lr, 0, sizeof(lr));
3000     memset(&lb, 0, sizeof(lb));
3001     IDirect3DDevice9_GetDirect3D(device, &d3d);
3002     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
3003                                      D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK) {
3004         fmt = D3DFMT_A16B16G16R16;
3005     }
3006     IDirect3D9_Release(d3d);
3007
3008     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
3009     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
3010     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2);
3011     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
3012     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3);
3013     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
3014     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
3015     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr);
3016     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
3017     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr);
3018     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
3019     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr);
3020     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
3021     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr);
3022     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
3023     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr);
3024     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
3025     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr);
3026     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
3027     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr);
3028     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
3029     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr);
3030     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
3031     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3032
3033     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
3034     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
3035     hr = IDirect3DDevice9_CreateTexture(device, caps.MaxTextureWidth, caps.MaxTextureHeight, 1,
3036                                         0, fmt, D3DPOOL_MANAGED, &texture, NULL);
3037     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
3038     if(!texture) {
3039         skip("Failed to create the test texture\n");
3040         return;
3041     }
3042
3043     /* Unfortunately there is no easy way to set up a texture coordinate passthrough
3044      * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to
3045      * 1.0 in red and green for the x and y coords
3046      */
3047     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
3048     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr);
3049     for(y = 0; y < caps.MaxTextureHeight; y++) {
3050         for(x = 0; x < caps.MaxTextureWidth; x++) {
3051             double r_f = (double) y / (double) caps.MaxTextureHeight;
3052             double g_f = (double) x / (double) caps.MaxTextureWidth;
3053             if(fmt == D3DFMT_A16B16G16R16) {
3054                 unsigned short r, g;
3055                 unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8);
3056                 r = (unsigned short) (r_f * 65536.0);
3057                 g = (unsigned short) (g_f * 65536.0);
3058                 dst[0] = r;
3059                 dst[1] = g;
3060                 dst[2] = 0;
3061                 dst[3] = 65535;
3062             } else {
3063                 unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4;
3064                 unsigned char r = (unsigned char) (r_f * 255.0);
3065                 unsigned char g = (unsigned char) (g_f * 255.0);
3066                 dst[0] = 0;
3067                 dst[1] = g;
3068                 dst[2] = r;
3069                 dst[3] = 255;
3070             }
3071         }
3072     }
3073     hr = IDirect3DTexture9_UnlockRect(texture, 0);
3074     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr);
3075     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
3076     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
3077
3078     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
3079     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
3080     hr = IDirect3DDevice9_BeginScene(device);
3081     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
3082     if(SUCCEEDED(hr))
3083     {
3084         float quad1[] = {
3085             -1.0,      -1.0,       0.1,     1.0,    1.0,
3086             -1.0,       0.0,       0.1,     1.0,    1.0,
3087              0.0,      -1.0,       0.1,     1.0,    1.0,
3088              0.0,       0.0,       0.1,     1.0,    1.0,
3089         };
3090         float quad2[] = {
3091             -1.0,       0.0,       0.1,     1.0,    1.0,
3092             -1.0,       1.0,       0.1,     1.0,    1.0,
3093              0.0,       0.0,       0.1,     1.0,    1.0,
3094              0.0,       1.0,       0.1,     1.0,    1.0,
3095         };
3096         float quad3[] = {
3097              0.0,       0.0,       0.1,     0.5,    0.5,
3098              0.0,       1.0,       0.1,     0.5,    0.5,
3099              1.0,       0.0,       0.1,     0.5,    0.5,
3100              1.0,       1.0,       0.1,     0.5,    0.5,
3101         };
3102         float quad4[] = {
3103              320,       480,       0.1,     1.0,    0.0,    1.0,
3104              320,       240,       0.1,     1.0,    0.0,    1.0,
3105              640,       480,       0.1,     1.0,    0.0,    1.0,
3106              640,       240,       0.1,     1.0,    0.0,    1.0,
3107         };
3108         float mat[16] = {0.0, 0.0, 0.0, 0.0,
3109                           0.0, 0.0, 0.0, 0.0,
3110                           0.0, 0.0, 0.0, 0.0,
3111                           0.0, 0.0, 0.0, 0.0};
3112
3113         /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */
3114         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
3115         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3116         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
3117         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3118
3119         /* What happens with transforms enabled? */
3120         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
3121         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3122         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
3123         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3124
3125         /* What happens if 4 coords are used, but only 2 given ?*/
3126         mat[8] = 1.0;
3127         mat[13] = 1.0;
3128         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
3129         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3130         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
3131         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3132         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
3133         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3134
3135         /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed
3136          * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red,
3137          * due to the coords in the vertices. (turns out red, indeed)
3138          */
3139         memset(mat, 0, sizeof(mat));
3140         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
3141         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3142         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
3143         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
3144         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3145         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
3146         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
3147         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3148
3149         hr = IDirect3DDevice9_EndScene(device);
3150         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
3151     }
3152     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3153     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3154     color = getPixelColor(device, 160, 360);
3155     ok(color == 0x00FFFF00 || color == 0x00FEFE00, "quad 1 has color %08x, expected 0x00FFFF00\n", color);
3156     color = getPixelColor(device, 160, 120);
3157     ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
3158     color = getPixelColor(device, 480, 120);
3159     ok(color == 0x0000FF00 || color == 0x0000FE00, "quad 3 has color %08x, expected 0x0000FF00\n", color);
3160     color = getPixelColor(device, 480, 360);
3161     ok(color == 0x00FF0000 || 0x00FE0000, "quad 4 has color %08x, expected 0x00FF0000\n", color);
3162
3163     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
3164     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3165
3166     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
3167     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
3168     hr = IDirect3DDevice9_BeginScene(device);
3169     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
3170     if(SUCCEEDED(hr))
3171     {
3172         float quad1[] = {
3173             -1.0,      -1.0,       0.1,     0.8,    0.2,
3174             -1.0,       0.0,       0.1,     0.8,    0.2,
3175              0.0,      -1.0,       0.1,     0.8,    0.2,
3176              0.0,       0.0,       0.1,     0.8,    0.2,
3177         };
3178         float quad2[] = {
3179             -1.0,       0.0,       0.1,     0.5,    1.0,
3180             -1.0,       1.0,       0.1,     0.5,    1.0,
3181              0.0,       0.0,       0.1,     0.5,    1.0,
3182              0.0,       1.0,       0.1,     0.5,    1.0,
3183         };
3184         float quad3[] = {
3185              0.0,       0.0,       0.1,     0.5,    1.0,
3186              0.0,       1.0,       0.1,     0.5,    1.0,
3187              1.0,       0.0,       0.1,     0.5,    1.0,
3188              1.0,       1.0,       0.1,     0.5,    1.0,
3189         };
3190         float quad4[] = {
3191              0.0,      -1.0,       0.1,     0.8,    0.2,
3192              0.0,       0.0,       0.1,     0.8,    0.2,
3193              1.0,      -1.0,       0.1,     0.8,    0.2,
3194              1.0,       0.0,       0.1,     0.8,    0.2,
3195         };
3196         float mat[16] = {0.0, 0.0, 0.0, 0.0,
3197                           0.0, 0.0, 0.0, 0.0,
3198                           0.0, 1.0, 0.0, 0.0,
3199                           0.0, 0.0, 0.0, 0.0};
3200
3201         /* What happens to the default 1 in the 3rd coordinate if it is disabled?
3202          */
3203         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
3204         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3205         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
3206         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3207
3208         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
3209         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3210
3211         /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers
3212          * it behaves like COUNT2 because normal textures require 2 coords
3213          */
3214         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
3215         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3216         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float));
3217         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3218
3219         /* Just to be sure, the same as quad2 above */
3220         memset(mat, 0, sizeof(mat));
3221         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat);
3222         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3223         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
3224         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3225         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
3226         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3227
3228         /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not
3229          * used? And what happens to the first?
3230          */
3231         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
3232         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3233         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
3234         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3235
3236         hr = IDirect3DDevice9_EndScene(device);
3237         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
3238     }
3239     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3240     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3241     color = getPixelColor(device, 160, 360);
3242     ok(color == 0x00FF0000 || color == 0x00FE0000, "quad 1 has color %08x, expected 0x00FF0000\n", color);
3243     color = getPixelColor(device, 160, 120);
3244     ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
3245     color = getPixelColor(device, 480, 120);
3246     ok(color == 0x00ff8000 || color == 0x00fe7f00 || color == 0x00000000,
3247        "quad 3 has color %08x, expected 0x00ff8000\n", color);
3248     color = getPixelColor(device, 480, 360);
3249     ok(color == 0x0033cc00 || color == 0x0032cb00 || color == 0x00FF0000 || color == 0x00FE0000,
3250        "quad 4 has color %08x, expected 0x0033cc00\n", color);
3251
3252     IDirect3DTexture9_Release(texture);
3253
3254     /* Test projected textures, without any fancy matrices */
3255     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0);
3256     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3257     hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL);
3258     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
3259     hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity);
3260     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3261     hr = IDirect3DDevice9_SetVertexDeclaration(device, decl3);
3262     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3263
3264     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
3265     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
3266     for(x = 0; x < 4; x++) {
3267         memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0]));
3268     }
3269     hr = IDirect3DTexture9_UnlockRect(texture, 0);
3270     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
3271     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
3272     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
3273
3274     hr = IDirect3DDevice9_BeginScene(device);
3275     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
3276     if(SUCCEEDED(hr))
3277     {
3278         const float proj_quads[] = {
3279            -1.0,   -1.0,    0.1,    0.0,    0.0,    4.0,    6.0,
3280             1.0,   -1.0,    0.1,    4.0,    0.0,    4.0,    6.0,
3281            -1.0,    0.0,    0.1,    0.0,    4.0,    4.0,    6.0,
3282             1.0,    0.0,    0.1,    4.0,    4.0,    4.0,    6.0,
3283            -1.0,    0.0,    0.1,    0.0,    0.0,    4.0,    6.0,
3284             1.0,    0.0,    0.1,    4.0,    0.0,    4.0,    6.0,
3285            -1.0,    1.0,    0.1,    0.0,    4.0,    4.0,    6.0,
3286             1.0,    1.0,    0.1,    4.0,    4.0,    4.0,    6.0,
3287         };
3288
3289         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
3290         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3291         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &proj_quads[0*7], 7 * sizeof(float));
3292         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3293
3294         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3 | D3DTTFF_PROJECTED);
3295         ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3296         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &proj_quads[4*7], 7 * sizeof(float));
3297         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
3298
3299         hr = IDirect3DDevice9_EndScene(device);
3300         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
3301     }
3302
3303     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
3304     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
3305     IDirect3DTexture9_Release(texture);
3306
3307     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3308     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3309     color = getPixelColor(device, 158, 118);
3310     ok(color == 0x00000000, "proj: Pixel 158/118 has color 0x%08x, expected 0x00000000\n", color);
3311     color = getPixelColor(device, 162, 118);
3312     ok(color == 0x00000000, "proj: Pixel 162/118 has color 0x%08x, expected 0x00000000\n", color);
3313     color = getPixelColor(device, 158, 122);
3314     ok(color == 0x00000000, "proj: Pixel 158/122 has color 0x%08x, expected 0x00000000\n", color);
3315     color = getPixelColor(device, 162, 122);
3316     ok(color == 0x00FFFFFF, "proj: Pixel 162/122 has color 0x%08x, expected 0x00FFFFFF\n", color);
3317
3318     color = getPixelColor(device, 158, 178);
3319     ok(color == 0x00000000, "proj: Pixel 158/178 has color 0x%08x, expected 0x00000000\n", color);
3320     color = getPixelColor(device, 162, 178);
3321     ok(color == 0x00FFFFFF, "proj: Pixel 158/178 has color 0x%08x, expected 0x00FFFFFF\n", color);
3322     color = getPixelColor(device, 158, 182);
3323     ok(color == 0x00000000, "proj: Pixel 158/182 has color 0x%08x, expected 0x00000000\n", color);
3324     color = getPixelColor(device, 162, 182);
3325     ok(color == 0x00000000, "proj: Pixel 158/182 has color 0x%08x, expected 0x00000000\n", color);
3326
3327     color = getPixelColor(device, 318, 118);
3328     ok(color == 0x00000000, "proj: Pixel 318/118 has color 0x%08x, expected 0x00000000\n", color);
3329     color = getPixelColor(device, 322, 118);
3330     ok(color == 0x00000000, "proj: Pixel 322/118 has color 0x%08x, expected 0x00000000\n", color);
3331     color = getPixelColor(device, 318, 122);
3332     ok(color == 0x00FFFFFF, "proj: Pixel 318/122 has color 0x%08x, expected 0x00FFFFFF\n", color);
3333     color = getPixelColor(device, 322, 122);
3334     ok(color == 0x00000000, "proj: Pixel 322/122 has color 0x%08x, expected 0x00000000\n", color);
3335
3336     color = getPixelColor(device, 318, 178);
3337     ok(color == 0x00FFFFFF, "proj: Pixel 318/178 has color 0x%08x, expected 0x00FFFFFF\n", color);
3338     color = getPixelColor(device, 322, 178);
3339     ok(color == 0x00000000, "proj: Pixel 322/178 has color 0x%08x, expected 0x00000000\n", color);
3340     color = getPixelColor(device, 318, 182);
3341     ok(color == 0x00000000, "proj: Pixel 318/182 has color 0x%08x, expected 0x00000000\n", color);
3342     color = getPixelColor(device, 322, 182);
3343     ok(color == 0x00000000, "proj: Pixel 322/182 has color 0x%08x, expected 0x00000000\n", color);
3344
3345     color = getPixelColor(device, 238, 298);
3346     ok(color == 0x00000000, "proj: Pixel 238/298 has color 0x%08x, expected 0x00000000\n", color);
3347     color = getPixelColor(device, 242, 298);
3348     ok(color == 0x00000000, "proj: Pixel 242/298 has color 0x%08x, expected 0x00000000\n", color);
3349     color = getPixelColor(device, 238, 302);
3350     ok(color == 0x00000000, "proj: Pixel 238/302 has color 0x%08x, expected 0x00000000\n", color);
3351     color = getPixelColor(device, 242, 302);
3352     ok(color == 0x00FFFFFF, "proj: Pixel 242/302 has color 0x%08x, expected 0x00FFFFFF\n", color);
3353
3354     color = getPixelColor(device, 238, 388);
3355     ok(color == 0x00000000, "proj: Pixel 238/388 has color 0x%08x, expected 0x00000000\n", color);
3356     color = getPixelColor(device, 242, 388);
3357     ok(color == 0x00FFFFFF, "proj: Pixel 242/388 has color 0x%08x, expected 0x00FFFFFF\n", color);
3358     color = getPixelColor(device, 238, 392);
3359     ok(color == 0x00000000, "proj: Pixel 238/392 has color 0x%08x, expected 0x00000000\n", color);
3360     color = getPixelColor(device, 242, 392);
3361     ok(color == 0x00000000, "proj: Pixel 242/392 has color 0x%08x, expected 0x00000000\n", color);
3362
3363     color = getPixelColor(device, 478, 298);
3364     ok(color == 0x00000000, "proj: Pixel 478/298 has color 0x%08x, expected 0x00000000\n", color);
3365     color = getPixelColor(device, 482, 298);
3366     ok(color == 0x00000000, "proj: Pixel 482/298 has color 0x%08x, expected 0x00000000\n", color);
3367     color = getPixelColor(device, 478, 302);
3368     ok(color == 0x00FFFFFF, "proj: Pixel 478/302 has color 0x%08x, expected 0x00FFFFFF\n", color);
3369     color = getPixelColor(device, 482, 302);
3370     ok(color == 0x00000000, "proj: Pixel 482/302 has color 0x%08x, expected 0x00000000\n", color);
3371
3372     color = getPixelColor(device, 478, 388);
3373     ok(color == 0x00FFFFFF, "proj: Pixel 478/388 has color 0x%08x, expected 0x00FFFFFF\n", color);
3374     color = getPixelColor(device, 482, 388);
3375     ok(color == 0x00000000, "proj: Pixel 482/388 has color 0x%08x, expected 0x00000000\n", color);
3376     color = getPixelColor(device, 478, 392);
3377     ok(color == 0x00000000, "proj: Pixel 478/392 has color 0x%08x, expected 0x00000000\n", color);
3378     color = getPixelColor(device, 482, 392);
3379     ok(color == 0x00000000, "proj: Pixel 482/392 has color 0x%08x, expected 0x00000000\n", color);
3380
3381     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0);
3382     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3383     /* Use a smaller volume texture than the biggest possible size for memory and performance reasons
3384      * Thus watch out if sampling from texels between 0 and 1.
3385      */
3386     hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0);
3387     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
3388        "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr);
3389     if(!volume) {
3390         skip("Failed to create a volume texture\n");
3391         goto out;
3392     }
3393
3394     hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0);
3395     ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr);
3396     for(z = 0; z < 32; z++) {
3397         for(y = 0; y < 32; y++) {
3398             for(x = 0; x < 32; x++) {
3399                 char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4);
3400                 void *mem = ((char *)  lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size;
3401                 float r_f = (float) x / 31.0;
3402                 float g_f = (float) y / 31.0;
3403                 float b_f = (float) z / 31.0;
3404
3405                 if(fmt == D3DFMT_A16B16G16R16) {
3406                     unsigned short *mem_s = mem;
3407                     mem_s[0]  = r_f * 65535.0;
3408                     mem_s[1]  = g_f * 65535.0;
3409                     mem_s[2]  = b_f * 65535.0;
3410                     mem_s[3]  = 65535;
3411                 } else {
3412                     unsigned char *mem_c = mem;
3413                     mem_c[0]  = b_f * 255.0;
3414                     mem_c[1]  = g_f * 255.0;
3415                     mem_c[2]  = r_f * 255.0;
3416                     mem_c[3]  = 255;
3417                 }
3418             }
3419         }
3420     }
3421     hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0);
3422     ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
3423
3424     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume);
3425     ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
3426
3427     hr = IDirect3DDevice9_BeginScene(device);
3428     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
3429     if(SUCCEEDED(hr))
3430     {
3431         float quad1[] = {
3432             -1.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3433             -1.0,       0.0,       0.1,     1.0,    1.0,    1.0,
3434              0.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3435              0.0,       0.0,       0.1,     1.0,    1.0,    1.0
3436         };
3437         float quad2[] = {
3438             -1.0,       0.0,       0.1,     1.0,    1.0,    1.0,
3439             -1.0,       1.0,       0.1,     1.0,    1.0,    1.0,
3440              0.0,       0.0,       0.1,     1.0,    1.0,    1.0,
3441              0.0,       1.0,       0.1,     1.0,    1.0,    1.0
3442         };
3443         float quad3[] = {
3444              0.0,       0.0,       0.1,     0.0,    0.0,
3445              0.0,       1.0,       0.1,     0.0,    0.0,
3446              1.0,       0.0,       0.1,     0.0,    0.0,
3447              1.0,       1.0,       0.1,     0.0,    0.0
3448         };
3449         float quad4[] = {
3450              0.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3451              0.0,       0.0,       0.1,     1.0,    1.0,    1.0,
3452              1.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3453              1.0,       0.0,       0.1,     1.0,    1.0,    1.0
3454         };
3455         float mat[16] = {1.0, 0.0, 0.0, 0.0,
3456                          0.0, 0.0, 1.0, 0.0,
3457                          0.0, 1.0, 0.0, 0.0,
3458                          0.0, 0.0, 0.0, 1.0};
3459         hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
3460         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3461
3462         /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same
3463          * values
3464          */
3465         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat);
3466         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3467         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
3468         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3469         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
3470         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3471
3472         /* Now disable the w coordinate. Does that change the input, or the output. The coordinates
3473          * are swapped by the matrix. If it changes the input, the v coord will be missing(green),
3474          * otherwise the w will be missing(blue).
3475          * turns out that on nvidia cards the blue color is missing, so it is an output modification.
3476          * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3.
3477          */
3478         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
3479         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3480         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
3481         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3482
3483         /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 4 */
3484         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity);
3485         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3486         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
3487         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3488         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
3489         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
3490         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
3491         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3492
3493         /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 ==
3494          * disable. ATI extends it up to the amount of values needed for the volume texture
3495          */
3496         memset(mat, 0, sizeof(mat));
3497         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat);
3498         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3499         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
3500         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3501         hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
3502         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3503         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
3504         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3505
3506         hr = IDirect3DDevice9_EndScene(device);
3507         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
3508     }
3509     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3510     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3511
3512     color = getPixelColor(device, 160, 360);
3513     ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color);
3514     color = getPixelColor(device, 160, 120);
3515     ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */,
3516        "quad 2 has color %08x, expected 0x00ffff00\n", color);
3517     color = getPixelColor(device, 480, 120);
3518     ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color);
3519     color = getPixelColor(device, 480, 360);
3520     ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color);
3521
3522     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0);
3523     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3524     hr = IDirect3DDevice9_BeginScene(device);
3525     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
3526     if(SUCCEEDED(hr))
3527     {
3528         float quad1[] = {
3529             -1.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3530             -1.0,       0.0,       0.1,     1.0,    1.0,    1.0,
3531              0.0,      -1.0,       0.1,     1.0,    1.0,    1.0,
3532              0.0,       0.0,       0.1,     1.0,    1.0,    1.0
3533         };
3534         float quad2[] = {
3535             -1.0,       0.0,       0.1,
3536             -1.0,       1.0,       0.1,
3537              0.0,       0.0,       0.1,
3538              0.0,       1.0,       0.1,
3539         };
3540         float quad3[] = {
3541              0.0,       0.0,       0.1,     1.0,
3542              0.0,       1.0,       0.1,     1.0,
3543              1.0,       0.0,       0.1,     1.0,
3544              1.0,       1.0,       0.1,     1.0
3545         };
3546         float mat[16] =  {0.0, 0.0, 0.0, 0.0,
3547                            0.0, 0.0, 0.0, 0.0,
3548                            0.0, 0.0, 0.0, 0.0,
3549                            0.0, 1.0, 0.0, 0.0};
3550         float mat2[16] = {0.0, 0.0, 0.0, 1.0,
3551                            1.0, 0.0, 0.0, 0.0,
3552                            0.0, 1.0, 0.0, 0.0,
3553                            0.0, 0.0, 1.0, 0.0};
3554         hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
3555         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3556
3557         /* Default values? 4 coords used, 3 passed. What happens to the 4th?
3558          */
3559         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat);
3560         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3561         IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
3562         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3563         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
3564         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3565
3566         /* None passed */
3567         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity);
3568         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3569         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
3570         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
3571         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
3572         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3573
3574         /* 4 used, 1 passed */
3575         hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2);
3576         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3577         hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat2);
3578         ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3579         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float));
3580         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3581
3582         hr = IDirect3DDevice9_EndScene(device);
3583         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
3584     }
3585     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3586     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3587     color = getPixelColor(device, 160, 360);
3588     ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color);
3589     color = getPixelColor(device, 160, 120);
3590     ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color);
3591     color = getPixelColor(device, 480, 120);
3592     ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color);
3593     /* Quad4: unused */
3594
3595     IDirect3DVolumeTexture9_Release(volume);
3596
3597     out:
3598     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
3599     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
3600     IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
3601     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
3602     hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity);
3603     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
3604     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
3605     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
3606     IDirect3DVertexDeclaration9_Release(decl);
3607     IDirect3DVertexDeclaration9_Release(decl2);
3608     IDirect3DVertexDeclaration9_Release(decl3);
3609 }
3610
3611 static void texdepth_test(IDirect3DDevice9 *device)
3612 {
3613     IDirect3DPixelShader9 *shader;
3614     HRESULT hr;
3615     const float texdepth_test_data1[] = { 0.25,  2.0, 0.0, 0.0};
3616     const float texdepth_test_data2[] = { 0.25,  0.5, 0.0, 0.0};
3617     const float texdepth_test_data3[] = {-1.00,  0.1, 0.0, 0.0};
3618     const float texdepth_test_data4[] = {-0.25, -0.5, 0.0, 0.0};
3619     const float texdepth_test_data5[] = { 1.00, -0.1, 0.0, 0.0};
3620     const float texdepth_test_data6[] = { 1.00,  0.5, 0.0, 0.0};
3621     const float texdepth_test_data7[] = { 0.50,  0.0, 0.0, 0.0};
3622     DWORD shader_code[] = {
3623         0xffff0104,                                                                 /* ps_1_4               */
3624         0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,     /* def c1, 0, 0, 1, 1   */
3625         0x00000001, 0x800f0005, 0xa0e40000,                                         /* mov r5, c0           */
3626         0x0000fffd,                                                                 /* phase                */
3627         0x00000057, 0x800f0005,                                                     /* texdepth r5          */
3628         0x00000001, 0x800f0000, 0xa0e40001,                                         /* mov r0, c1           */
3629         0x0000ffff                                                                  /* end                  */
3630     };
3631     DWORD color;
3632     float vertex[] = {
3633        -1.0,   -1.0,    0.0,
3634         1.0,   -1.0,    1.0,
3635        -1.0,    1.0,    0.0,
3636         1.0,    1.0,    1.0
3637     };
3638
3639     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
3640     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
3641
3642     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
3643     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
3644     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
3645     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3646     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
3647     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3648     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
3649     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3650     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
3651
3652     /* Fill the depth buffer with a gradient */
3653     hr = IDirect3DDevice9_BeginScene(device);
3654     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3655     if(SUCCEEDED(hr))
3656     {
3657         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3658         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3659         hr = IDirect3DDevice9_EndScene(device);
3660         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3661     }
3662
3663     /* Now perform the actual tests. Same geometry, but with the shader */
3664     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
3665     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3666     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
3667     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3668     hr = IDirect3DDevice9_SetPixelShader(device, shader);
3669     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
3670
3671     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1);
3672     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3673     hr = IDirect3DDevice9_BeginScene(device);
3674     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3675     if(SUCCEEDED(hr))
3676     {
3677         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3678         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3679
3680         hr = IDirect3DDevice9_EndScene(device);
3681         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3682     }
3683
3684     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3685     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3686     color = getPixelColor(device, 158, 240);
3687     ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
3688     color = getPixelColor(device, 162, 240);
3689     ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color);
3690
3691     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
3692
3693     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1);
3694     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3695     hr = IDirect3DDevice9_BeginScene(device);
3696     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3697     if(SUCCEEDED(hr))
3698     {
3699         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3700         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3701
3702         hr = IDirect3DDevice9_EndScene(device);
3703         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3704     }
3705
3706     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3707     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3708     color = getPixelColor(device, 318, 240);
3709     ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
3710     color = getPixelColor(device, 322, 240);
3711     ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
3712
3713     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
3714
3715     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1);
3716     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3717     hr = IDirect3DDevice9_BeginScene(device);
3718     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3719     if(SUCCEEDED(hr))
3720     {
3721         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3722         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3723
3724         hr = IDirect3DDevice9_EndScene(device);
3725         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3726     }
3727     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3728     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3729
3730     color = getPixelColor(device, 1, 240);
3731     ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color);
3732
3733     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
3734
3735     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1);
3736     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3737     hr = IDirect3DDevice9_BeginScene(device);
3738     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3739     if(SUCCEEDED(hr))
3740     {
3741         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3742         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3743
3744         hr = IDirect3DDevice9_EndScene(device);
3745         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3746     }
3747     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3748     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3749     color = getPixelColor(device, 318, 240);
3750     ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
3751     color = getPixelColor(device, 322, 240);
3752     ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color);
3753
3754     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
3755
3756     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1);
3757     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3758     hr = IDirect3DDevice9_BeginScene(device);
3759     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3760     if(SUCCEEDED(hr))
3761     {
3762         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3763         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3764
3765         hr = IDirect3DDevice9_EndScene(device);
3766         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3767     }
3768     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3769     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3770
3771     color = getPixelColor(device, 1, 240);
3772     ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
3773
3774     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
3775
3776     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1);
3777     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3778     hr = IDirect3DDevice9_BeginScene(device);
3779     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3780     if(SUCCEEDED(hr))
3781     {
3782         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3783         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3784
3785         hr = IDirect3DDevice9_EndScene(device);
3786         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3787     }
3788     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3789     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3790
3791     color = getPixelColor(device, 638, 240);
3792     ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
3793
3794     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
3795
3796     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1);
3797     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
3798     hr = IDirect3DDevice9_BeginScene(device);
3799     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3800     if(SUCCEEDED(hr))
3801     {
3802         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
3803         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3804
3805         hr = IDirect3DDevice9_EndScene(device);
3806         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3807     }
3808     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3809     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3810
3811     color = getPixelColor(device, 638, 240);
3812     ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
3813
3814     /* Cleanup */
3815     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
3816     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
3817     IDirect3DPixelShader9_Release(shader);
3818
3819     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
3820     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3821     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
3822     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
3823 }
3824
3825 static void texkill_test(IDirect3DDevice9 *device)
3826 {
3827     IDirect3DPixelShader9 *shader;
3828     HRESULT hr;
3829     DWORD color;
3830
3831     const float vertex[] = {
3832     /*                          bottom  top    right    left */
3833         -1.0,   -1.0,   1.0,   -0.1,    0.9,    0.9,   -0.1,
3834          1.0,   -1.0,   0.0,    0.9,   -0.1,    0.9,   -0.1,
3835         -1.0,    1.0,   1.0,   -0.1,    0.9,   -0.1,    0.9,
3836          1.0,    1.0,   0.0,    0.9,   -0.1,   -0.1,    0.9,
3837     };
3838
3839     DWORD shader_code_11[] = {
3840     0xffff0101,                                                             /* ps_1_1                     */
3841     0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
3842     0x00000041, 0xb00f0000,                                                 /* texkill t0                 */
3843     0x00000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                 */
3844     0x0000ffff                                                              /* end                        */
3845     };
3846     DWORD shader_code_20[] = {
3847     0xffff0200,                                                             /* ps_2_0                     */
3848     0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                     */
3849     0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */
3850     0x01000041, 0xb00f0000,                                                 /* texkill t0                 */
3851     0x02000001, 0x800f0800, 0xa0e40000,                                     /* mov oC0, c0                */
3852     0x0000ffff                                                              /* end                        */
3853     };
3854
3855     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
3856     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
3857     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader);
3858     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
3859
3860     hr = IDirect3DDevice9_SetPixelShader(device, shader);
3861     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
3862     hr = IDirect3DDevice9_BeginScene(device);
3863     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3864     if(SUCCEEDED(hr))
3865     {
3866         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1);
3867         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
3868         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
3869         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3870         hr = IDirect3DDevice9_EndScene(device);
3871         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3872     }
3873     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3874     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3875     color = getPixelColor(device, 63, 46);
3876     ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color);
3877     color = getPixelColor(device, 66, 46);
3878     ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color);
3879     color = getPixelColor(device, 63, 49);
3880     ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color);
3881     color = getPixelColor(device, 66, 49);
3882     ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color);
3883
3884     color = getPixelColor(device, 578, 46);
3885     ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
3886     color = getPixelColor(device, 575, 46);
3887     ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
3888     color = getPixelColor(device, 578, 49);
3889     ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color);
3890     color = getPixelColor(device, 575, 49);
3891     ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
3892
3893     color = getPixelColor(device, 63, 430);
3894     ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
3895     color = getPixelColor(device, 63, 433);
3896     ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
3897     color = getPixelColor(device, 66, 433);
3898     ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
3899     color = getPixelColor(device, 66, 430);
3900     ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
3901
3902     color = getPixelColor(device, 578, 430);
3903     ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
3904     color = getPixelColor(device, 578, 433);
3905     ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
3906     color = getPixelColor(device, 575, 433);
3907     ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
3908     color = getPixelColor(device, 575, 430);
3909     ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
3910
3911     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
3912     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
3913     IDirect3DPixelShader9_Release(shader);
3914
3915     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
3916     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
3917     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader);
3918     if(FAILED(hr)) {
3919         skip("Failed to create 2.0 test shader, most likely not supported\n");
3920         return;
3921     }
3922
3923     hr = IDirect3DDevice9_SetPixelShader(device, shader);
3924     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
3925     hr = IDirect3DDevice9_BeginScene(device);
3926     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
3927     if(SUCCEEDED(hr))
3928     {
3929         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
3930         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
3931         hr = IDirect3DDevice9_EndScene(device);
3932         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
3933     }
3934     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
3935
3936     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
3937     color = getPixelColor(device, 63, 46);
3938     ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color);
3939     color = getPixelColor(device, 66, 46);
3940     ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color);
3941     color = getPixelColor(device, 63, 49);
3942     ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color);
3943     color = getPixelColor(device, 66, 49);
3944     ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color);
3945
3946     color = getPixelColor(device, 578, 46);
3947     ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
3948     color = getPixelColor(device, 575, 46);
3949     ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
3950     color = getPixelColor(device, 578, 49);
3951     ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
3952     color = getPixelColor(device, 575, 49);
3953     ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
3954
3955     color = getPixelColor(device, 63, 430);
3956     ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
3957     color = getPixelColor(device, 63, 433);
3958     ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
3959     color = getPixelColor(device, 66, 433);
3960     ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
3961     color = getPixelColor(device, 66, 430);
3962     ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
3963
3964     color = getPixelColor(device, 578, 430);
3965     ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
3966     color = getPixelColor(device, 578, 433);
3967     ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
3968     color = getPixelColor(device, 575, 433);
3969     ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
3970     color = getPixelColor(device, 575, 430);
3971     ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
3972
3973     /* Cleanup */
3974     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
3975     ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
3976     IDirect3DPixelShader9_Release(shader);
3977 }
3978
3979 static void x8l8v8u8_test(IDirect3DDevice9 *device)
3980 {
3981     IDirect3D9 *d3d9;
3982     HRESULT hr;
3983     IDirect3DTexture9 *texture;
3984     IDirect3DPixelShader9 *shader;
3985     IDirect3DPixelShader9 *shader2;
3986     D3DLOCKED_RECT lr;
3987     DWORD color;
3988     DWORD shader_code[] = {
3989         0xffff0101,                             /* ps_1_1       */
3990         0x00000042, 0xb00f0000,                 /* tex t0       */
3991         0x00000001, 0x800f0000, 0xb0e40000,     /* mov r0, t0   */
3992         0x0000ffff                              /* end          */
3993     };
3994     DWORD shader_code2[] = {
3995         0xffff0101,                             /* ps_1_1       */
3996         0x00000042, 0xb00f0000,                 /* tex t0       */
3997         0x00000001, 0x800f0000, 0xb0ff0000,     /* mov r0, t0.w */
3998         0x0000ffff                              /* end          */
3999     };
4000
4001     float quad[] = {
4002        -1.0,   -1.0,   0.1,     0.5,    0.5,
4003         1.0,   -1.0,   0.1,     0.5,    0.5,
4004        -1.0,    1.0,   0.1,     0.5,    0.5,
4005         1.0,    1.0,   0.1,     0.5,    0.5,
4006     };
4007
4008     memset(&lr, 0, sizeof(lr));
4009     IDirect3DDevice9_GetDirect3D(device, &d3d9);
4010     hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
4011                                       0,  D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8);
4012     IDirect3D9_Release(d3d9);
4013     if(FAILED(hr)) {
4014         skip("No D3DFMT_X8L8V8U8 support\n");
4015     };
4016
4017     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
4018     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4019
4020     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL);
4021     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr);
4022     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
4023     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr);
4024     *((DWORD *) lr.pBits) = 0x11ca3141;
4025     hr = IDirect3DTexture9_UnlockRect(texture, 0);
4026     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr);
4027
4028     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
4029     ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
4030     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2);
4031     ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
4032
4033     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
4034     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
4035     hr = IDirect3DDevice9_SetPixelShader(device, shader);
4036     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
4037     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
4038     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
4039
4040     hr = IDirect3DDevice9_BeginScene(device);
4041     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
4042     if(SUCCEEDED(hr))
4043     {
4044         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
4045         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4046
4047         hr = IDirect3DDevice9_EndScene(device);
4048         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
4049     }
4050     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4051     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4052     color = getPixelColor(device, 578, 430);
4053     ok(color == 0x008262ca || color == 0x008363ca || color == 0x008362ca,
4054        "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color);
4055
4056     hr = IDirect3DDevice9_SetPixelShader(device, shader2);
4057     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
4058     hr = IDirect3DDevice9_BeginScene(device);
4059     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
4060     if(SUCCEEDED(hr))
4061     {
4062         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
4063         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4064
4065         hr = IDirect3DDevice9_EndScene(device);
4066         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
4067     }
4068     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4069     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4070     color = getPixelColor(device, 578, 430);
4071     ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color);
4072
4073     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
4074     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
4075     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
4076     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
4077     IDirect3DPixelShader9_Release(shader);
4078     IDirect3DPixelShader9_Release(shader2);
4079     IDirect3DTexture9_Release(texture);
4080 }
4081
4082 static void autogen_mipmap_test(IDirect3DDevice9 *device)
4083 {
4084     HRESULT hr;
4085     IDirect3D9 *d3d;
4086     IDirect3DTexture9 *texture = NULL;
4087     IDirect3DSurface9 *surface;
4088     DWORD color;
4089     const RECT r1 = {256, 256, 512, 512};
4090     const RECT r2 = {512, 256, 768, 512};
4091     const RECT r3 = {256, 512, 512, 768};
4092     const RECT r4 = {512, 512, 768, 768};
4093     unsigned int x, y;
4094     D3DLOCKED_RECT lr;
4095     memset(&lr, 0, sizeof(lr));
4096
4097     IDirect3DDevice9_GetDirect3D(device, &d3d);
4098     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
4099        D3DUSAGE_AUTOGENMIPMAP,  D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK) {
4100         skip("No autogenmipmap support\n");
4101         IDirect3D9_Release(d3d);
4102         return;
4103     }
4104     IDirect3D9_Release(d3d);
4105
4106     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
4107     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4108
4109     /* Make the mipmap big, so that a smaller mipmap is used
4110      */
4111     hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP,
4112                                         D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0);
4113     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
4114
4115     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
4116     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr);
4117     hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
4118     ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr);
4119     for(y = 0; y < 1024; y++) {
4120         for(x = 0; x < 1024; x++) {
4121             DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4);
4122             POINT pt;
4123
4124             pt.x = x;
4125             pt.y = y;
4126             if(PtInRect(&r1, pt)) {
4127                 *dst = 0xffff0000;
4128             } else if(PtInRect(&r2, pt)) {
4129                 *dst = 0xff00ff00;
4130             } else if(PtInRect(&r3, pt)) {
4131                 *dst = 0xff0000ff;
4132             } else if(PtInRect(&r4, pt)) {
4133                 *dst = 0xff000000;
4134             } else {
4135                 *dst = 0xffffffff;
4136             }
4137         }
4138     }
4139     hr = IDirect3DSurface9_UnlockRect(surface);
4140     ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr);
4141     IDirect3DSurface9_Release(surface);
4142
4143     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
4144     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
4145     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
4146     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
4147
4148     hr = IDirect3DDevice9_BeginScene(device);
4149     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4150     if(SUCCEEDED(hr)) {
4151         const float quad[] =  {
4152            -0.5,   -0.5,    0.1,    0.0,    0.0,
4153            -0.5,    0.5,    0.1,    0.0,    1.0,
4154             0.5,   -0.5,    0.1,    1.0,    0.0,
4155             0.5,    0.5,    0.1,    1.0,    1.0
4156         };
4157
4158         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
4159         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
4160         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
4161         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4162         hr = IDirect3DDevice9_EndScene(device);
4163         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4164     }
4165     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
4166     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
4167     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
4168     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
4169     IDirect3DTexture9_Release(texture);
4170
4171     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4172     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4173     color = getPixelColor(device, 200, 200);
4174     ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color);
4175     color = getPixelColor(device, 280, 200);
4176     ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color);
4177     color = getPixelColor(device, 360, 200);
4178     ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color);
4179     color = getPixelColor(device, 440, 200);
4180     ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
4181     color = getPixelColor(device, 200, 270);
4182     ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color);
4183     color = getPixelColor(device, 280, 270);
4184     ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color);
4185     color = getPixelColor(device, 360, 270);
4186     ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color);
4187     color = getPixelColor(device, 440, 270);
4188     ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
4189 }
4190
4191 static void test_constant_clamp_vs(IDirect3DDevice9 *device)
4192 {
4193     IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
4194     IDirect3DVertexDeclaration9 *decl;
4195     HRESULT hr;
4196     DWORD color;
4197     DWORD shader_code_11[] =  {
4198         0xfffe0101,                                         /* vs_1_1           */
4199         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
4200         0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4201         0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
4202         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
4203         0x0000ffff                                          /* end              */
4204     };
4205     DWORD shader_code_11_2[] =  {
4206         0xfffe0101,                                         /* vs_1_1           */
4207         0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */
4208         0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */
4209         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
4210         0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4211         0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
4212         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
4213         0x0000ffff                                          /* end              */
4214     };
4215     DWORD shader_code_20[] =  {
4216         0xfffe0200,                                         /* vs_2_0           */
4217         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
4218         0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4219         0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
4220         0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
4221         0x0000ffff                                          /* end              */
4222     };
4223     DWORD shader_code_20_2[] =  {
4224         0xfffe0200,                                         /* vs_2_0           */
4225         0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000,
4226         0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000,
4227         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
4228         0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4229         0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
4230         0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
4231         0x0000ffff                                          /* end              */
4232     };
4233     static const D3DVERTEXELEMENT9 decl_elements[] = {
4234         {0, 0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
4235         D3DDECL_END()
4236     };
4237     float quad1[] = {
4238         -1.0,   -1.0,   0.1,
4239          0.0,   -1.0,   0.1,
4240         -1.0,    0.0,   0.1,
4241          0.0,    0.0,   0.1
4242     };
4243     float quad2[] = {
4244          0.0,   -1.0,   0.1,
4245          1.0,   -1.0,   0.1,
4246          0.0,    0.0,   0.1,
4247          1.0,    0.0,   0.1
4248     };
4249     float quad3[] = {
4250          0.0,    0.0,   0.1,
4251          1.0,    0.0,   0.1,
4252          0.0,    1.0,   0.1,
4253          1.0,    1.0,   0.1
4254     };
4255     float quad4[] = {
4256         -1.0,    0.0,   0.1,
4257          0.0,    0.0,   0.1,
4258         -1.0,    1.0,   0.1,
4259          0.0,    1.0,   0.1
4260     };
4261     float test_data_c1[4] = {  1.25, -0.50, -1.50, 1.0};
4262     float test_data_c2[4] = { -0.50,  1.25,  2.00, 1.0};
4263
4264     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
4265     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4266
4267     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11);
4268     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
4269     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2);
4270     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
4271     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20);
4272     if(FAILED(hr)) shader_20 = NULL;
4273     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2);
4274     if(FAILED(hr)) shader_20_2 = NULL;
4275     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
4276     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
4277
4278     hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1);
4279     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
4280     hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1);
4281     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
4282     hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
4283     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
4284
4285     hr = IDirect3DDevice9_BeginScene(device);
4286     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4287     if(SUCCEEDED(hr))
4288     {
4289         hr = IDirect3DDevice9_SetVertexShader(device, shader_11);
4290         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4291         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
4292         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4293
4294         hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2);
4295         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4296         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
4297         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4298
4299         if(shader_20) {
4300             hr = IDirect3DDevice9_SetVertexShader(device, shader_20);
4301             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4302             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
4303             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4304         }
4305
4306         if(shader_20_2) {
4307             hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2);
4308             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4309             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
4310             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4311         }
4312
4313         hr = IDirect3DDevice9_EndScene(device);
4314         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4315     }
4316     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4317     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4318
4319     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
4320     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4321     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
4322     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
4323
4324     color = getPixelColor(device, 160, 360);
4325     ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
4326        "quad 1 has color %08x, expected 0x00bfbf80\n", color);
4327     color = getPixelColor(device, 480, 360);
4328     ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
4329        "quad 2 has color %08x, expected 0x00bfbf80\n", color);
4330     if(shader_20) {
4331         color = getPixelColor(device, 160, 120);
4332         ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
4333            "quad 3 has color %08x, expected 0x00bfbf80\n", color);
4334     }
4335     if(shader_20_2) {
4336         color = getPixelColor(device, 480, 120);
4337         ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
4338            "quad 4 has color %08x, expected 0x00bfbf80\n", color);
4339     }
4340
4341     IDirect3DVertexDeclaration9_Release(decl);
4342     if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2);
4343     if(shader_20) IDirect3DVertexShader9_Release(shader_20);
4344     IDirect3DVertexShader9_Release(shader_11_2);
4345     IDirect3DVertexShader9_Release(shader_11);
4346 }
4347
4348 static void constant_clamp_ps_test(IDirect3DDevice9 *device)
4349 {
4350     IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
4351     HRESULT hr;
4352     DWORD color;
4353     DWORD shader_code_11[] =  {
4354         0xffff0101,                                         /* ps_1_1           */
4355         0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4356         0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
4357         0x0000ffff                                          /* end              */
4358     };
4359     DWORD shader_code_12[] =  {
4360         0xffff0102,                                         /* ps_1_2           */
4361         0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4362         0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
4363         0x0000ffff                                          /* end              */
4364     };
4365     /* Skip 1.3 shaders because we have only 4 quads(ok, could make them smaller if needed).
4366      * 1.2 and 1.4 shaders behave the same, so it's unlikely that 1.3 shaders are different.
4367      * During development of this test, 1.3 shaders were verified too
4368      */
4369     DWORD shader_code_14[] =  {
4370         0xffff0104,                                         /* ps_1_4           */
4371         /* Try to make one constant local. It gets clamped too, although the binary contains
4372          * the bigger numbers
4373          */
4374         0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */
4375         0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4376         0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
4377         0x0000ffff                                          /* end              */
4378     };
4379     DWORD shader_code_20[] =  {
4380         0xffff0200,                                         /* ps_2_0           */
4381         0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
4382         0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
4383         0x02000001, 0x800f0800, 0x80e40000,                 /* mov oC0, r0      */
4384         0x0000ffff                                          /* end              */
4385     };
4386     float quad1[] = {
4387         -1.0,   -1.0,   0.1,
4388          0.0,   -1.0,   0.1,
4389         -1.0,    0.0,   0.1,
4390          0.0,    0.0,   0.1
4391     };
4392     float quad2[] = {
4393          0.0,   -1.0,   0.1,
4394          1.0,   -1.0,   0.1,
4395          0.0,    0.0,   0.1,
4396          1.0,    0.0,   0.1
4397     };
4398     float quad3[] = {
4399          0.0,    0.0,   0.1,
4400          1.0,    0.0,   0.1,
4401          0.0,    1.0,   0.1,
4402          1.0,    1.0,   0.1
4403     };
4404     float quad4[] = {
4405         -1.0,    0.0,   0.1,
4406          0.0,    0.0,   0.1,
4407         -1.0,    1.0,   0.1,
4408          0.0,    1.0,   0.1
4409     };
4410     float test_data_c1[4] = {  1.25, -0.50, -1.50, 1.0};
4411     float test_data_c2[4] = { -0.50,  1.25,  2.00, 1.0};
4412
4413     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
4414     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4415
4416     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
4417     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4418     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
4419     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4420     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
4421     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4422     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20);
4423     if(FAILED(hr)) shader_20 = NULL;
4424
4425     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
4426     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4427     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
4428     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4429     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
4430     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
4431
4432     hr = IDirect3DDevice9_BeginScene(device);
4433     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4434     if(SUCCEEDED(hr))
4435     {
4436         hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
4437         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4438         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
4439         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4440
4441         hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
4442         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4443         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
4444         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4445
4446         hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
4447         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4448         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
4449         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4450
4451         if(shader_20) {
4452             hr = IDirect3DDevice9_SetPixelShader(device, shader_20);
4453             ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4454             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
4455             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4456         }
4457
4458         hr = IDirect3DDevice9_EndScene(device);
4459         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4460     }
4461     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4462     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4463
4464     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
4465     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4466
4467     color = getPixelColor(device, 160, 360);
4468     ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
4469        "quad 1 has color %08x, expected 0x00808000\n", color);
4470     color = getPixelColor(device, 480, 360);
4471     ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
4472        "quad 2 has color %08x, expected 0x00808000\n", color);
4473     color = getPixelColor(device, 480, 120);
4474     ok(color == 0x00808000 || color == 0x007f7f00 || color == 0x00818100,
4475        "quad 3 has color %08x, expected 0x00808000\n", color);
4476     if(shader_20) {
4477         color = getPixelColor(device, 160, 120);
4478         ok(color == 0x00bfbf80 || color == 0x00bfbf7f || color == 0x00bfbf81,
4479            "quad 4 has color %08x, expected 0x00bfbf80\n", color);
4480     }
4481
4482     if(shader_20) IDirect3DPixelShader9_Release(shader_20);
4483     IDirect3DPixelShader9_Release(shader_14);
4484     IDirect3DPixelShader9_Release(shader_12);
4485     IDirect3DPixelShader9_Release(shader_11);
4486 }
4487
4488 static void dp2add_ps_test(IDirect3DDevice9 *device)
4489 {
4490     IDirect3DPixelShader9 *shader_dp2add = NULL;
4491     IDirect3DPixelShader9 *shader_dp2add_sat = NULL;
4492     HRESULT hr;
4493     DWORD color;
4494
4495     /* DP2ADD is defined as:  (src0.r * src1.r) + (src0.g * src1.g) + src2.
4496      * One D3D restriction of all shader instructions except SINCOS is that no more than 2
4497      * source tokens can be constants.  So, for this exercise, we move contents of c0 to
4498      * r0 first.
4499      * The result here for the r,g,b components should be roughly 0.5:
4500      *   (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */
4501     static const DWORD shader_code_dp2add[] =  {
4502         0xffff0200,                                                             /* ps_2_0                       */
4503         0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0     */
4504
4505         0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                   */
4506         0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000,             /* dp2add r0.rgb, r0, r0, r0.a  */
4507
4508         0x02000001, 0x80080000, 0xa0aa0000,                                     /* mov r0.a, c0.b               */
4509         0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
4510         0x0000ffff                                                              /* end                          */
4511     };
4512
4513     /* Test the _sat modifier, too.  Result here should be:
4514      *   DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5
4515      *      _SAT: ==> 1.0
4516      *   ADD: (1.0 + -0.5) = 0.5
4517      */
4518     static const DWORD shader_code_dp2add_sat[] =  {
4519         0xffff0200,                                                             /* ps_2_0                           */
4520         0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0     */
4521
4522         0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                       */
4523         0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000,             /* dp2add_sat r0.rgb, r0, r0, r0.a  */
4524         0x03000002, 0x80070000, 0x80e40000, 0xa0000000,                         /* add r0.rgb, r0, c0.r             */
4525
4526         0x02000001, 0x80080000, 0xa0aa0000,                                     /* mov r0.a, c0.b                   */
4527         0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                      */
4528         0x0000ffff                                                              /* end                              */
4529     };
4530
4531     const float quad[] = {
4532         -1.0,   -1.0,   0.1,
4533          1.0,   -1.0,   0.1,
4534         -1.0,    1.0,   0.1,
4535          1.0,    1.0,   0.1
4536     };
4537
4538
4539     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
4540     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4541
4542     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
4543     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4544
4545     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat);
4546     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4547
4548     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
4549     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
4550
4551     if (shader_dp2add) {
4552
4553         hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
4554         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4555
4556         hr = IDirect3DDevice9_BeginScene(device);
4557         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4558         if(SUCCEEDED(hr))
4559         {
4560             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
4561             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4562
4563             hr = IDirect3DDevice9_EndScene(device);
4564             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4565         }
4566         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4567         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4568
4569         color = getPixelColor(device, 360, 240);
4570         ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
4571
4572         IDirect3DPixelShader9_Release(shader_dp2add);
4573     } else {
4574         skip("dp2add shader creation failed\n");
4575     }
4576
4577     if (shader_dp2add_sat) {
4578
4579         hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
4580         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4581
4582         hr = IDirect3DDevice9_BeginScene(device);
4583         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4584         if(SUCCEEDED(hr))
4585         {
4586             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
4587             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4588
4589             hr = IDirect3DDevice9_EndScene(device);
4590             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4591         }
4592         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4593         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4594
4595         color = getPixelColor(device, 360, 240);
4596         ok(color == 0x007f7f7f || color == 0x00808080, "dp2add pixel has color %08x, expected ~0x007f7f7f\n", color);
4597
4598         IDirect3DPixelShader9_Release(shader_dp2add_sat);
4599     } else {
4600         skip("dp2add shader creation failed\n");
4601     }
4602
4603     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
4604     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4605 }
4606
4607 static void cnd_test(IDirect3DDevice9 *device)
4608 {
4609     IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
4610     IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
4611     HRESULT hr;
4612     DWORD color;
4613     /* ps 1.x shaders are rather picky with writemasks and source swizzles. The dp3 is
4614      * used to copy r0.r to all components of r1, then copy r1.a to c0.a. Essentially it
4615      * does a mov r0.a, r0.r, which isn't allowed as-is in 1.x pixel shaders.
4616      */
4617     DWORD shader_code_11[] =  {
4618         0xffff0101,                                                                 /* ps_1_1               */
4619         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
4620         0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
4621         0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, ???(t0)      */
4622         0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3 r1, r0, c0       */
4623         0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
4624         0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
4625         0x0000ffff                                                                  /* end                  */
4626     };
4627     DWORD shader_code_12[] =  {
4628         0xffff0102,                                                                 /* ps_1_2               */
4629         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
4630         0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
4631         0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, t0           */
4632         0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3 r1, r0, c0       */
4633         0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
4634         0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
4635         0x0000ffff                                                                  /* end                  */
4636     };
4637     DWORD shader_code_13[] =  {
4638         0xffff0103,                                                                 /* ps_1_3               */
4639         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
4640         0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
4641         0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, t0           */
4642         0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3, r1, r0, c0      */
4643         0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
4644         0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
4645         0x0000ffff                                                                  /* end                  */
4646     };
4647     DWORD shader_code_14[] =  {
4648         0xffff0104,                                                                 /* ps_1_3               */
4649         0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,     /* def c0, 0, 0, 0, 1   */
4650         0x00000040, 0x80070000, 0xb0e40000,                                         /* texcrd r0, t0        */
4651         0x00000001, 0x80080000, 0xa0ff0000,                                         /* mov r0.a, c0.a       */
4652         0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0, c1, c2   */
4653         0x0000ffff                                                                  /* end                  */
4654     };
4655
4656     /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source,
4657      * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't
4658      * set by the compiler, it was added manually after compilation. It isn't always allowed,
4659      * only if there's a mov r0.a, XXXX, and the cnd instruction writes to r0.xyz, otherwise
4660      * native CreatePixelShader returns an error.
4661      *
4662      * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky.
4663      * The input from t0 is [0;1]. 0.5 is substracted, then we have to multiply with 2. Since
4664      * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r,
4665      * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above).
4666      */
4667     DWORD shader_code_11_coissue[] =  {
4668         0xffff0101,                                                             /* ps_1_1                   */
4669         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
4670         0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
4671         0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
4672         0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
4673         0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
4674         0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
4675         0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3, r1, r0, r1          */
4676         0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
4677         /* 0x40000000 = D3DSI_COISSUE */
4678         0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* cnd r0.xyz, r0.a, c1, c2 */
4679         0x0000ffff                                                              /* end                      */
4680     };
4681     DWORD shader_code_12_coissue[] =  {
4682         0xffff0102,                                                             /* ps_1_2                   */
4683         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
4684         0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
4685         0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
4686         0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
4687         0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
4688         0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
4689         0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3, r1, r0, r1          */
4690         0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
4691         /* 0x40000000 = D3DSI_COISSUE */
4692         0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* cnd r0.xyz, r0.a, c1, c2 */
4693         0x0000ffff                                                              /* end                      */
4694     };
4695     DWORD shader_code_13_coissue[] =  {
4696         0xffff0103,                                                             /* ps_1_3                   */
4697         0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
4698         0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
4699         0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
4700         0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
4701         0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
4702         0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
4703         0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3, r1, r0, r1          */
4704         0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
4705         /* 0x40000000 = D3DSI_COISSUE */
4706         0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* cnd r0.xyz, r0.a, c1, c2 */
4707         0x0000ffff                                                              /* end                      */
4708     };
4709     /* ps_1_4 does not have a different cnd behavior, just pass the [0;1] texcrd result to cnd, it will
4710      * compare against 0.5
4711      */
4712     DWORD shader_code_14_coissue[] =  {
4713         0xffff0104,                                                             /* ps_1_4                   */
4714         0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1       */
4715         0x00000040, 0x80070000, 0xb0e40000,                                     /* texcrd r0, t0            */
4716         0x00000001, 0x80080000, 0xa0ff0000,                                     /* mov r0.a, c0.a           */
4717         /* 0x40000000 = D3DSI_COISSUE */
4718         0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002,             /* cnd r0.xyz, r0, c1, c2   */
4719         0x0000ffff                                                              /* end                      */
4720     };
4721     float quad1[] = {
4722         -1.0,   -1.0,   0.1,     0.0,    0.0,    1.0,
4723          0.0,   -1.0,   0.1,     1.0,    0.0,    1.0,
4724         -1.0,    0.0,   0.1,     0.0,    1.0,    0.0,
4725          0.0,    0.0,   0.1,     1.0,    1.0,    0.0
4726     };
4727     float quad2[] = {
4728          0.0,   -1.0,   0.1,     0.0,    0.0,    1.0,
4729          1.0,   -1.0,   0.1,     1.0,    0.0,    1.0,
4730          0.0,    0.0,   0.1,     0.0,    1.0,    0.0,
4731          1.0,    0.0,   0.1,     1.0,    1.0,    0.0
4732     };
4733     float quad3[] = {
4734          0.0,    0.0,   0.1,     0.0,    0.0,    1.0,
4735          1.0,    0.0,   0.1,     1.0,    0.0,    1.0,
4736          0.0,    1.0,   0.1,     0.0,    1.0,    0.0,
4737          1.0,    1.0,   0.1,     1.0,    1.0,    0.0
4738     };
4739     float quad4[] = {
4740         -1.0,    0.0,   0.1,     0.0,    0.0,    1.0,
4741          0.0,    0.0,   0.1,     1.0,    0.0,    1.0,
4742         -1.0,    1.0,   0.1,     0.0,    1.0,    0.0,
4743          0.0,    1.0,   0.1,     1.0,    1.0,    0.0
4744     };
4745     float test_data_c1[4] = {  0.0, 0.0, 0.0, 0.0};
4746     float test_data_c2[4] = {  1.0, 1.0, 1.0, 1.0};
4747     float test_data_c1_coi[4] = {  0.0, 1.0, 0.0, 0.0};
4748     float test_data_c2_coi[4] = {  1.0, 0.0, 1.0, 1.0};
4749
4750     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
4751     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4752
4753     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
4754     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4755     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
4756     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4757     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13);
4758     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4759     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
4760     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4761     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue);
4762     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4763     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue);
4764     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4765     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue);
4766     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4767     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
4768     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
4769
4770     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
4771     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4772     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
4773     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4774     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
4775     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
4776
4777     hr = IDirect3DDevice9_BeginScene(device);
4778     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4779     if(SUCCEEDED(hr))
4780     {
4781         hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
4782         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4783         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
4784         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4785
4786         hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
4787         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4788         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
4789         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4790
4791         hr = IDirect3DDevice9_SetPixelShader(device, shader_13);
4792         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4793         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
4794         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4795
4796         hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
4797         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4798         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
4799         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4800
4801         hr = IDirect3DDevice9_EndScene(device);
4802         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4803     }
4804     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4805     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4806
4807     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
4808     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
4809
4810     /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */
4811     color = getPixelColor(device, 158, 118);
4812     ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color);
4813     color = getPixelColor(device, 162, 118);
4814     ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color);
4815     color = getPixelColor(device, 158, 122);
4816     ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
4817     color = getPixelColor(device, 162, 122);
4818     ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color);
4819
4820     /* 1.1 shader. All 3 components get set, based on the .w comparison */
4821     color = getPixelColor(device, 158, 358);
4822     ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color);
4823     color = getPixelColor(device, 162, 358);
4824     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4825         "pixel 162, 358 has color %08x, expected 0x00000000\n", color);
4826     color = getPixelColor(device, 158, 362);
4827     ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color);
4828     color = getPixelColor(device, 162, 362);
4829     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4830         "pixel 162, 362 has color %08x, expected 0x00000000\n", color);
4831
4832     /* 1.2 shader */
4833     color = getPixelColor(device, 478, 358);
4834     ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color);
4835     color = getPixelColor(device, 482, 358);
4836     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4837         "pixel 482, 358 has color %08x, expected 0x00000000\n", color);
4838     color = getPixelColor(device, 478, 362);
4839     ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color);
4840     color = getPixelColor(device, 482, 362);
4841     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4842         "pixel 482, 362 has color %08x, expected 0x00000000\n", color);
4843
4844     /* 1.3 shader */
4845     color = getPixelColor(device, 478, 118);
4846     ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color);
4847     color = getPixelColor(device, 482, 118);
4848     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4849         "pixel 482, 118 has color %08x, expected 0x00000000\n", color);
4850     color = getPixelColor(device, 478, 122);
4851     ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color);
4852     color = getPixelColor(device, 482, 122);
4853     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) <= 0x01) && ((color & 0x000000ff) <= 0x01),
4854         "pixel 482, 122 has color %08x, expected 0x00000000\n", color);
4855
4856     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
4857     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4858     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1);
4859     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4860     hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1);
4861     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
4862
4863     hr = IDirect3DDevice9_BeginScene(device);
4864     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4865     if(SUCCEEDED(hr))
4866     {
4867         hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue);
4868         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4869         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
4870         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4871
4872         hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue);
4873         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4874         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
4875         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4876
4877         hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue);
4878         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4879         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
4880         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4881
4882         hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue);
4883         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4884         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
4885         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
4886
4887         hr = IDirect3DDevice9_EndScene(device);
4888         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
4889     }
4890     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
4891     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
4892
4893     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
4894     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
4895
4896     /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind
4897      * that we swapped the values in c1 and c2 to make the other tests return some color
4898      */
4899     color = getPixelColor(device, 158, 118);
4900     ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
4901     color = getPixelColor(device, 162, 118);
4902     ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color);
4903     color = getPixelColor(device, 158, 122);
4904     ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color);
4905     color = getPixelColor(device, 162, 122);
4906     ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color);
4907
4908     /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected */
4909     color = getPixelColor(device, 158, 358);
4910     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4911         "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
4912     color = getPixelColor(device, 162, 358);
4913     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4914         "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
4915     color = getPixelColor(device, 158, 362);
4916     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4917         "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
4918     color = getPixelColor(device, 162, 362);
4919     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4920         "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
4921
4922     /* 1.2 shader */
4923     color = getPixelColor(device, 478, 358);
4924     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4925         "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
4926     color = getPixelColor(device, 482, 358);
4927     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4928         "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
4929     color = getPixelColor(device, 478, 362);
4930     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4931         "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
4932     color = getPixelColor(device, 482, 362);
4933     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4934         "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
4935
4936     /* 1.3 shader */
4937     color = getPixelColor(device, 478, 118);
4938     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4939         "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
4940     color = getPixelColor(device, 482, 118);
4941     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4942         "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
4943     color = getPixelColor(device, 478, 122);
4944     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4945         "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
4946     color = getPixelColor(device, 482, 122);
4947     ok( (((color & 0x00ff0000) >> 16) <= 0x01) && (((color & 0x0000ff00) >> 8) == 0xff) && ((color & 0x000000ff) <= 0x01),
4948         "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
4949
4950     IDirect3DPixelShader9_Release(shader_14_coissue);
4951     IDirect3DPixelShader9_Release(shader_13_coissue);
4952     IDirect3DPixelShader9_Release(shader_12_coissue);
4953     IDirect3DPixelShader9_Release(shader_11_coissue);
4954     IDirect3DPixelShader9_Release(shader_14);
4955     IDirect3DPixelShader9_Release(shader_13);
4956     IDirect3DPixelShader9_Release(shader_12);
4957     IDirect3DPixelShader9_Release(shader_11);
4958 }
4959
4960 static void nested_loop_test(IDirect3DDevice9 *device) {
4961     const DWORD shader_code[] = {
4962         0xffff0300,                                                             /* ps_3_0               */
4963         0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1   */
4964         0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/
4965         0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0  */
4966         0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0           */
4967         0x0200001b, 0xf0e40800, 0xf0e40000,                                     /* loop aL, i0          */
4968         0x0200001b, 0xf0e40800, 0xf0e40000,                                     /* loop aL, i0          */
4969         0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001,                         /* add r0, r0, c1       */
4970         0x0000001d,                                                             /* endloop              */
4971         0x0000001d,                                                             /* endloop              */
4972         0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0          */
4973         0x0000ffff                                                              /* end                  */
4974     };
4975     IDirect3DPixelShader9 *shader;
4976     HRESULT hr;
4977     DWORD color;
4978     const float quad[] = {
4979         -1.0,   -1.0,   0.1,
4980          1.0,   -1.0,   0.1,
4981         -1.0,    1.0,   0.1,
4982          1.0,    1.0,   0.1
4983     };
4984
4985     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
4986     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr);
4987     hr = IDirect3DDevice9_SetPixelShader(device, shader);
4988     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
4989     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
4990     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
4991     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x0000ff00, 0.0, 0);
4992     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
4993
4994     hr = IDirect3DDevice9_BeginScene(device);
4995     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
4996     if(SUCCEEDED(hr))
4997     {
4998         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
4999         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5000         hr = IDirect3DDevice9_EndScene(device);
5001         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5002     }
5003     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5004     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5005
5006     color = getPixelColor(device, 360, 240);
5007     ok(color == 0x007f0000 || color == 0x00800000 || color == 0x00810000,
5008        "Nested loop test returned color 0x%08x, expected 0x00800000\n", color);
5009
5010     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
5011     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
5012     IDirect3DPixelShader9_Release(shader);
5013 }
5014
5015 struct varying_test_struct
5016 {
5017     const DWORD             *shader_code;
5018     IDirect3DPixelShader9   *shader;
5019     DWORD                   color, color_rhw;
5020     const char              *name;
5021     BOOL                    todo, todo_rhw;
5022 };
5023
5024 struct hugeVertex
5025 {
5026     float pos_x,        pos_y,      pos_z,      rhw;
5027     float weight_1,     weight_2,   weight_3,   weight_4;
5028     float index_1,      index_2,    index_3,    index_4;
5029     float normal_1,     normal_2,   normal_3,   normal_4;
5030     float fog_1,        fog_2,      fog_3,      fog_4;
5031     float texcoord_1,   texcoord_2, texcoord_3, texcoord_4;
5032     float tangent_1,    tangent_2,  tangent_3,  tangent_4;
5033     float binormal_1,   binormal_2, binormal_3, binormal_4;
5034     float depth_1,      depth_2,    depth_3,    depth_4;
5035     DWORD diffuse, specular;
5036 };
5037
5038 static void fixed_function_varying_test(IDirect3DDevice9 *device) {
5039     /* dcl_position: fails to compile */
5040     const DWORD blendweight_code[] = {
5041         0xffff0300,                             /* ps_3_0                   */
5042         0x0200001f, 0x80000001, 0x900f0000,     /* dcl_blendweight, v0      */
5043         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5044         0x0000ffff                              /* end                      */
5045     };
5046     const DWORD blendindices_code[] = {
5047         0xffff0300,                             /* ps_3_0                   */
5048         0x0200001f, 0x80000002, 0x900f0000,     /* dcl_blendindices, v0     */
5049         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5050         0x0000ffff                              /* end                      */
5051     };
5052     const DWORD normal_code[] = {
5053         0xffff0300,                             /* ps_3_0                   */
5054         0x0200001f, 0x80000003, 0x900f0000,     /* dcl_normal, v0           */
5055         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5056         0x0000ffff                              /* end                      */
5057     };
5058     /* psize: fails? */
5059     const DWORD texcoord0_code[] = {
5060         0xffff0300,                             /* ps_3_0                   */
5061         0x0200001f, 0x80000005, 0x900f0000,     /* dcl_texcoord0, v0        */
5062         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5063         0x0000ffff                              /* end                      */
5064     };
5065     const DWORD tangent_code[] = {
5066         0xffff0300,                             /* ps_3_0                   */
5067         0x0200001f, 0x80000006, 0x900f0000,     /* dcl_tangent, v0          */
5068         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5069         0x0000ffff                              /* end                      */
5070     };
5071     const DWORD binormal_code[] = {
5072         0xffff0300,                             /* ps_3_0                   */
5073         0x0200001f, 0x80000007, 0x900f0000,     /* dcl_binormal, v0         */
5074         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5075         0x0000ffff                              /* end                      */
5076     };
5077     /* tessfactor: fails */
5078     /* positiont: fails */
5079     const DWORD color_code[] = {
5080         0xffff0300,                             /* ps_3_0                   */
5081         0x0200001f, 0x8000000a, 0x900f0000,     /* dcl_color0, v0           */
5082         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5083         0x0000ffff                              /* end                      */
5084     };
5085     const DWORD fog_code[] = {
5086         0xffff0300,                             /* ps_3_0                   */
5087         0x0200001f, 0x8000000b, 0x900f0000,     /* dcl_fog, v0              */
5088         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5089         0x0000ffff                              /* end                      */
5090     };
5091     const DWORD depth_code[] = {
5092         0xffff0300,                             /* ps_3_0                   */
5093         0x0200001f, 0x8000000c, 0x900f0000,     /* dcl_depth, v0            */
5094         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5095         0x0000ffff                              /* end                      */
5096     };
5097     const DWORD specular_code[] = {
5098         0xffff0300,                             /* ps_3_0                   */
5099         0x0200001f, 0x8001000a, 0x900f0000,     /* dcl_color1, v0           */
5100         0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
5101         0x0000ffff                              /* end                      */
5102     };
5103     /* sample: fails */
5104
5105     struct varying_test_struct tests[] = {
5106        {blendweight_code,       NULL,       0x00000000,     0x00191919,     "blendweight"   ,   FALSE,  TRUE  },
5107        {blendindices_code,      NULL,       0x00000000,     0x00000000,     "blendindices"  ,   FALSE,  FALSE },
5108        {normal_code,            NULL,       0x00000000,     0x004c4c4c,     "normal"        ,   FALSE,  TRUE  },
5109        /* Why does dx not forward the texcoord? */
5110        {texcoord0_code,         NULL,       0x00000000,     0x00808c8c,     "texcoord0"     ,   FALSE,  FALSE },
5111        {tangent_code,           NULL,       0x00000000,     0x00999999,     "tangent"       ,   FALSE,  TRUE  },
5112        {binormal_code,          NULL,       0x00000000,     0x00b2b2b2,     "binormal"      ,   FALSE,  TRUE  },
5113        {color_code,             NULL,       0x00e6e6e6,     0x00e6e6e6,     "color"         ,   FALSE,  FALSE },
5114        {fog_code,               NULL,       0x00000000,     0x00666666,     "fog"           ,   FALSE,  TRUE  },
5115        {depth_code,             NULL,       0x00000000,     0x00cccccc,     "depth"         ,   FALSE,  TRUE  },
5116        {specular_code,          NULL,       0x004488ff,     0x004488ff,     "specular"      ,   FALSE,  FALSE }
5117     };
5118     /* Declare a monster vertex type :-) */
5119     static const D3DVERTEXELEMENT9 decl_elements[] = {
5120         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5121         {0,  16,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT,    0},
5122         {0,  32,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES,   0},
5123         {0,  48,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL,         0},
5124         {0,  64,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG,            0},
5125         {0,  80,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5126         {0,  96,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT,        0},
5127         {0, 112,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL,       0},
5128         {0, 128,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH,          0},
5129         {0, 144,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
5130         {0, 148,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          1},
5131         D3DDECL_END()
5132     };
5133     static const D3DVERTEXELEMENT9 decl_elements2[] = {
5134         {0,   0,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT,      0},
5135         {0,  16,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT,    0},
5136         {0,  32,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES,   0},
5137         {0,  48,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL,         0},
5138         {0,  64,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG,            0},
5139         {0,  80,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5140         {0,  96,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT,        0},
5141         {0, 112,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL,       0},
5142         {0, 128,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH,          0},
5143         {0, 144,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
5144         {0, 148,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          1},
5145         D3DDECL_END()
5146     };
5147     struct hugeVertex data[4] = {
5148         {
5149             -1.0,   -1.0,   0.1,    1.0,
5150              0.1,    0.1,   0.1,    0.1,
5151              0.2,    0.2,   0.2,    0.2,
5152              0.3,    0.3,   0.3,    0.3,
5153              0.4,    0.4,   0.4,    0.4,
5154              0.50,   0.55,  0.55,   0.55,
5155              0.6,    0.6,   0.6,    0.7,
5156              0.7,    0.7,   0.7,    0.6,
5157              0.8,    0.8,   0.8,    0.8,
5158              0xe6e6e6e6, /* 0.9 * 256 */
5159              0x224488ff  /* Nothing special */
5160         },
5161         {
5162              1.0,   -1.0,   0.1,    1.0,
5163              0.1,    0.1,   0.1,    0.1,
5164              0.2,    0.2,   0.2,    0.2,
5165              0.3,    0.3,   0.3,    0.3,
5166              0.4,    0.4,   0.4,    0.4,
5167              0.50,   0.55,  0.55,   0.55,
5168              0.6,    0.6,   0.6,    0.7,
5169              0.7,    0.7,   0.7,    0.6,
5170              0.8,    0.8,   0.8,    0.8,
5171              0xe6e6e6e6, /* 0.9 * 256 */
5172              0x224488ff /* Nothing special */
5173         },
5174         {
5175             -1.0,    1.0,   0.1,    1.0,
5176              0.1,    0.1,   0.1,    0.1,
5177              0.2,    0.2,   0.2,    0.2,
5178              0.3,    0.3,   0.3,    0.3,
5179              0.4,    0.4,   0.4,    0.4,
5180              0.50,   0.55,  0.55,   0.55,
5181              0.6,    0.6,   0.6,    0.7,
5182              0.7,    0.7,   0.7,    0.6,
5183              0.8,    0.8,   0.8,    0.8,
5184              0xe6e6e6e6, /* 0.9 * 256 */
5185              0x224488ff /* Nothing special */
5186         },
5187         {
5188              1.0,    1.0,   0.1,    1.0,
5189              0.1,    0.1,   0.1,    0.1,
5190              0.2,    0.2,   0.2,    0.2,
5191              0.3,    0.3,   0.3,    0.3,
5192              0.4,    0.4,   0.4,    0.4,
5193              0.50,   0.55,  0.55,   0.55,
5194              0.6,    0.6,   0.6,    0.7,
5195              0.7,    0.7,   0.7,    0.6,
5196              0.8,    0.8,   0.8,    0.8,
5197              0xe6e6e6e6, /* 0.9 * 256 */
5198              0x224488ff /* Nothing special */
5199         },
5200     };
5201     struct hugeVertex data2[4];
5202     IDirect3DVertexDeclaration9 *decl;
5203     IDirect3DVertexDeclaration9 *decl2;
5204     HRESULT hr;
5205     unsigned int i;
5206     DWORD color, r, g, b, r_e, g_e, b_e;
5207     BOOL drawok;
5208
5209     memcpy(data2, data, sizeof(data2));
5210     data2[0].pos_x = 0;     data2[0].pos_y = 0;
5211     data2[1].pos_x = 640;   data2[1].pos_y = 0;
5212     data2[2].pos_x = 0;     data2[2].pos_y = 480;
5213     data2[3].pos_x = 640;   data2[3].pos_y = 480;
5214
5215     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
5216     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
5217     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2);
5218     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
5219     hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
5220     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
5221
5222     for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
5223     {
5224         hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &tests[i].shader);
5225         ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed for shader %s, hr = %08x\n",
5226            tests[i].name, hr);
5227     }
5228
5229     for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
5230     {
5231         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
5232         ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
5233
5234         IDirect3DDevice9_SetPixelShader(device, tests[i].shader);
5235         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5236
5237         hr = IDirect3DDevice9_BeginScene(device);
5238         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
5239         drawok = FALSE;
5240         if(SUCCEEDED(hr))
5241         {
5242             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data, sizeof(data[0]));
5243             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed (%08x)\n", hr);
5244             drawok = SUCCEEDED(hr);
5245             hr = IDirect3DDevice9_EndScene(device);
5246             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5247         }
5248         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5249         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5250
5251         /* Some drivers reject the combination of ps_3_0 and fixed function vertex processing. Accept
5252          * the failure and do not check the color if it failed
5253          */
5254         if(!drawok) {
5255             continue;
5256         }
5257
5258         color = getPixelColor(device, 360, 240);
5259         r = color & 0x00ff0000 >> 16;
5260         g = color & 0x0000ff00 >>  8;
5261         b = color & 0x000000ff;
5262         r_e = tests[i].color & 0x00ff0000 >> 16;
5263         g_e = tests[i].color & 0x0000ff00 >>  8;
5264         b_e = tests[i].color & 0x000000ff;
5265
5266         if(tests[i].todo) {
5267             todo_wine ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
5268                          "Test %s returned color 0x%08x, expected 0x%08x(todo)\n",
5269                          tests[i].name, color, tests[i].color);
5270         } else {
5271             ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
5272                "Test %s returned color 0x%08x, expected 0x%08x\n",
5273                tests[i].name, color, tests[i].color);
5274         }
5275     }
5276
5277     hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2);
5278     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
5279     for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
5280     {
5281         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
5282         ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
5283
5284         IDirect3DDevice9_SetPixelShader(device, tests[i].shader);
5285         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5286
5287         hr = IDirect3DDevice9_BeginScene(device);
5288         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
5289         if(SUCCEEDED(hr))
5290         {
5291             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data2, sizeof(data2[0]));
5292             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5293             hr = IDirect3DDevice9_EndScene(device);
5294             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5295         }
5296         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5297         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5298
5299         color = getPixelColor(device, 360, 240);
5300         r = color & 0x00ff0000 >> 16;
5301         g = color & 0x0000ff00 >>  8;
5302         b = color & 0x000000ff;
5303         r_e = tests[i].color_rhw & 0x00ff0000 >> 16;
5304         g_e = tests[i].color_rhw & 0x0000ff00 >>  8;
5305         b_e = tests[i].color_rhw & 0x000000ff;
5306
5307         if(tests[i].todo_rhw) {
5308             /* This isn't a weekend's job to fix, ignore the problem for now. Needs a replacement
5309              * pipeline
5310              */
5311             todo_wine ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
5312                          "Test %s returned color 0x%08x, expected 0x%08x(todo)\n",
5313                          tests[i].name, color, tests[i].color_rhw);
5314         } else {
5315             ok(abs(r - r_e) <= 1 && abs(g - g_e) <= 1 && abs(b - b_e) <= 1,
5316                "Test %s returned color 0x%08x, expected 0x%08x\n",
5317                tests[i].name, color, tests[i].color_rhw);
5318         }
5319     }
5320
5321     for(i = 0; i < sizeof(tests) / sizeof(tests[0]); i++)
5322     {
5323         IDirect3DPixelShader9_Release(tests[i].shader);
5324     }
5325
5326     IDirect3DVertexDeclaration9_Release(decl2);
5327     IDirect3DVertexDeclaration9_Release(decl);
5328 }
5329
5330 static void vshader_version_varying_test(IDirect3DDevice9 *device) {
5331     static const DWORD ps_code[] = {
5332     0xffff0300,                                                             /* ps_3_0                       */
5333     0x05000030, 0xf00f0000, 0x00000003, 0x00000003, 0x00000001, 0x00000000, /* defi i0, 3, 3, 1, 0          */
5334     0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0   */
5335     0x0200001f, 0x8001000a, 0x900f0003,                                     /* dcl_color1 v3                */
5336     0x0200001f, 0x8000000b, 0x900f0004,                                     /* dcl_fog v4                   */
5337     0x0200001f, 0x80030005, 0x900f0005,                                     /* dcl_texcoord3 v5             */
5338     0x0200001f, 0x80000003, 0x900f0006,                                     /* dcl_normal v6                */
5339     0x0200001f, 0x80000006, 0x900f0007,                                     /* dcl_tangent v7               */
5340     0x0200001f, 0x80000001, 0x900f0008,                                     /* dcl_blendweight v8           */
5341     0x0200001f, 0x8000000c, 0x900f0009,                                     /* dcl_depth v9                 */
5342
5343     0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                   */
5344     0x0200001b, 0xf0e40800, 0xf0e40000,                                     /* loop aL, i0                  */
5345     0x04000002, 0x800f0000, 0x80e40000, 0x90e42000, 0xf0e40800,             /* add r0, r0, v0[aL]           */
5346     0x0000001d,                                                             /* endloop                      */
5347     0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
5348     0x0000ffff                                                              /* end                          */
5349     };
5350     static const DWORD vs_1_code[] = {
5351     0xfffe0101,                                                             /* vs_1_1                       */
5352     0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
5353     0x00000051, 0xa00f0000, 0x3dcccccd, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.1, 0.0, 0.0, 0.0   */
5354     0x00000051, 0xa00f0001, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00000000, /* def c1, 0.0, 0.2, 0.0, 0.0   */
5355     0x00000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3ecccccd, 0x00000000, /* def c2, 0.0, 0.0, 0.4, 0.0   */
5356     0x00000051, 0xa00f0003, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 1.0, 1.0, 1.0, 1.0   */
5357     0x00000001, 0xd00f0000, 0xa0e40002,                                     /* mov oD0, c2                  */
5358     0x00000001, 0xd00f0001, 0xa0e40000,                                     /* mov oD1, c0                  */
5359     0x00000001, 0xc00f0001, 0xa0550001,                                     /* mov oFog, c1.g               */
5360     0x00000001, 0xe00f0000, 0xa0e40003,                                     /* mov oT0, c3                  */
5361     0x00000001, 0xe00f0001, 0xa0e40003,                                     /* mov oT1, c3                  */
5362     0x00000001, 0xe00f0002, 0xa0e40003,                                     /* mov oT2, c3                  */
5363     0x00000001, 0xe00f0003, 0xa0e40002,                                     /* mov oT3, c2                  */
5364     0x00000001, 0xe00f0004, 0xa0e40003,                                     /* mov oT4, c3                  */
5365     0x00000001, 0xe00f0005, 0xa0e40003,                                     /* mov oT5, c3                  */
5366     0x00000001, 0xe00f0006, 0xa0e40003,                                     /* mov oT6, c3                  */
5367     0x00000001, 0xe00f0007, 0xa0e40003,                                     /* mov oT7, c3                  */
5368     0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
5369     0x0000ffff
5370     };
5371     DWORD vs_2_code[] = {
5372     0xfffe0200,                                                             /* vs_2_0                       */
5373     0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
5374     0x05000051, 0xa00f0000, 0x3dcccccd, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.1, 0.0, 0.0, 0.0   */
5375     0x05000051, 0xa00f0001, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00000000, /* def c1, 0.0, 0.2, 0.0, 0.0   */
5376     0x05000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3ecccccd, 0x00000000, /* def c2, 0.0, 0.0, 0.4, 0.0   */
5377     0x05000051, 0xa00f0003, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 1.0, 1.0, 1.0, 1.0   */
5378     0x02000001, 0xd00f0000, 0xa0e40002,                                     /* mov oD0, c2                  */
5379     0x02000001, 0xd00f0001, 0xa0e40000,                                     /* mov oD1, c0                  */
5380     0x02000001, 0xc00f0001, 0xa0550001,                                     /* mov oFog, c1.g               */
5381     0x02000001, 0xe00f0000, 0xa0e40003,                                     /* mov oT0, c3                  */
5382     0x02000001, 0xe00f0001, 0xa0e40003,                                     /* mov oT1, c3                  */
5383     0x02000001, 0xe00f0002, 0xa0e40003,                                     /* mov oT2, c3                  */
5384     0x02000001, 0xe00f0003, 0xa0e40002,                                     /* mov oT3, c2                  */
5385     0x02000001, 0xe00f0004, 0xa0e40003,                                     /* mov oT4, c3                  */
5386     0x02000001, 0xe00f0005, 0xa0e40003,                                     /* mov oT5, c3                  */
5387     0x02000001, 0xe00f0006, 0xa0e40003,                                     /* mov oT6, c3                  */
5388     0x02000001, 0xe00f0007, 0xa0e40003,                                     /* mov oT7, c3                  */
5389     0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
5390     0x0000ffff                                                              /* end                          */
5391     };
5392     /* TODO: Define normal, tangent, blendweight and depth here */
5393     static const DWORD vs_3_code[] = {
5394     0xfffe0300,                                                             /* vs_3_0                       */
5395     0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
5396     0x0200001f, 0x8001000a, 0xe00f0009,                                     /* dcl_color1 o9                */
5397     0x0200001f, 0x8000000b, 0xe00f0002,                                     /* dcl_fog o2                   */
5398     0x0200001f, 0x80030005, 0xe00f0005,                                     /* dcl_texcoord3 o5             */
5399     0x0200001f, 0x80000000, 0xe00f000b,                                     /* dcl_position o11             */
5400     0x05000051, 0xa00f0000, 0x3dcccccd, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.1, 0.0, 0.0, 0.0   */
5401     0x05000051, 0xa00f0001, 0x00000000, 0x3e4ccccd, 0x00000000, 0x00000000, /* def c1, 0.0, 0.2, 0.0, 0.0   */
5402     0x05000051, 0xa00f0002, 0x00000000, 0x00000000, 0x3ecccccd, 0x00000000, /* def c2, 0.0, 0.0, 0.4, 0.0   */
5403     0x05000051, 0xa00f0003, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 1.0, 1.0, 1.0, 1.0   */
5404     0x02000001, 0xe00f0009, 0xa0e40000,                                     /* mov o9, c0                   */
5405     0x02000001, 0xe00f0002, 0xa0e40001,                                     /* mov o2, c1                   */
5406     0x02000001, 0xe00f0005, 0xa0e40002,                                     /* mov o5, c2                   */
5407     0x02000001, 0xe00f000b, 0x90e40000,                                     /* mov o11, v0                  */
5408     0x0000ffff                                                              /* end                          */
5409     };
5410     float quad1[] =  {
5411         -1.0,   -1.0,   0.1,
5412          0.0,   -1.0,   0.1,
5413         -1.0,    0.0,   0.1,
5414          0.0,    0.0,   0.1
5415     };
5416     float quad2[] =  {
5417          0.0,   -1.0,   0.1,
5418          1.0,   -1.0,   0.1,
5419          0.0,    0.0,   0.1,
5420          1.0,    0.0,   0.1
5421     };
5422     float quad3[] =  {
5423         -1.0,    0.0,   0.1,
5424          0.0,    0.0,   0.1,
5425         -1.0,    1.0,   0.1,
5426          0.0,    1.0,   0.1
5427     };
5428
5429     HRESULT hr;
5430     DWORD color;
5431     IDirect3DPixelShader9 *pixelshader = NULL;
5432     IDirect3DVertexShader9 *vs_1_shader = NULL;
5433     IDirect3DVertexShader9 *vs_2_shader = NULL;
5434     IDirect3DVertexShader9 *vs_3_shader = NULL;
5435
5436     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff110000, 0.0, 0);
5437
5438     hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &pixelshader);
5439     ok(hr == D3D_OK, "IDirect3DDevice_CreatePixelShader returned %08x\n", hr);
5440     hr = IDirect3DDevice9_CreateVertexShader(device, vs_1_code, &vs_1_shader);
5441     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5442     hr = IDirect3DDevice9_CreateVertexShader(device, vs_2_code, &vs_2_shader);
5443     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5444     hr = IDirect3DDevice9_CreateVertexShader(device, vs_3_code, &vs_3_shader);
5445     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5446     hr = IDirect3DDevice9_SetPixelShader(device, pixelshader);
5447     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5448     IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
5449
5450     hr = IDirect3DDevice9_BeginScene(device);
5451     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
5452     if(SUCCEEDED(hr))
5453     {
5454         hr = IDirect3DDevice9_SetVertexShader(device, vs_1_shader);
5455         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5456         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
5457         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5458
5459         hr = IDirect3DDevice9_SetVertexShader(device, vs_2_shader);
5460         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5461         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,  quad2, sizeof(float) * 3);
5462         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5463
5464         hr = IDirect3DDevice9_SetVertexShader(device, vs_3_shader);
5465         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5466         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
5467         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5468
5469         hr = IDirect3DDevice9_EndScene(device);
5470         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5471     }
5472     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5473     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5474
5475     color = getPixelColor(device, 160, 120);
5476     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x1a, 0x34, 0x67), 1),
5477        "vs_3_0 returned color 0x%08x, expected 0x00193366\n", color);
5478     color = getPixelColor(device, 160, 360);
5479     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x4d, 0x00, 0x67), 1),
5480        "vs_1_1 returned color 0x%08x, expected 0x004c0066\n", color);
5481     color = getPixelColor(device, 480, 360);
5482     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x4d, 0x00, 0x67), 1),
5483        "vs_2_0 returned color 0x%08x, expected 0x004c0066\n", color);
5484
5485     /* cleanup */
5486     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
5487     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5488     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
5489     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5490     if(pixelshader) IDirect3DPixelShader9_Release(pixelshader);
5491     if(vs_1_shader) IDirect3DVertexShader9_Release(vs_1_shader);
5492     if(vs_2_shader) IDirect3DVertexShader9_Release(vs_2_shader);
5493     if(vs_3_shader) IDirect3DVertexShader9_Release(vs_3_shader);
5494 }
5495
5496 static void pshader_version_varying_test(IDirect3DDevice9 *device) {
5497     static const DWORD vs_code[] = {
5498     0xfffe0300,                                                             /* vs_3_0                       */
5499     0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
5500     0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0              */
5501     0x0200001f, 0x8000000a, 0xe00f0001,                                     /* dcl_color0 o1                */
5502     0x0200001f, 0x80000005, 0xe00f0002,                                     /* dcl_texcoord0 o2             */
5503     0x0200001f, 0x8000000b, 0xe00f0003,                                     /* dcl_fog o3                   */
5504     0x0200001f, 0x80000003, 0xe00f0004,                                     /* dcl_normal o4                */
5505     0x0200001f, 0x8000000c, 0xe00f0005,                                     /* dcl_depth o5                 */
5506     0x0200001f, 0x80000006, 0xe00f0006,                                     /* dcl_tangent o6               */
5507     0x0200001f, 0x80000001, 0xe00f0007,                                     /* dcl_blendweight o7           */
5508     0x05000051, 0xa00f0001, 0x3dcccccd, 0x00000000, 0x00000000, 0x00000000, /* def c1, 0.1, 0.0, 0.0, 0.0   */
5509     0x05000051, 0xa00f0002, 0x00000000, 0x3e4ccccd, 0x00000000, 0x3f800000, /* def c2, 0.0, 0.2, 0.0, 1.0   */
5510     0x05000051, 0xa00f0003, 0x3ecccccd, 0x3f59999a, 0x3f666666, 0x00000000, /* def c3, 0.4, 0.85,0.9, 0.0   */
5511     0x05000051, 0xa00f0000, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c0, 1.0, 1.0, 1.0, 1.0   */
5512
5513     0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0                   */
5514     0x02000001, 0xe00f0001, 0xa0e40001,                                     /* mov o1, c1                   */
5515     0x02000001, 0xe00f0002, 0xa0e40002,                                     /* mov o2, c2                   */
5516     0x02000001, 0xe00f0003, 0xa0e40003,                                     /* mov o3, c3                   */
5517     0x02000001, 0xe00f0004, 0xa0e40000,                                     /* mov o4, c0                   */
5518     0x02000001, 0xe00f0005, 0xa0e40000,                                     /* mov o5, c0                   */
5519     0x02000001, 0xe00f0006, 0xa0e40000,                                     /* mov o6, c0                   */
5520     0x02000001, 0xe00f0007, 0xa0e40000,                                     /* mov o7, c0                   */
5521     0x0000ffff                                                              /* end                          */
5522     };
5523     static const DWORD ps_1_code[] = {
5524     0xffff0104,                                                             /* ps_1_4                       */
5525     0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0   */
5526     0x00000040, 0x80070001, 0xb0e40000,                                     /* texcrd r1.xyz, t0            */
5527     0x00000001, 0x80080001, 0xa0ff0000,                                     /* mov r1.a, c0.a               */
5528     0x00000002, 0x800f0000, 0x90e40000, 0x80e40001,                         /* add r0, v0, r1               */
5529     0x0000ffff                                                              /* end                          */
5530     };
5531     static const DWORD ps_2_code[] = {
5532     0xffff0200,                                                             /* ps_2_0                       */
5533     0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                       */
5534     0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl v0                       */
5535     0x0200001f, 0x80000000, 0x900f0001,                                     /* dcl v1                       */
5536
5537     0x02000001, 0x800f0000, 0x90e40000,                                     /* mov r0, v0                   */
5538     0x03000002, 0x800f0000, 0x80e40000,0xb0e40000,                          /* add r0, r0, t0               */
5539     0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
5540     0x0000ffff                                                              /* end                          */
5541     };
5542     static const DWORD ps_3_code[] = {
5543     0xffff0300,                                                             /* ps_3_0                       */
5544     0x0200001f, 0x80000005, 0x900f0000,                                     /* dcl_texcoord0 v0             */
5545     0x0200001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                */
5546     0x0200001f, 0x8000000b, 0x900f0002,                                     /* dcl_fog v2                   */
5547
5548     0x02000001, 0x800f0000, 0x90e40000,                                     /* mov r0, v0                   */
5549     0x03000002, 0x800f0000, 0x80e40000, 0x90e40001,                         /* add r0, r0, v1               */
5550     0x03000002, 0x800f0000, 0x80e40000, 0x90e40002,                         /* mov r0, r0, v2               */
5551     0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
5552     0x0000ffff                                                              /* end                          */
5553     };
5554
5555     float quad1[] =  {
5556         -1.0,   -1.0,   0.1,
5557          0.0,   -1.0,   0.1,
5558         -1.0,    0.0,   0.1,
5559          0.0,    0.0,   0.1
5560     };
5561     float quad2[] =  {
5562          0.0,   -1.0,   0.1,
5563          1.0,   -1.0,   0.1,
5564          0.0,    0.0,   0.1,
5565          1.0,    0.0,   0.1
5566     };
5567     float quad3[] =  {
5568         -1.0,    0.0,   0.1,
5569          0.0,    0.0,   0.1,
5570         -1.0,    1.0,   0.1,
5571          0.0,    1.0,   0.1
5572     };
5573     float quad4[] =  {
5574          0.0,    0.0,   0.1,
5575          1.0,    0.0,   0.1,
5576          0.0,    1.0,   0.1,
5577          1.0,    1.0,   0.1
5578     };
5579
5580     HRESULT hr;
5581     DWORD color;
5582     IDirect3DVertexShader9 *vertexshader = NULL;
5583     IDirect3DPixelShader9 *ps_1_shader = NULL;
5584     IDirect3DPixelShader9 *ps_2_shader = NULL;
5585     IDirect3DPixelShader9 *ps_3_shader = NULL;
5586     IDirect3DTexture9 *texture = NULL;
5587     D3DLOCKED_RECT lr;
5588     unsigned int x, y;
5589
5590     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
5591
5592     hr = IDirect3DDevice9_CreateTexture(device, 512,  512, 1, 0, D3DFMT_A16B16G16R16, D3DPOOL_MANAGED, &texture, NULL);
5593     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
5594     hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
5595     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr);
5596     for(y = 0; y < 512; y++) {
5597         for(x = 0; x < 512; x++) {
5598             double r_f = (double) x / (double) 512;
5599             double g_f = (double) y / (double) 512;
5600             unsigned short *dst = (unsigned short *) (((unsigned char *) lr.pBits) + y * lr.Pitch + x * 8);
5601             unsigned short r = (unsigned short) (r_f * 65535.0);
5602             unsigned short g = (unsigned short) (g_f * 65535.0);
5603             dst[0] = r;
5604             dst[1] = g;
5605             dst[2] = 0;
5606             dst[3] = 65535;
5607         }
5608     }
5609     hr = IDirect3DTexture9_UnlockRect(texture, 0);
5610     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr);
5611
5612     hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vertexshader);
5613     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5614     hr = IDirect3DDevice9_CreatePixelShader(device, ps_1_code, &ps_1_shader);
5615     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
5616     hr = IDirect3DDevice9_CreatePixelShader(device, ps_2_code, &ps_2_shader);
5617     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
5618     hr = IDirect3DDevice9_CreatePixelShader(device, ps_3_code, &ps_3_shader);
5619     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
5620     hr = IDirect3DDevice9_SetVertexShader(device, vertexshader);
5621     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5622     IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
5623
5624     hr = IDirect3DDevice9_BeginScene(device);
5625     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
5626     if(SUCCEEDED(hr))
5627     {
5628         hr = IDirect3DDevice9_SetPixelShader(device, ps_1_shader);
5629         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5630         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
5631         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5632
5633         hr = IDirect3DDevice9_SetPixelShader(device, ps_2_shader);
5634         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5635         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,  quad2, sizeof(float) * 3);
5636         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5637
5638         hr = IDirect3DDevice9_SetPixelShader(device, ps_3_shader);
5639         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5640         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
5641         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5642
5643         hr = IDirect3DDevice9_SetPixelShader(device, NULL);
5644         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5645         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
5646         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
5647         hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
5648         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
5649         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
5650         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
5651         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
5652         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5653
5654         hr = IDirect3DDevice9_EndScene(device);
5655         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5656     }
5657     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5658     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5659
5660     color = getPixelColor(device, 160, 120);
5661     ok((color & 0x00ff0000) >= 0x00790000 && (color & 0x00ff0000) <= 0x00810000 &&
5662        (color & 0x0000ff00) == 0x0000ff00 &&
5663        (color & 0x000000ff) >= 0x000000e4 && (color & 0x000000ff) <= 0x000000e6,
5664        "ps_3_0 returned color 0x%08x, expected 0x0080ffe5\n", color);
5665     color = getPixelColor(device, 160, 360);
5666     ok((color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
5667        (color & 0x0000ff00) >= 0x00003300 && (color & 0x0000ff00) <= 0x00003400 &&
5668        (color & 0x000000ff) == 0x00000000,
5669        "ps_1_4 returned color 0x%08x, expected 0x00203300\n", color);
5670     color = getPixelColor(device, 480, 360);
5671     ok((color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
5672        (color & 0x0000ff00) >= 0x00003200 && (color & 0x0000ff00) <= 0x00003400 &&
5673        (color & 0x000000ff) == 0x00000000,
5674        "ps_2_0 returned color 0x%08x, expected 0x00203300\n", color);
5675     color = getPixelColor(device, 480, 160);
5676     ok( color == 0x00ffffff /* Nvidia driver garbage with HW vp */ || (
5677        (color & 0x00ff0000) >= 0x00190000 && (color & 0x00ff0000) <= 0x00210000 &&
5678        (color & 0x0000ff00) >= 0x00003200 && (color & 0x0000ff00) <= 0x00003400 &&
5679        (color & 0x000000ff) == 0x00000000),
5680        "fixed function fragment processing returned color 0x%08x, expected 0x00203300\n", color);
5681
5682     /* cleanup */
5683     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
5684     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
5685     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
5686     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
5687     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
5688     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5689     if(vertexshader) IDirect3DVertexShader9_Release(vertexshader);
5690     if(ps_1_shader) IDirect3DPixelShader9_Release(ps_1_shader);
5691     if(ps_2_shader) IDirect3DPixelShader9_Release(ps_2_shader);
5692     if(ps_3_shader) IDirect3DPixelShader9_Release(ps_3_shader);
5693     if(texture) IDirect3DTexture9_Release(texture);
5694 }
5695
5696 void test_compare_instructions(IDirect3DDevice9 *device)
5697 {
5698     DWORD shader_sge_vec_code[] = {
5699         0xfffe0101,                                         /* vs_1_1                   */
5700         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
5701         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
5702         0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
5703         0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001,     /* sge oD0, r0, c1          */
5704         0x0000ffff                                          /* end                      */
5705     };
5706     DWORD shader_slt_vec_code[] = {
5707         0xfffe0101,                                         /* vs_1_1                   */
5708         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
5709         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
5710         0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
5711         0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001,     /* slt oD0, r0, c1          */
5712         0x0000ffff                                          /* end                      */
5713     };
5714     DWORD shader_sge_scalar_code[] = {
5715         0xfffe0101,                                         /* vs_1_1                   */
5716         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
5717         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
5718         0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
5719         0x0000000d, 0xd0010000, 0x80000000, 0xa0550001,     /* slt oD0.r, r0.r, c1.b    */
5720         0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001,     /* slt oD0.g, r0.g, c1.r    */
5721         0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001,     /* slt oD0.b, r0.b, c1.g    */
5722         0x0000ffff                                          /* end                      */
5723     };
5724     DWORD shader_slt_scalar_code[] = {
5725         0xfffe0101,                                         /* vs_1_1                   */
5726         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
5727         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
5728         0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
5729         0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001,     /* slt oD0.r, r0.r, c1.b    */
5730         0x0000000c, 0xd0020000, 0x80550000, 0xa0000001,     /* slt oD0.g, r0.g, c1.r    */
5731         0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001,     /* slt oD0.b, r0.b, c1.g    */
5732         0x0000ffff                                          /* end                      */
5733     };
5734     IDirect3DVertexShader9 *shader_sge_vec;
5735     IDirect3DVertexShader9 *shader_slt_vec;
5736     IDirect3DVertexShader9 *shader_sge_scalar;
5737     IDirect3DVertexShader9 *shader_slt_scalar;
5738     HRESULT hr, color;
5739     float quad1[] =  {
5740         -1.0,   -1.0,   0.1,
5741          0.0,   -1.0,   0.1,
5742         -1.0,    0.0,   0.1,
5743          0.0,    0.0,   0.1
5744     };
5745     float quad2[] =  {
5746          0.0,   -1.0,   0.1,
5747          1.0,   -1.0,   0.1,
5748          0.0,    0.0,   0.1,
5749          1.0,    0.0,   0.1
5750     };
5751     float quad3[] =  {
5752         -1.0,    0.0,   0.1,
5753          0.0,    0.0,   0.1,
5754         -1.0,    1.0,   0.1,
5755          0.0,    1.0,   0.1
5756     };
5757     float quad4[] =  {
5758          0.0,    0.0,   0.1,
5759          1.0,    0.0,   0.1,
5760          0.0,    1.0,   0.1,
5761          1.0,    1.0,   0.1
5762     };
5763     const float const0[4] = {0.8, 0.2, 0.2, 0.2};
5764     const float const1[4] = {0.2, 0.8, 0.2, 0.2};
5765
5766     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
5767
5768     hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec);
5769     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5770     hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec);
5771     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5772     hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar);
5773     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5774     hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar);
5775     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
5776     hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
5777     ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
5778     hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1);
5779     ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
5780     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
5781     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
5782
5783     hr = IDirect3DDevice9_BeginScene(device);
5784     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
5785     if(SUCCEEDED(hr))
5786     {
5787         hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec);
5788         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5789         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
5790         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5791
5792         hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec);
5793         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5794         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,  quad2, sizeof(float) * 3);
5795         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5796
5797         hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar);
5798         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5799         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
5800         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5801
5802         hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
5803         ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
5804
5805         hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar);
5806         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5807         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
5808         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
5809
5810         hr = IDirect3DDevice9_EndScene(device);
5811         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
5812     }
5813
5814     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
5815     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
5816     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
5817     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
5818
5819     color = getPixelColor(device, 160, 360);
5820     ok(color == 0x00FF00FF, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00FF00FF\n", color);
5821     color = getPixelColor(device, 480, 360);
5822     ok(color == 0x0000FF00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000FF00\n", color);
5823     color = getPixelColor(device, 160, 120);
5824     ok(color == 0x00FFFFFF, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00FFFFFF\n", color);
5825     color = getPixelColor(device, 480, 160);
5826     ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color);
5827
5828     IDirect3DVertexShader9_Release(shader_sge_vec);
5829     IDirect3DVertexShader9_Release(shader_slt_vec);
5830     IDirect3DVertexShader9_Release(shader_sge_scalar);
5831     IDirect3DVertexShader9_Release(shader_slt_scalar);
5832 }
5833
5834 void test_vshader_input(IDirect3DDevice9 *device)
5835 {
5836     DWORD swapped_shader_code_3[] = {
5837         0xfffe0300,                                         /* vs_3_0               */
5838         0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
5839         0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
5840         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5841         0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
5842         0x0200001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
5843         0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
5844         0x02000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
5845         0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
5846         0x0000ffff                                          /* end                  */
5847     };
5848     DWORD swapped_shader_code_1[] = {
5849         0xfffe0101,                                         /* vs_1_1               */
5850         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5851         0x0000001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
5852         0x0000001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
5853         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov o0, v0           */
5854         0x00000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
5855         0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
5856         0x0000ffff                                          /* end                  */
5857     };
5858     DWORD swapped_shader_code_2[] = {
5859         0xfffe0200,                                         /* vs_2_0               */
5860         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5861         0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
5862         0x0200001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
5863         0x02000001, 0xc00f0000, 0x90e40000,                 /* mov o0, v0           */
5864         0x02000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
5865         0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
5866         0x0000ffff                                          /* end                  */
5867     };
5868     DWORD texcoord_color_shader_code_3[] = {
5869         0xfffe0300,                                         /* vs_3_0               */
5870         0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
5871         0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
5872         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5873         0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
5874         0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
5875         0x02000001, 0xe00f0001, 0x90e40001,                 /* mov o1, v1           */
5876         0x0000ffff                                          /* end                  */
5877     };
5878     DWORD texcoord_color_shader_code_2[] = {
5879         0xfffe0200,                                         /* vs_2_0               */
5880         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5881         0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
5882         0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
5883         0x02000001, 0xd00f0000, 0x90e40001,                 /* mov oD0, v1          */
5884         0x0000ffff                                          /* end                  */
5885     };
5886     DWORD texcoord_color_shader_code_1[] = {
5887         0xfffe0101,                                         /* vs_1_1               */
5888         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5889         0x0000001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
5890         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
5891         0x00000001, 0xd00f0000, 0x90e40001,                 /* mov oD0, v1          */
5892         0x0000ffff                                          /* end                  */
5893     };
5894     DWORD color_color_shader_code_3[] = {
5895         0xfffe0300,                                         /* vs_3_0               */
5896         0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
5897         0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
5898         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5899         0x0200001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
5900         0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
5901         0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001,     /* mul o1, c0, v1       */
5902         0x0000ffff                                          /* end                  */
5903     };
5904     DWORD color_color_shader_code_2[] = {
5905         0xfffe0200,                                         /* vs_2_0               */
5906         0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5907         0x0200001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
5908         0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
5909         0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001,     /* mul oD0, c0, v1       */
5910         0x0000ffff                                          /* end                  */
5911     };
5912     DWORD color_color_shader_code_1[] = {
5913         0xfffe0101,                                         /* vs_1_1               */
5914         0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
5915         0x0000001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
5916         0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
5917         0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001,     /* mul oD0, c0, v1       */
5918         0x0000ffff                                          /* end                  */
5919     };
5920     IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
5921     HRESULT hr;
5922     DWORD color;
5923     float quad1[] =  {
5924         -1.0,   -1.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5925          0.0,   -1.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5926         -1.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5927          0.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5928     };
5929     float quad2[] =  {
5930          0.0,   -1.0,   0.1,    1.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
5931          1.0,   -1.0,   0.1,    1.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
5932          0.0,    0.0,   0.1,    1.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
5933          1.0,    0.0,   0.1,    1.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
5934     };
5935     float quad3[] =  {
5936         -1.0,    0.0,   0.1,   -1.0,    0.0,    0.0,    0.0,    1.0,    -1.0,   0.0,    0.0,
5937          0.0,    0.0,   0.1,   -1.0,    0.0,    0.0,    0.0,    1.0,     0.0,   0.0,    0.0,
5938         -1.0,    1.0,   0.1,   -1.0,    0.0,    0.0,    0.0,    0.0,    -1.0,   1.0,    0.0,
5939          0.0,    1.0,   0.1,   -1.0,    0.0,    0.0,    0.0,   -1.0,     0.0,   0.0,    0.0,
5940     };
5941     float quad4[] =  {
5942          0.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5943          1.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5944          0.0,    1.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5945          1.0,    1.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.5,    0.0,
5946     };
5947     static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] = {
5948         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5949         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5950         {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
5951         D3DDECL_END()
5952     };
5953     static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] = {
5954         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5955         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
5956         {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5957         D3DDECL_END()
5958     };
5959     static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] = {
5960         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5961         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5962         D3DDECL_END()
5963     };
5964     static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] = {
5965         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5966         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
5967         {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       2},
5968         D3DDECL_END()
5969     };
5970     static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] = {
5971         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5972         {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
5973         D3DDECL_END()
5974     };
5975     static const D3DVERTEXELEMENT9 decl_elements_color_color[] = {
5976         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5977         {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
5978         D3DDECL_END()
5979     };
5980     static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] = {
5981         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5982         {0,  12,  D3DDECLTYPE_UBYTE4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
5983         D3DDECL_END()
5984     };
5985     static const D3DVERTEXELEMENT9 decl_elements_color_float[] = {
5986         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
5987         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
5988         D3DDECL_END()
5989     };
5990     IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
5991     IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
5992     unsigned int i;
5993     float normalize[4] = {1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0};
5994     float no_normalize[4] = {1.0, 1.0, 1.0, 1.0};
5995
5996     struct vertex quad1_color[] =  {
5997        {-1.0,   -1.0,   0.1,    0x00ff8040},
5998        { 0.0,   -1.0,   0.1,    0x00ff8040},
5999        {-1.0,    0.0,   0.1,    0x00ff8040},
6000        { 0.0,    0.0,   0.1,    0x00ff8040}
6001     };
6002     struct vertex quad2_color[] =  {
6003        { 0.0,   -1.0,   0.1,    0x00ff8040},
6004        { 1.0,   -1.0,   0.1,    0x00ff8040},
6005        { 0.0,    0.0,   0.1,    0x00ff8040},
6006        { 1.0,    0.0,   0.1,    0x00ff8040}
6007     };
6008     struct vertex quad3_color[] =  {
6009        {-1.0,    0.0,   0.1,    0x00ff8040},
6010        { 0.0,    0.0,   0.1,    0x00ff8040},
6011        {-1.0,    1.0,   0.1,    0x00ff8040},
6012        { 0.0,    1.0,   0.1,    0x00ff8040}
6013     };
6014     float quad4_color[] =  {
6015          0.0,    0.0,   0.1,    1.0,    1.0,    0.0,    0.0,
6016          1.0,    0.0,   0.1,    1.0,    1.0,    0.0,    1.0,
6017          0.0,    1.0,   0.1,    1.0,    1.0,    0.0,    0.0,
6018          1.0,    1.0,   0.1,    1.0,    1.0,    0.0,    1.0,
6019     };
6020
6021     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd);
6022     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6023     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd);
6024     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6025     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx);
6026     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6027     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder);
6028     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6029
6030     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color);
6031     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6032     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color);
6033     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6034     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte);
6035     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6036     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float);
6037     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
6038
6039     for(i = 1; i <= 3; i++) {
6040         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
6041         if(i == 3) {
6042             hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
6043             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6044         } else if(i == 2){
6045             hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader);
6046             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6047         } else if(i == 1) {
6048             hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader);
6049             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6050         }
6051
6052         hr = IDirect3DDevice9_BeginScene(device);
6053         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
6054         if(SUCCEEDED(hr))
6055         {
6056             hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
6057             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6058
6059             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
6060             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6061             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11);
6062             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6063
6064             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
6065             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6066             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11);
6067             if(i == 3 || i == 2) {
6068                 ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
6069             } else if(i == 1) {
6070                 /* Succeeds or fails, depending on SW or HW vertex processing */
6071                 ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr);
6072             }
6073
6074             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder);
6075             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6076             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11);
6077             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6078
6079             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx);
6080             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6081             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11);
6082             if(i == 3 || i == 2) {
6083                 ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
6084             } else if(i == 1) {
6085                 ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = 1\n", hr);
6086             }
6087
6088             hr = IDirect3DDevice9_EndScene(device);
6089             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
6090         }
6091
6092         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6093         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6094
6095         if(i == 3 || i == 2) {
6096             color = getPixelColor(device, 160, 360);
6097             ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
6098                "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
6099
6100             /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
6101             color = getPixelColor(device, 480, 360);
6102             ok(color == 0x00FFFF00 || color ==0x00FF0000,
6103                "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
6104             color = getPixelColor(device, 160, 120);
6105             /* Same as above, accept both the last used value and 0.0 for the undefined streams */
6106             ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
6107                "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
6108
6109             color = getPixelColor(device, 480, 160);
6110             ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
6111         } else if(i == 1) {
6112             color = getPixelColor(device, 160, 360);
6113             ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
6114                "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00FFFF80\n", color);
6115             color = getPixelColor(device, 480, 360);
6116             /* Accept the clear color as well in this case, since SW VP returns an error */
6117             ok(color == 0x00FFFF00 || color == 0x00FF0000, "Input test: Quad 2(1crd) returned color 0x%08x, expected 0x00FFFF00\n", color);
6118             color = getPixelColor(device, 160, 120);
6119             ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
6120                "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00FF0080\n", color);
6121             color = getPixelColor(device, 480, 160);
6122             ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
6123         }
6124
6125         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0);
6126         ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
6127
6128         /* Now find out if the whole streams are re-read, or just the last active value for the
6129          * vertices is used.
6130          */
6131         hr = IDirect3DDevice9_BeginScene(device);
6132         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
6133         if(SUCCEEDED(hr))
6134         {
6135             float quad1_modified[] =  {
6136                 -1.0,   -1.0,   0.1,    1.0,    0.0,    1.0,    0.0,   -1.0,     0.0,   0.0,    0.0,
6137                  0.0,   -1.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,    -1.0,   0.0,    0.0,
6138                 -1.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,    0.0,     0.0,  -1.0,    0.0,
6139                  0.0,    0.0,   0.1,    1.0,    0.0,    1.0,    0.0,   -1.0,    -1.0,  -1.0,    0.0,
6140             };
6141             float quad2_modified[] =  {
6142                  0.0,   -1.0,   0.1,    0.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
6143                  1.0,   -1.0,   0.1,    0.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
6144                  0.0,    0.0,   0.1,    0.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
6145                  1.0,    0.0,   0.1,    0.0,    0.0,    0.0,    0.0,    0.0,     0.0,   0.0,    0.0,
6146             };
6147
6148             hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
6149             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6150
6151             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
6152             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6153             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11);
6154             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6155
6156             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
6157             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6158             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11);
6159             if(i == 3 || i == 2) {
6160                 ok(hr == D3D_OK, "DrawPrimitiveUP returned (%08x) i = %d\n", hr, i);
6161             } else if(i == 1) {
6162                 /* Succeeds or fails, depending on SW or HW vertex processing */
6163                 ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "DrawPrimitiveUP returned (%08x), i = 1\n", hr);
6164             }
6165
6166             hr = IDirect3DDevice9_EndScene(device);
6167             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
6168         }
6169         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6170         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6171
6172         color = getPixelColor(device, 480, 350);
6173         /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that
6174          * as well.
6175          *
6176          * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors,
6177          * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this
6178          * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the
6179          * refrast's result.
6180          *
6181          * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
6182          */
6183         ok(color == 0x000000FF || color == 0x00808080 || color == 0x00000000,
6184            "Input test: Quad 2(different colors) returned color 0x%08x, expected 0x000000FF, 0x00808080 or 0x00000000\n", color);
6185         color = getPixelColor(device, 160, 120);
6186
6187         IDirect3DDevice9_SetVertexShader(device, NULL);
6188         IDirect3DDevice9_SetVertexDeclaration(device, NULL);
6189
6190         IDirect3DVertexShader9_Release(swapped_shader);
6191     }
6192
6193     for(i = 1; i <= 3; i++) {
6194         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
6195         if(i == 3) {
6196             hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader);
6197             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6198             hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader);
6199             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6200         } else if(i == 2){
6201             hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader);
6202             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6203             hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader);
6204             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6205         } else if(i == 1) {
6206             hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader);
6207             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6208             hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader);
6209             ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6210         }
6211
6212         hr = IDirect3DDevice9_BeginScene(device);
6213         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
6214         if(SUCCEEDED(hr))
6215         {
6216             hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader);
6217             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6218             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color);
6219             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6220             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0]));
6221             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6222
6223             hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader);
6224             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6225
6226             hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1);
6227             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6228             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte);
6229             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6230             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0]));
6231             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6232
6233             hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1);
6234             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6235             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color);
6236             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6237             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0]));
6238             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6239
6240             hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float);
6241             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
6242             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7);
6243             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6244
6245             hr = IDirect3DDevice9_EndScene(device);
6246             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
6247         }
6248         IDirect3DDevice9_SetVertexShader(device, NULL);
6249         IDirect3DDevice9_SetVertexDeclaration(device, NULL);
6250
6251         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6252         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6253
6254         color = getPixelColor(device, 160, 360);
6255         ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
6256            "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color);
6257         color = getPixelColor(device, 480, 360);
6258         ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1),
6259            "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color);
6260         color = getPixelColor(device, 160, 120);
6261         ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
6262            "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
6263         color = getPixelColor(device, 480, 160);
6264         ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
6265            "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00FFFF00\n", color);
6266
6267         IDirect3DVertexShader9_Release(texcoord_color_shader);
6268         IDirect3DVertexShader9_Release(color_color_shader);
6269     }
6270
6271     IDirect3DVertexDeclaration9_Release(decl_twotexcrd);
6272     IDirect3DVertexDeclaration9_Release(decl_onetexcrd);
6273     IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx);
6274     IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder);
6275
6276     IDirect3DVertexDeclaration9_Release(decl_texcoord_color);
6277     IDirect3DVertexDeclaration9_Release(decl_color_color);
6278     IDirect3DVertexDeclaration9_Release(decl_color_ubyte);
6279     IDirect3DVertexDeclaration9_Release(decl_color_float);
6280 }
6281
6282 static void srgbtexture_test(IDirect3DDevice9 *device)
6283 {
6284     /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE
6285      * texture stage state to render a quad using that texture.  The resulting
6286      * color components should be 0x36 (~ 0.21), per this formula:
6287      *    linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4
6288      * This is true where srgb_color > 0.04045.
6289      */
6290     IDirect3D9 *d3d = NULL;
6291     HRESULT hr;
6292     LPDIRECT3DTEXTURE9 texture = NULL;
6293     LPDIRECT3DSURFACE9 surface = NULL;
6294     D3DLOCKED_RECT lr;
6295     DWORD color;
6296     float quad[] = {
6297         -1.0,       1.0,       0.0,     0.0,    0.0,
6298          1.0,       1.0,       0.0,     1.0,    0.0,
6299         -1.0,      -1.0,       0.0,     0.0,    1.0,
6300          1.0,      -1.0,       0.0,     1.0,    1.0,
6301     };
6302
6303
6304     memset(&lr, 0, sizeof(lr));
6305     IDirect3DDevice9_GetDirect3D(device, &d3d);
6306     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
6307                                     D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE,
6308                                     D3DFMT_A8R8G8B8) != D3D_OK) {
6309         skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported\n");
6310         goto out;
6311     }
6312
6313     hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0,
6314                                         D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
6315                                         &texture, NULL);
6316     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
6317     if(!texture) {
6318         skip("Failed to create A8R8G8B8 texture with SRGBREAD\n");
6319         goto out;
6320     }
6321     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
6322     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
6323
6324     fill_surface(surface, 0xff7f7f7f);
6325     IDirect3DSurface9_Release(surface);
6326
6327     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
6328     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6329     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
6330     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
6331
6332     hr = IDirect3DDevice9_BeginScene(device);
6333     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
6334     if(SUCCEEDED(hr))
6335     {
6336         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
6337         ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
6338
6339         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
6340         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
6341
6342
6343         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
6344         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with %08x\n", hr);
6345
6346         hr = IDirect3DDevice9_EndScene(device);
6347         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
6348     }
6349
6350     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
6351     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
6352     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
6353     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
6354
6355     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6356     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6357
6358     color = getPixelColor(device, 320, 240);
6359     ok(color == 0x00363636 || color == 0x00373737, "srgb quad has color %08x, expected 0x00363636\n", color);
6360
6361 out:
6362     if(texture) IDirect3DTexture9_Release(texture);
6363     IDirect3D9_Release(d3d);
6364 }
6365
6366 static void shademode_test(IDirect3DDevice9 *device)
6367 {
6368     /* Render a quad and try all of the different fixed function shading models. */
6369     HRESULT hr;
6370     DWORD color0, color1;
6371     DWORD color0_gouraud = 0, color1_gouraud = 0;
6372     DWORD shademode = D3DSHADE_FLAT;
6373     DWORD primtype = D3DPT_TRIANGLESTRIP;
6374     LPVOID data = NULL;
6375     LPDIRECT3DVERTEXBUFFER9 vb_strip = NULL;
6376     LPDIRECT3DVERTEXBUFFER9 vb_list = NULL;
6377     UINT i, j;
6378     struct vertex quad_strip[] =
6379     {
6380         {-1.0f, -1.0f,  0.0f, 0xffff0000  },
6381         {-1.0f,  1.0f,  0.0f, 0xff00ff00  },
6382         { 1.0f, -1.0f,  0.0f, 0xff0000ff  },
6383         { 1.0f,  1.0f,  0.0f, 0xffffffff  }
6384     };
6385     struct vertex quad_list[] =
6386     {
6387         {-1.0f, -1.0f,  0.0f, 0xffff0000  },
6388         {-1.0f,  1.0f,  0.0f, 0xff00ff00  },
6389         { 1.0f, -1.0f,  0.0f, 0xff0000ff  },
6390
6391         {-1.0f,  1.0f,  0.0f, 0xff00ff00  },
6392         { 1.0f, -1.0f,  0.0f, 0xff0000ff  },
6393         { 1.0f,  1.0f,  0.0f, 0xffffffff  }
6394     };
6395
6396     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip),
6397                                              0, 0, D3DPOOL_MANAGED, &vb_strip, NULL);
6398     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
6399     if (FAILED(hr)) goto bail;
6400
6401     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list),
6402                                              0, 0, D3DPOOL_MANAGED, &vb_list, NULL);
6403     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
6404     if (FAILED(hr)) goto bail;
6405
6406     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
6407     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6408
6409     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
6410     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
6411
6412     hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), (void **) &data, 0);
6413     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
6414     memcpy(data, quad_strip, sizeof(quad_strip));
6415     hr = IDirect3DVertexBuffer9_Unlock(vb_strip);
6416     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
6417
6418     hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), (void **) &data, 0);
6419     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
6420     memcpy(data, quad_list, sizeof(quad_list));
6421     hr = IDirect3DVertexBuffer9_Unlock(vb_list);
6422     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
6423
6424     /* Try it first with a TRIANGLESTRIP.  Do it with different geometry because
6425      * the color fixups we have to do for FLAT shading will be dependent on that. */
6426     hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0]));
6427     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
6428
6429     /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */
6430     for (j=0; j<2; j++) {
6431
6432         /* Inner loop just changes the D3DRS_SHADEMODE */
6433         for (i=0; i<3; i++) {
6434             hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
6435             ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
6436
6437             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode);
6438             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6439
6440             hr = IDirect3DDevice9_BeginScene(device);
6441             ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
6442             if(SUCCEEDED(hr))
6443             {
6444                 hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2);
6445                 ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed with %08x\n", hr);
6446
6447                 hr = IDirect3DDevice9_EndScene(device);
6448                 ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
6449             }
6450
6451             hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6452             ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6453
6454             /* Sample two spots from the output */
6455             color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
6456             color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
6457             switch(shademode) {
6458                 case D3DSHADE_FLAT:
6459                     /* Should take the color of the first vertex of each triangle */
6460                     todo_wine ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000 (todo)\n", color0);
6461                     todo_wine ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00 (todo)\n", color1);
6462                     shademode = D3DSHADE_GOURAUD;
6463                     break;
6464                 case D3DSHADE_GOURAUD:
6465                     /* Should be an interpolated blend */
6466
6467                     ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
6468                        "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
6469                     ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
6470                        "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
6471
6472                     color0_gouraud = color0;
6473                     color1_gouraud = color1;
6474
6475                     shademode = D3DSHADE_PHONG;
6476                     break;
6477                 case D3DSHADE_PHONG:
6478                     /* Should be the same as GOURAUD, since no hardware implements this */
6479                     ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
6480                        "PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
6481                     ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
6482                        "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
6483
6484                     ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
6485                             color0_gouraud, color0);
6486                     ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
6487                             color1_gouraud, color1);
6488                     break;
6489             }
6490         }
6491         /* Now, do it all over again with a TRIANGLELIST */
6492         hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0]));
6493         ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
6494         primtype = D3DPT_TRIANGLELIST;
6495         shademode = D3DSHADE_FLAT;
6496     }
6497
6498 bail:
6499     hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
6500     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
6501     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
6502     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6503
6504     if (vb_strip)
6505         IDirect3DVertexBuffer9_Release(vb_strip);
6506     if (vb_list)
6507         IDirect3DVertexBuffer9_Release(vb_list);
6508 }
6509
6510
6511 static void fog_srgbwrite_test(IDirect3DDevice9 *device)
6512 {
6513     /* Draw a black quad, half fogged with white fog -> grey color. Enable sRGB writing.
6514      * if sRGB writing is applied before fogging, the 0.0 will be multiplied with ~ 12.92, so still
6515      * stay 0.0. After that the fog gives 0.5. If sRGB writing is applied after fogging, the
6516      * 0.5 will run through the alternative path(0^5 ^ 0.41666 * 1.055 - 0.055), resulting in approx.
6517      * 0.73
6518      *
6519      * At the time of this writing, wined3d could not apply sRGB correction to fixed function rendering,
6520      * so use shaders for this task
6521      */
6522     IDirect3DPixelShader9 *pshader;
6523     IDirect3DVertexShader9 *vshader;
6524     IDirect3D9 *d3d;
6525     DWORD vshader_code[] = {
6526         0xfffe0101,                                                             /* vs_1_1                       */
6527         0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
6528         0x00000051, 0xa00f0000, 0x3f000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.5, 0.0, 0.0, 0.0   */
6529         0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
6530         0x00000001, 0xc00f0001, 0xa0000000,                                     /* mov oFog, c0.x               */
6531         0x0000ffff                                                              /* end                          */
6532     };
6533     DWORD pshader_code[] = {
6534         0xffff0101,                                                             /* ps_1_1                       */
6535         0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0   */
6536         0x00000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                   */
6537         0x0000ffff                                                              /* end                          */
6538     };
6539     const float quad[] = {
6540        -1.0,   -1.0,    0.1,
6541         1.0,   -1.0,    0.1,
6542        -1.0,    1.0,    0.1,
6543         1.0,    1.0,    0.1
6544     };
6545     HRESULT hr;
6546     DWORD color;
6547
6548     IDirect3DDevice9_GetDirect3D(device, &d3d);
6549     /* Ask for srgb writing on D3DRTYPE_TEXTURE. Some Windows drivers do not report it on surfaces.
6550      * For some not entirely understood reasons D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE
6551      * passes on surfaces, while asking for SRGBWRITE alone fails. Textures advertize srgb writing
6552      * alone as well, so use that since it is not the point of this test to show how CheckDeviceFormat
6553      * works
6554      */
6555     if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
6556                                     D3DUSAGE_RENDERTARGET | D3DUSAGE_QUERY_SRGBWRITE,
6557                                     D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK) {
6558         skip("No SRGBWRITEENABLE support on D3DFMT_X8R8G8B8\n");
6559         IDirect3D9_Release(d3d);
6560         return;
6561     }
6562     IDirect3D9_Release(d3d);
6563
6564     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
6565     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
6566
6567     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
6568     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6569     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
6570     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6571     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
6572     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6573     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffffffff);
6574     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6575     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
6576     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6577
6578     hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
6579     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
6580     hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code, &pshader);
6581     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
6582     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
6583     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
6584     hr = IDirect3DDevice9_SetVertexShader(device, vshader);
6585     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6586     hr = IDirect3DDevice9_SetPixelShader(device, pshader);
6587     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
6588
6589     hr = IDirect3DDevice9_BeginScene(device);
6590     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
6591     if(SUCCEEDED(hr)) {
6592         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 3);
6593         ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
6594
6595         hr = IDirect3DDevice9_EndScene(device);
6596         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
6597     }
6598
6599     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
6600     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
6601     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
6602     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
6603     IDirect3DPixelShader9_Release(pshader);
6604     IDirect3DVertexShader9_Release(vshader);
6605
6606     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
6607     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6608     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
6609     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6610
6611     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6612     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
6613     color = getPixelColor(device, 160, 360);
6614     ok(color == 0x00808080 || color == 0x007f7f7f || color == 0x00818181,
6615        "Fog with D3DRS_SRGBWRITEENABLE returned color 0x%08x, expected 0x00808080\n", color);
6616 }
6617
6618 static void alpha_test(IDirect3DDevice9 *device)
6619 {
6620     HRESULT hr;
6621     IDirect3DTexture9 *offscreenTexture;
6622     IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
6623     DWORD color;
6624
6625     struct vertex quad1[] =
6626     {
6627         {-1.0f, -1.0f,   0.1f,                          0x4000ff00},
6628         {-1.0f,  0.0f,   0.1f,                          0x4000ff00},
6629         { 1.0f, -1.0f,   0.1f,                          0x4000ff00},
6630         { 1.0f,  0.0f,   0.1f,                          0x4000ff00},
6631     };
6632     struct vertex quad2[] =
6633     {
6634         {-1.0f,  0.0f,   0.1f,                          0xc00000ff},
6635         {-1.0f,  1.0f,   0.1f,                          0xc00000ff},
6636         { 1.0f,  0.0f,   0.1f,                          0xc00000ff},
6637         { 1.0f,  1.0f,   0.1f,                          0xc00000ff},
6638     };
6639     static const float composite_quad[][5] = {
6640         { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
6641         { 0.0f,  1.0f, 0.1f, 0.0f, 0.0f},
6642         { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
6643         { 1.0f,  1.0f, 0.1f, 1.0f, 0.0f},
6644     };
6645
6646     /* Clear the render target with alpha = 0.5 */
6647     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
6648     ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
6649
6650     hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
6651     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr);
6652
6653     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
6654     ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
6655     if(!backbuffer) {
6656         goto out;
6657     }
6658
6659     hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
6660     ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
6661     if(!offscreen) {
6662         goto out;
6663     }
6664
6665     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
6666     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr);
6667
6668     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
6669     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
6670     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
6671     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
6672     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
6673     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
6674     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
6675     ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
6676     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
6677     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
6678
6679     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
6680     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6681     if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
6682
6683         /* Draw two quads, one with src alpha blending, one with dest alpha blending. */
6684         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
6685         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6686         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
6687         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6688         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
6689         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6690
6691         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
6692         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6693         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
6694         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6695         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
6696         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6697
6698         /* Switch to the offscreen buffer, and redo the testing. The offscreen render target
6699          * doesn't have an alpha channel. DESTALPHA and INVDESTALPHA "don't work" on render
6700          * targets without alpha channel, they give essentially ZERO and ONE blend factors. */
6701         hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
6702         ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
6703         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0);
6704         ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
6705
6706         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
6707         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6708         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
6709         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6710         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
6711         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6712
6713         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
6714         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6715         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
6716         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6717         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
6718         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6719
6720         hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
6721         ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
6722
6723         /* Render the offscreen texture onto the frame buffer to be able to compare it regularly.
6724          * Disable alpha blending for the final composition
6725          */
6726         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
6727         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
6728         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
6729         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr);
6730
6731         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
6732         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr);
6733         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
6734         ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6735         hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
6736         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr = %08x\n", hr);
6737
6738         hr = IDirect3DDevice9_EndScene(device);
6739         ok(hr == D3D_OK, "IDirect3DDevice7_EndScene failed, hr = %08x\n", hr);
6740     }
6741
6742     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6743
6744     color = getPixelColor(device, 160, 360);
6745     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
6746        "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
6747
6748     color = getPixelColor(device, 160, 120);
6749     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
6750        "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
6751
6752     color = getPixelColor(device, 480, 360);
6753     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
6754        "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
6755
6756     color = getPixelColor(device, 480, 120);
6757     ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
6758        "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
6759
6760     out:
6761     /* restore things */
6762     if(backbuffer) {
6763         IDirect3DSurface9_Release(backbuffer);
6764     }
6765     if(offscreenTexture) {
6766         IDirect3DTexture9_Release(offscreenTexture);
6767     }
6768     if(offscreen) {
6769         IDirect3DSurface9_Release(offscreen);
6770     }
6771 }
6772
6773 struct vertex_shortcolor {
6774     float x, y, z;
6775     unsigned short r, g, b, a;
6776 };
6777 struct vertex_floatcolor {
6778     float x, y, z;
6779     float r, g, b, a;
6780 };
6781
6782 static void fixed_function_decl_test(IDirect3DDevice9 *device)
6783 {
6784     HRESULT hr;
6785     BOOL s_ok, ub_ok, f_ok;
6786     DWORD color, size, i;
6787     void *data;
6788     static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = {
6789         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6790         {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6791         D3DDECL_END()
6792     };
6793     static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = {
6794         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6795         {1,   0,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6796         D3DDECL_END()
6797     };
6798     static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = {
6799         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6800         {0,  12,  D3DDECLTYPE_UBYTE4N,  D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6801         D3DDECL_END()
6802     };
6803     static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = {
6804         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6805         {1,   0,  D3DDECLTYPE_UBYTE4N,  D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6806         D3DDECL_END()
6807     };
6808     static const D3DVERTEXELEMENT9 decl_elements_short4[] = {
6809         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6810         {0,  12,  D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6811         D3DDECL_END()
6812     };
6813     static const D3DVERTEXELEMENT9 decl_elements_float[] = {
6814         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
6815         {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6816         D3DDECL_END()
6817     };
6818     static const D3DVERTEXELEMENT9 decl_elements_positiont[] = {
6819         {0,   0,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT,      0},
6820         {0,  16,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
6821         D3DDECL_END()
6822     };
6823     IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
6824     IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont;
6825     IDirect3DVertexBuffer9 *vb, *vb2;
6826     struct vertex quad1[] =                             /* D3DCOLOR */
6827     {
6828         {-1.0f, -1.0f,   0.1f,                          0x00ffff00},
6829         {-1.0f,  0.0f,   0.1f,                          0x00ffff00},
6830         { 0.0f, -1.0f,   0.1f,                          0x00ffff00},
6831         { 0.0f,  0.0f,   0.1f,                          0x00ffff00},
6832     };
6833     struct vertex quad2[] =                             /* UBYTE4N */
6834     {
6835         {-1.0f,  0.0f,   0.1f,                          0x00ffff00},
6836         {-1.0f,  1.0f,   0.1f,                          0x00ffff00},
6837         { 0.0f,  0.0f,   0.1f,                          0x00ffff00},
6838         { 0.0f,  1.0f,   0.1f,                          0x00ffff00},
6839     };
6840     struct vertex_shortcolor quad3[] =                  /* short */
6841     {
6842         { 0.0f, -1.0f,   0.1f,                          0x0000, 0x0000, 0xffff, 0xffff},
6843         { 0.0f,  0.0f,   0.1f,                          0x0000, 0x0000, 0xffff, 0xffff},
6844         { 1.0f, -1.0f,   0.1f,                          0x0000, 0x0000, 0xffff, 0xffff},
6845         { 1.0f,  0.0f,   0.1f,                          0x0000, 0x0000, 0xffff, 0xffff},
6846     };
6847     struct vertex_floatcolor quad4[] =
6848     {
6849         { 0.0f,  0.0f,   0.1f,                          1.0, 0.0, 0.0, 0.0},
6850         { 0.0f,  1.0f,   0.1f,                          1.0, 0.0, 0.0, 0.0},
6851         { 1.0f,  0.0f,   0.1f,                          1.0, 0.0, 0.0, 0.0},
6852         { 1.0f,  1.0f,   0.1f,                          1.0, 0.0, 0.0, 0.0},
6853     };
6854     DWORD colors[] = {
6855         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6856         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6857         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6858         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6859         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6860         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6861         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6862         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6863         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6864         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6865         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6866         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6867         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6868         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6869         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6870         0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
6871     };
6872     float quads[] = {
6873         -1.0,   -1.0,     0.1,
6874         -1.0,    0.0,     0.1,
6875          0.0,   -1.0,     0.1,
6876          0.0,    0.0,     0.1,
6877
6878          0.0,   -1.0,     0.1,
6879          0.0,    0.0,     0.1,
6880          1.0,   -1.0,     0.1,
6881          1.0,    0.0,     0.1,
6882
6883          0.0,    0.0,     0.1,
6884          0.0,    1.0,     0.1,
6885          1.0,    0.0,     0.1,
6886          1.0,    1.0,     0.1,
6887
6888         -1.0,    0.0,     0.1,
6889         -1.0,    1.0,     0.1,
6890          0.0,    0.0,     0.1,
6891          0.0,    1.0,     0.1
6892     };
6893     struct tvertex quad_transformed[] = {
6894        {  90,    110,     0.1,      2.0,        0x00ffff00},
6895        { 570,    110,     0.1,      2.0,        0x00ffff00},
6896        {  90,    300,     0.1,      2.0,        0x00ffff00},
6897        { 570,    300,     0.1,      2.0,        0x00ffff00}
6898     };
6899     D3DCAPS9 caps;
6900
6901     memset(&caps, 0, sizeof(caps));
6902     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
6903     ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr);
6904
6905     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
6906     ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
6907
6908     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color);
6909     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6910     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short);
6911     ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr);
6912     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float);
6913     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6914     if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) {
6915         hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2);
6916         ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6917         hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte);
6918         ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6919     } else {
6920         trace("D3DDTCAPS_UBYTE4N not supported\n");
6921         dcl_ubyte_2 = NULL;
6922         dcl_ubyte = NULL;
6923     }
6924     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2);
6925     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6926     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont);
6927     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
6928
6929     size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads)))));
6930     hr = IDirect3DDevice9_CreateVertexBuffer(device, size,
6931                                              0, 0, D3DPOOL_MANAGED, &vb, NULL);
6932     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
6933
6934     hr = IDirect3DDevice9_BeginScene(device);
6935     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
6936     f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
6937     if(SUCCEEDED(hr)) {
6938         if(dcl_color) {
6939             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
6940             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
6941             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
6942             ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6943         }
6944
6945         /* Tests with non-standard fixed function types fail on the refrast. The ATI driver partially
6946          * accepts them, the nvidia driver accepts them all. All those differences even though we're
6947          * using software vertex processing. Doh!
6948          */
6949         if(dcl_ubyte) {
6950             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
6951             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
6952             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
6953             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6954             ub_ok = SUCCEEDED(hr);
6955         }
6956
6957         if(dcl_short) {
6958             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
6959             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
6960             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
6961             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6962             s_ok = SUCCEEDED(hr);
6963         }
6964
6965         if(dcl_float) {
6966             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
6967             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
6968             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
6969             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
6970             f_ok = SUCCEEDED(hr);
6971         }
6972
6973         hr = IDirect3DDevice9_EndScene(device);
6974         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr);
6975     }
6976
6977     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
6978     if(dcl_short) {
6979         color = getPixelColor(device, 480, 360);
6980         ok(color == 0x000000ff || !s_ok,
6981            "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
6982     }
6983     if(dcl_ubyte) {
6984         color = getPixelColor(device, 160, 120);
6985         ok(color == 0x0000ffff || !ub_ok,
6986            "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
6987     }
6988     if(dcl_color) {
6989         color = getPixelColor(device, 160, 360);
6990         ok(color == 0x00ffff00,
6991            "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
6992     }
6993     if(dcl_float) {
6994         color = getPixelColor(device, 480, 120);
6995         ok(color == 0x00ff0000 || !f_ok,
6996            "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
6997     }
6998
6999     /* The following test with vertex buffers doesn't serve to find out new information from windows.
7000      * It is a plain regression test because wined3d uses different codepaths for attribute conversion
7001      * with vertex buffers. It makes sure that the vertex buffer one works, while the above tests
7002      * whether the immediate mode code works
7003      */
7004     f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
7005     hr = IDirect3DDevice9_BeginScene(device);
7006     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
7007     if(SUCCEEDED(hr)) {
7008         if(dcl_color) {
7009             hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), (void **) &data, 0);
7010             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7011             memcpy(data, quad1, sizeof(quad1));
7012             hr = IDirect3DVertexBuffer9_Unlock(vb);
7013             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7014             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
7015             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
7016             hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0]));
7017             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7018             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7019             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7020         }
7021
7022         if(dcl_ubyte) {
7023             hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), (void **) &data, 0);
7024             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7025             memcpy(data, quad2, sizeof(quad2));
7026             hr = IDirect3DVertexBuffer9_Unlock(vb);
7027             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7028             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
7029             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
7030             hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0]));
7031             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7032             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7033             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
7034                "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7035             ub_ok = SUCCEEDED(hr);
7036         }
7037
7038         if(dcl_short) {
7039             hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), (void **) &data, 0);
7040             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7041             memcpy(data, quad3, sizeof(quad3));
7042             hr = IDirect3DVertexBuffer9_Unlock(vb);
7043             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7044             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
7045             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
7046             hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0]));
7047             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7048             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7049             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
7050                "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7051             s_ok = SUCCEEDED(hr);
7052         }
7053
7054         if(dcl_float) {
7055             hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), (void **) &data, 0);
7056             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7057             memcpy(data, quad4, sizeof(quad4));
7058             hr = IDirect3DVertexBuffer9_Unlock(vb);
7059             ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7060             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
7061             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
7062             hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0]));
7063             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7064             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7065             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
7066                "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7067             f_ok = SUCCEEDED(hr);
7068         }
7069
7070         hr = IDirect3DDevice9_EndScene(device);
7071         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %#08x\n", hr);
7072     }
7073
7074     hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
7075     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7076     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
7077     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
7078
7079     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7080     if(dcl_short) {
7081         color = getPixelColor(device, 480, 360);
7082         ok(color == 0x000000ff || !s_ok,
7083            "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
7084     }
7085     if(dcl_ubyte) {
7086         color = getPixelColor(device, 160, 120);
7087         ok(color == 0x0000ffff || !ub_ok,
7088            "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
7089     }
7090     if(dcl_color) {
7091         color = getPixelColor(device, 160, 360);
7092         ok(color == 0x00ffff00,
7093            "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
7094     }
7095     if(dcl_float) {
7096         color = getPixelColor(device, 480, 120);
7097         ok(color == 0x00ff0000 || !f_ok,
7098            "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
7099     }
7100
7101     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
7102     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
7103
7104     hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), (void **) &data, 0);
7105     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7106     memcpy(data, quad_transformed, sizeof(quad_transformed));
7107     hr = IDirect3DVertexBuffer9_Unlock(vb);
7108     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7109
7110     hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont);
7111     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7112
7113     hr = IDirect3DDevice9_BeginScene(device);
7114     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7115     if(SUCCEEDED(hr)) {
7116         hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0]));
7117         ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7118         hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7119         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7120
7121         hr = IDirect3DDevice9_EndScene(device);
7122         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7123     }
7124
7125     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7126     color = getPixelColor(device, 88, 108);
7127     ok(color == 0x000000ff,
7128        "pixel 88/108 has color %08x, expected 0x000000ff\n", color);
7129     color = getPixelColor(device, 92, 108);
7130     ok(color == 0x000000ff,
7131        "pixel 92/108 has color %08x, expected 0x000000ff\n", color);
7132     color = getPixelColor(device, 88, 112);
7133     ok(color == 0x000000ff,
7134        "pixel 88/112 has color %08x, expected 0x000000ff\n", color);
7135     color = getPixelColor(device, 92, 112);
7136     ok(color == 0x00ffff00,
7137        "pixel 92/112 has color %08x, expected 0x00ffff00\n", color);
7138
7139     color = getPixelColor(device, 568, 108);
7140     ok(color == 0x000000ff,
7141        "pixel 568/108 has color %08x, expected 0x000000ff\n", color);
7142     color = getPixelColor(device, 572, 108);
7143     ok(color == 0x000000ff,
7144        "pixel 572/108 has color %08x, expected 0x000000ff\n", color);
7145     color = getPixelColor(device, 568, 112);
7146     ok(color == 0x00ffff00,
7147        "pixel 568/112 has color %08x, expected 0x00ffff00\n", color);
7148     color = getPixelColor(device, 572, 112);
7149     ok(color == 0x000000ff,
7150        "pixel 572/112 has color %08x, expected 0x000000ff\n", color);
7151
7152     color = getPixelColor(device, 88, 298);
7153     ok(color == 0x000000ff,
7154        "pixel 88/298 has color %08x, expected 0x000000ff\n", color);
7155     color = getPixelColor(device, 92, 298);
7156     ok(color == 0x00ffff00,
7157        "pixel 92/298 has color %08x, expected 0x00ffff00\n", color);
7158     color = getPixelColor(device, 88, 302);
7159     ok(color == 0x000000ff,
7160        "pixel 88/302 has color %08x, expected 0x000000ff\n", color);
7161     color = getPixelColor(device, 92, 302);
7162     ok(color == 0x000000ff,
7163        "pixel 92/302 has color %08x, expected 0x000000ff\n", color);
7164
7165     color = getPixelColor(device, 568, 298);
7166     ok(color == 0x00ffff00,
7167        "pixel 568/298 has color %08x, expected 0x00ffff00\n", color);
7168     color = getPixelColor(device, 572, 298);
7169     ok(color == 0x000000ff,
7170        "pixel 572/298 has color %08x, expected 0x000000ff\n", color);
7171     color = getPixelColor(device, 568, 302);
7172     ok(color == 0x000000ff,
7173        "pixel 568/302 has color %08x, expected 0x000000ff\n", color);
7174     color = getPixelColor(device, 572, 302);
7175     ok(color == 0x000000ff,
7176        "pixel 572/302 has color %08x, expected 0x000000ff\n", color);
7177
7178     /* This test is pointless without those two declarations: */
7179     if((!dcl_color_2) || (!dcl_ubyte_2)) {
7180         skip("color-ubyte switching test declarations aren't supported\n");
7181         goto out;
7182     }
7183
7184     hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), (void **) &data, 0);
7185     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7186     memcpy(data, quads, sizeof(quads));
7187     hr = IDirect3DVertexBuffer9_Unlock(vb);
7188     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7189     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors),
7190                                              0, 0, D3DPOOL_MANAGED, &vb2, NULL);
7191     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
7192     hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), (void **) &data, 0);
7193     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
7194     memcpy(data, colors, sizeof(colors));
7195     hr = IDirect3DVertexBuffer9_Unlock(vb2);
7196     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
7197
7198     for(i = 0; i < 2; i++) {
7199         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
7200         ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
7201
7202         hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3);
7203         ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7204         if(i == 0) {
7205             hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4);
7206         } else {
7207             hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4);
7208         }
7209         ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7210
7211         hr = IDirect3DDevice9_BeginScene(device);
7212         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
7213         ub_ok = FALSE;
7214         if(SUCCEEDED(hr)) {
7215             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
7216             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7217             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
7218             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
7219                "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7220             ub_ok = SUCCEEDED(hr);
7221
7222             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2);
7223             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7224             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
7225             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7226
7227             hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
7228             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
7229             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
7230             ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
7231                "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7232             ub_ok = (SUCCEEDED(hr) && ub_ok);
7233
7234             hr = IDirect3DDevice9_EndScene(device);
7235             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
7236         }
7237
7238         IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7239         if(i == 0) {
7240             color = getPixelColor(device, 480, 360);
7241             ok(color == 0x00ff0000,
7242                "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color);
7243             color = getPixelColor(device, 160, 120);
7244             ok(color == 0x00ffffff,
7245                 "Unused quad returned color %08x, expected 0x00ffffff\n", color);
7246             color = getPixelColor(device, 160, 360);
7247             ok(color == 0x000000ff || !ub_ok,
7248                "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
7249             color = getPixelColor(device, 480, 120);
7250             ok(color == 0x000000ff || !ub_ok,
7251                "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
7252         } else {
7253             color = getPixelColor(device, 480, 360);
7254             ok(color == 0x000000ff,
7255                "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color);
7256             color = getPixelColor(device, 160, 120);
7257             ok(color == 0x00ffffff,
7258                "Unused quad returned color %08x, expected 0x00ffffff\n", color);
7259             color = getPixelColor(device, 160, 360);
7260             ok(color == 0x00ff0000 || !ub_ok,
7261                "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
7262             color = getPixelColor(device, 480, 120);
7263             ok(color == 0x00ff0000 || !ub_ok,
7264                "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
7265         }
7266     }
7267
7268     hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
7269     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7270     hr = IDirect3DDevice9_SetStreamSource(device, 1, NULL, 0, 0);
7271     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
7272     IDirect3DVertexBuffer9_Release(vb2);
7273
7274     out:
7275     IDirect3DVertexBuffer9_Release(vb);
7276     if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float);
7277     if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short);
7278     if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte);
7279     if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color);
7280     if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2);
7281     if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2);
7282     if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont);
7283 }
7284
7285 struct vertex_float16color {
7286     float x, y, z;
7287     DWORD c1, c2;
7288 };
7289
7290 static void test_vshader_float16(IDirect3DDevice9 *device)
7291 {
7292     HRESULT hr;
7293     DWORD color;
7294     void *data;
7295     static const D3DVERTEXELEMENT9 decl_elements[] = {
7296         {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
7297         {0,  12,  D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
7298         D3DDECL_END()
7299     };
7300     IDirect3DVertexDeclaration9 *vdecl = NULL;
7301     IDirect3DVertexBuffer9 *buffer = NULL;
7302     IDirect3DVertexShader9 *shader;
7303     DWORD shader_code[] = {
7304         0xfffe0101, 0x0000001f, 0x80000000, 0x900f0000, 0x0000001f, 0x8000000a,
7305         0x900f0001, 0x00000001, 0xc00f0000, 0x90e40000, 0x00000001, 0xd00f0000,
7306         0x90e40001, 0x0000ffff
7307     };
7308     struct vertex_float16color quad[] = {
7309         { -1.0,   -1.0,     0.1,        0x3c000000, 0x00000000 }, /* green */
7310         { -1.0,    0.0,     0.1,        0x3c000000, 0x00000000 },
7311         {  0.0,   -1.0,     0.1,        0x3c000000, 0x00000000 },
7312         {  0.0,    0.0,     0.1,        0x3c000000, 0x00000000 },
7313
7314         {  0.0,   -1.0,     0.1,        0x00003c00, 0x00000000 }, /* red */
7315         {  0.0,    0.0,     0.1,        0x00003c00, 0x00000000 },
7316         {  1.0,   -1.0,     0.1,        0x00003c00, 0x00000000 },
7317         {  1.0,    0.0,     0.1,        0x00003c00, 0x00000000 },
7318
7319         {  0.0,    0.0,     0.1,        0x00000000, 0x00003c00 }, /* blue */
7320         {  0.0,    1.0,     0.1,        0x00000000, 0x00003c00 },
7321         {  1.0,    0.0,     0.1,        0x00000000, 0x00003c00 },
7322         {  1.0,    1.0,     0.1,        0x00000000, 0x00003c00 },
7323
7324         { -1.0,    0.0,     0.1,        0x00000000, 0x3c000000 }, /* alpha */
7325         { -1.0,    1.0,     0.1,        0x00000000, 0x3c000000 },
7326         {  0.0,    0.0,     0.1,        0x00000000, 0x3c000000 },
7327         {  0.0,    1.0,     0.1,        0x00000000, 0x3c000000 },
7328     };
7329
7330     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0);
7331     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
7332
7333     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl);
7334     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr);
7335     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
7336     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
7337     hr = IDirect3DDevice9_SetVertexShader(device, shader);
7338     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
7339
7340     hr = IDirect3DDevice9_BeginScene(device);
7341     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
7342     if(SUCCEEDED(hr)) {
7343         hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl);
7344         ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
7345         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  0, sizeof(quad[0]));
7346         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7347         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  4, sizeof(quad[0]));
7348         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7349         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  8, sizeof(quad[0]));
7350         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7351         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0]));
7352         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7353
7354         hr = IDirect3DDevice9_EndScene(device);
7355         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr);
7356     }
7357     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7358     color = getPixelColor(device, 480, 360);
7359     ok(color == 0x00ff0000,
7360        "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
7361     color = getPixelColor(device, 160, 120);
7362     ok(color == 0x00000000,
7363        "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
7364     color = getPixelColor(device, 160, 360);
7365     ok(color == 0x0000ff00,
7366        "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
7367     color = getPixelColor(device, 480, 120);
7368     ok(color == 0x000000ff,
7369        "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
7370
7371     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0);
7372     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
7373
7374     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0,
7375                                              D3DPOOL_MANAGED, &buffer, NULL);
7376     ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr);
7377     hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), (void **) &data, 0);
7378     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr);
7379     memcpy(data, quad, sizeof(quad));
7380     hr = IDirect3DVertexBuffer9_Unlock(buffer);
7381     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr);
7382     hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0]));
7383     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
7384
7385     hr = IDirect3DDevice9_BeginScene(device);
7386     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed (%08x)\n", hr);
7387     if(SUCCEEDED(hr)) {
7388             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  0, 2);
7389             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7390             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  4, 2);
7391             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7392             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  8, 2);
7393             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7394             hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2);
7395             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitive failed, hr = %#08x\n", hr);
7396
7397             hr = IDirect3DDevice9_EndScene(device);
7398             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr);
7399     }
7400
7401     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7402     color = getPixelColor(device, 480, 360);
7403     ok(color == 0x00ff0000,
7404        "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
7405     color = getPixelColor(device, 160, 120);
7406     ok(color == 0x00000000,
7407        "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
7408     color = getPixelColor(device, 160, 360);
7409     ok(color == 0x0000ff00,
7410        "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
7411     color = getPixelColor(device, 480, 120);
7412     ok(color == 0x000000ff,
7413        "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
7414
7415     hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
7416     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
7417     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
7418     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
7419     IDirect3DDevice9_SetVertexShader(device, NULL);
7420     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
7421
7422     IDirect3DVertexDeclaration9_Release(vdecl);
7423     IDirect3DVertexShader9_Release(shader);
7424     IDirect3DVertexBuffer9_Release(buffer);
7425 }
7426
7427 static void conditional_np2_repeat_test(IDirect3DDevice9 *device)
7428 {
7429     D3DCAPS9 caps;
7430     IDirect3DTexture9 *texture;
7431     HRESULT hr;
7432     D3DLOCKED_RECT rect;
7433     unsigned int x, y;
7434     DWORD *dst, color;
7435     const float quad[] = {
7436         -1.0,   -1.0,   0.1,   -0.2,   -0.2,
7437          1.0,   -1.0,   0.1,    1.2,   -0.2,
7438         -1.0,    1.0,   0.1,   -0.2,    1.2,
7439          1.0,    1.0,   0.1,    1.2,    1.2
7440     };
7441     memset(&caps, 0, sizeof(caps));
7442
7443     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
7444     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
7445     if(!(caps.TextureCaps & D3DPTEXTURECAPS_POW2)) {
7446         /* NP2 conditional requires the POW2 flag. Check that while we're at it */
7447         ok((caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL) == 0,
7448            "Card has conditional NP2 support without power of two restriction set\n");
7449         skip("Card has unconditional pow2 support, skipping conditional NP2 tests\n");
7450         return;
7451     } else if(!(caps.TextureCaps & D3DPTEXTURECAPS_POW2)) {
7452         skip("No conditional NP2 support, skipping conditional NP2 tests\n");
7453         return;
7454     }
7455
7456     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
7457     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
7458
7459     hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
7460     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
7461
7462     memset(&rect, 0, sizeof(rect));
7463     hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0);
7464     ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
7465     for(y = 0; y < 10; y++) {
7466         for(x = 0; x < 10; x++) {
7467             dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD));
7468             if(x == 0 || x == 9 || y == 0 || y == 9) {
7469                 *dst = 0x00ff0000;
7470             } else {
7471                 *dst = 0x000000ff;
7472             }
7473         }
7474     }
7475     hr = IDirect3DTexture9_UnlockRect(texture, 0);
7476     ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
7477
7478     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
7479     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
7480     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
7481     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
7482     hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
7483     ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
7484     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
7485     ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr);
7486
7487     hr = IDirect3DDevice9_BeginScene(device);
7488     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
7489     if(SUCCEEDED(hr)) {
7490         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
7491         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7492
7493         hr = IDirect3DDevice9_EndScene(device);
7494         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
7495     }
7496
7497     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7498
7499     color = getPixelColor(device,    1,  1);
7500     ok(color == 0x00ff0000, "NP2: Pixel   1,  1 has color %08x, expected 0x00ff0000\n", color);
7501     color = getPixelColor(device, 639, 479);
7502     ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color);
7503
7504     color = getPixelColor(device, 135, 101);
7505     ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color);
7506     color = getPixelColor(device, 140, 101);
7507     ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color);
7508     color = getPixelColor(device, 135, 105);
7509     ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color);
7510     color = getPixelColor(device, 140, 105);
7511     ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color);
7512
7513     color = getPixelColor(device, 135, 376);
7514     ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color);
7515     color = getPixelColor(device, 140, 376);
7516     ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color);
7517     color = getPixelColor(device, 135, 379);
7518     ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color);
7519     color = getPixelColor(device, 140, 379);
7520     ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color);
7521
7522     color = getPixelColor(device, 500, 101);
7523     ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color);
7524     color = getPixelColor(device, 504, 101);
7525     ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color);
7526     color = getPixelColor(device, 500, 105);
7527     ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color);
7528     color = getPixelColor(device, 504, 105);
7529     ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color);
7530
7531     color = getPixelColor(device, 500, 376);
7532     ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color);
7533     color = getPixelColor(device, 504, 376);
7534     ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color);
7535     color = getPixelColor(device, 500, 380);
7536     ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color);
7537     color = getPixelColor(device, 504, 380);
7538     ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color);
7539
7540     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
7541     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
7542     IDirect3DTexture9_Release(texture);
7543 }
7544
7545 static void vFace_register_test(IDirect3DDevice9 *device)
7546 {
7547     HRESULT hr;
7548     DWORD color;
7549     const DWORD shader_code[] = {
7550         0xffff0300,                                                             /* ps_3_0                     */
7551         0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
7552         0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */
7553         0x0200001f, 0x80000000, 0x900f1001,                                     /* dcl vFace                  */
7554         0x02000001, 0x800f0001, 0xa0e40001,                                     /* mov r1, c1                 */
7555         0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001,             /* cmp r0, vFace, c0, r1      */
7556         0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                */
7557         0x0000ffff                                                              /* END                        */
7558     };
7559     IDirect3DPixelShader9 *shader;
7560     IDirect3DTexture9 *texture;
7561     IDirect3DSurface9 *surface, *backbuffer;
7562     const float quad[] = {
7563         -1.0,   -1.0,   0.1,
7564          1.0,   -1.0,   0.1,
7565         -1.0,    0.0,   0.1,
7566
7567          1.0,   -1.0,   0.1,
7568          1.0,    0.0,   0.1,
7569         -1.0,    0.0,   0.1,
7570
7571         -1.0,    0.0,   0.1,
7572         -1.0,    1.0,   0.1,
7573          1.0,    0.0,   0.1,
7574
7575          1.0,    0.0,   0.1,
7576         -1.0,    1.0,   0.1,
7577          1.0,    1.0,   0.1,
7578     };
7579     const float blit[] = {
7580          0.0,   -1.0,   0.1,    0.0,    0.0,
7581          1.0,   -1.0,   0.1,    1.0,    0.0,
7582          0.0,    1.0,   0.1,    0.0,    1.0,
7583          1.0,    1.0,   0.1,    1.0,    1.0,
7584     };
7585
7586     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
7587     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
7588     hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
7589     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
7590     hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
7591     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr);
7592     hr = IDirect3DDevice9_SetPixelShader(device, shader);
7593     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
7594     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
7595     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
7596     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
7597     ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
7598
7599     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
7600     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
7601
7602     hr = IDirect3DDevice9_BeginScene(device);
7603     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
7604     if(SUCCEEDED(hr)) {
7605         /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */
7606         hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
7607         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
7608         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
7609         ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
7610         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
7611         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7612         hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
7613         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
7614         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
7615         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7616
7617         /* Blit the texture onto the back buffer to make it visible */
7618         hr = IDirect3DDevice9_SetPixelShader(device, NULL);
7619         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
7620         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
7621         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
7622         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
7623         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr);
7624         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
7625         ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed, hr=%08x\n", hr);
7626         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
7627         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
7628
7629         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5);
7630         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
7631
7632         hr = IDirect3DDevice9_EndScene(device);
7633         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
7634     }
7635
7636     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7637     color = getPixelColor(device, 160, 360);
7638     ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
7639     color = getPixelColor(device, 160, 120);
7640     ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
7641     color = getPixelColor(device, 480, 360);
7642     ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
7643     color = getPixelColor(device, 480, 120);
7644     ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
7645
7646     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
7647     IDirect3DDevice9_SetTexture(device, 0, NULL);
7648     IDirect3DPixelShader9_Release(shader);
7649     IDirect3DSurface9_Release(surface);
7650     IDirect3DSurface9_Release(backbuffer);
7651     IDirect3DTexture9_Release(texture);
7652 }
7653
7654 static void fixed_function_bumpmap_test(IDirect3DDevice9 *device)
7655 {
7656     HRESULT hr;
7657     DWORD color;
7658     int i;
7659     D3DCAPS9 caps;
7660
7661     static const float quad[][7] = {
7662         {-128.0f/640.0f, -128.0f/480.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
7663         {-128.0f/640.0f,  128.0f/480.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
7664         { 128.0f/640.0f, -128.0f/480.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
7665         { 128.0f/640.0f,  128.0f/480.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
7666     };
7667
7668     static const D3DVERTEXELEMENT9 decl_elements[] = {
7669         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
7670         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
7671         {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
7672         D3DDECL_END()
7673     };
7674
7675     /* use asymmetric matrix to test loading */
7676     float bumpenvmat[4] = {0.0,0.5,-0.5,0.0};
7677
7678     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
7679     IDirect3DTexture9           *texture            = NULL;
7680
7681     memset(&caps, 0, sizeof(caps));
7682     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
7683     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
7684     if(!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP)) {
7685         skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n");
7686         return;
7687     } else {
7688         /* This check is disabled, some Windows drivers do not handle D3DUSAGE_QUERY_LEGACYBUMPMAP properly.
7689          * They report that it is not supported, but after that bump mapping works properly. So just test
7690          * if the format is generally supported, and check the BUMPENVMAP flag
7691          */
7692         IDirect3D9 *d3d9;
7693
7694         IDirect3DDevice9_GetDirect3D(device, &d3d9);
7695         hr = IDirect3D9_CheckDeviceFormat(d3d9, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
7696                                           D3DRTYPE_TEXTURE, D3DFMT_V8U8);
7697         IDirect3D9_Release(d3d9);
7698         if(FAILED(hr)) {
7699             skip("D3DFMT_V8U8 not supported for legacy bump mapping\n");
7700             return;
7701         }
7702     }
7703
7704     /* Generate the textures */
7705     generate_bumpmap_textures(device);
7706
7707     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
7708     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7709     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
7710     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7711     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
7712     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7713     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
7714     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7715
7716     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP);
7717     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7718     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
7719     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7720     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
7721     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7722
7723     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
7724     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7725     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
7726     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7727     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
7728     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7729
7730     hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
7731     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7732
7733     hr = IDirect3DDevice9_SetVertexShader(device, NULL);
7734     ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
7735
7736     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
7737     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
7738
7739
7740     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
7741     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
7742     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
7743     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
7744
7745     hr = IDirect3DDevice9_BeginScene(device);
7746     ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
7747
7748     hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
7749     ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
7750
7751     hr = IDirect3DDevice9_EndScene(device);
7752     ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
7753
7754     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7755     ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
7756
7757     color = getPixelColor(device, 320-32, 240);
7758     ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
7759     color = getPixelColor(device, 320+32, 240);
7760     ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
7761     color = getPixelColor(device, 320, 240-32);
7762     ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
7763     color = getPixelColor(device, 320, 240+32);
7764     ok(color == 0x00ffffff, "bumpmap failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
7765     color = getPixelColor(device, 320, 240);
7766     ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
7767     color = getPixelColor(device, 320+32, 240+32);
7768     ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
7769     color = getPixelColor(device, 320-32, 240+32);
7770     ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
7771     color = getPixelColor(device, 320+32, 240-32);
7772     ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
7773     color = getPixelColor(device, 320-32, 240-32);
7774     ok(color == 0x00000000, "bumpmap failed: Got color 0x%08x, expected 0x00000000.\n", color);
7775
7776     hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
7777     ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
7778     IDirect3DVertexDeclaration9_Release(vertex_declaration);
7779
7780     for(i = 0; i < 2; i++) {
7781         hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
7782         ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
7783         IDirect3DTexture9_Release(texture); /* For the GetTexture */
7784         hr = IDirect3DDevice9_SetTexture(device, i, NULL);
7785         ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
7786         IDirect3DTexture9_Release(texture); /* To destroy it */
7787     }
7788
7789     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
7790     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7791     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_MODULATE);
7792     ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
7793
7794 }
7795
7796 static void stencil_cull_test(IDirect3DDevice9 *device) {
7797     HRESULT hr;
7798     IDirect3DSurface9 *depthstencil = NULL;
7799     D3DSURFACE_DESC desc;
7800     float quad1[] = {
7801         -1.0,   -1.0,   0.1,
7802          0.0,   -1.0,   0.1,
7803         -1.0,    0.0,   0.1,
7804          0.0,    0.0,   0.1,
7805     };
7806     float quad2[] = {
7807          0.0,   -1.0,   0.1,
7808          1.0,   -1.0,   0.1,
7809          0.0,    0.0,   0.1,
7810          1.0,    0.0,   0.1,
7811     };
7812     float quad3[] = {
7813         0.0,    0.0,   0.1,
7814         1.0,    0.0,   0.1,
7815         0.0,    1.0,   0.1,
7816         1.0,    1.0,   0.1,
7817     };
7818     float quad4[] = {
7819         -1.0,    0.0,   0.1,
7820          0.0,    0.0,   0.1,
7821         -1.0,    1.0,   0.1,
7822          0.0,    1.0,   0.1,
7823     };
7824     struct vertex painter[] = {
7825        {-1.0,   -1.0,   0.0,    0x00000000},
7826        { 1.0,   -1.0,   0.0,    0x00000000},
7827        {-1.0,    1.0,   0.0,    0x00000000},
7828        { 1.0,    1.0,   0.0,    0x00000000},
7829     };
7830     WORD indices_cw[]  = {0, 1, 3};
7831     WORD indices_ccw[] = {0, 2, 3};
7832     unsigned int i;
7833     DWORD color;
7834
7835     IDirect3DDevice9_GetDepthStencilSurface(device, &depthstencil);
7836     if(depthstencil == NULL) {
7837         skip("No depth stencil buffer\n");
7838         return;
7839     }
7840     hr = IDirect3DSurface9_GetDesc(depthstencil, &desc);
7841     ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr);
7842     IDirect3DSurface9_Release(depthstencil);
7843     if(desc.Format != D3DFMT_D24S8 && desc.Format != D3DFMT_D24X4S4) {
7844         skip("No 4 or 8 bit stencil surface\n");
7845         return;
7846     }
7847
7848     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8);
7849     ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
7850     IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
7851
7852     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR);
7853     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7854     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
7855     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7856     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
7857     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7858     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3);
7859     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7860
7861     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE);
7862     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7863     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR);
7864     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7865     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR);
7866     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7867
7868     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE);
7869     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7870     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
7871     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7872
7873     /* First pass: Fill the stencil buffer with some values... */
7874     hr = IDirect3DDevice9_BeginScene(device);
7875     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
7876     if(SUCCEEDED(hr))
7877     {
7878         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
7879         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7880         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7881                 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
7882         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7883                 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
7884
7885         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
7886         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7887         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
7888         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7889         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7890                 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
7891         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7892                 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
7893
7894         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
7895         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7896         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7897                 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
7898         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7899                 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
7900
7901         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
7902         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7903         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7904                 1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
7905         hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
7906                 1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
7907
7908         hr = IDirect3DDevice9_EndScene(device);
7909         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
7910     }
7911
7912     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7913     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
7914     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7915     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
7916     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7917     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
7918     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7919     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
7920     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7921     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
7922     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7923     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
7924     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7925
7926     /* 2nd pass: Make the stencil values visible */
7927     hr = IDirect3DDevice9_BeginScene(device);
7928     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
7929     if(SUCCEEDED(hr))
7930     {
7931         IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
7932         for(i = 0; i < 16; i++) {
7933             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i);
7934             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7935
7936             painter[0].diffuse = (i * 16); /* Creates shades of blue */
7937             painter[1].diffuse = (i * 16);
7938             painter[2].diffuse = (i * 16);
7939             painter[3].diffuse = (i * 16);
7940             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0]));
7941             ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
7942         }
7943         hr = IDirect3DDevice9_EndScene(device);
7944         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
7945     }
7946
7947     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
7948     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
7949
7950     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
7951     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
7952
7953     color = getPixelColor(device, 160, 420);
7954     ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color);
7955     color = getPixelColor(device, 160, 300);
7956     ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
7957
7958     color = getPixelColor(device, 480, 420);
7959     ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color);
7960     color = getPixelColor(device, 480, 300);
7961     ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color);
7962
7963     color = getPixelColor(device, 160, 180);
7964     ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color);
7965     color = getPixelColor(device, 160, 60);
7966     ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color);
7967
7968     color = getPixelColor(device, 480, 180);
7969     ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color);
7970     color = getPixelColor(device, 480, 60);
7971     ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
7972 }
7973
7974 static void vpos_register_test(IDirect3DDevice9 *device)
7975 {
7976     HRESULT hr;
7977     DWORD color;
7978     const DWORD shader_code[] = {
7979     0xffff0300,                                                             /* ps_3_0                     */
7980     0x0200001f, 0x80000000, 0x90031000,                                     /* dcl vPos.xy                */
7981     0x03000002, 0x80030000, 0x90541000, 0xa1fe0000,                         /* sub r0.xy, vPos.xy, c0.zw  */
7982     0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                 */
7983     0x02000001, 0x80080002, 0xa0550000,                                     /* mov r2.a, c0.y             */
7984     0x02000001, 0x80010002, 0xa0550000,                                     /* mov r2.r, c0.y             */
7985     0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001,             /* cmp r2.g, r0.x, r1.x, r1.y */
7986     0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001,             /* cmp r2.b, r0.y, r1.x, r1.y */
7987     0x02000001, 0x800f0800, 0x80e40002,                                     /* mov oC0, r2                */
7988     0x0000ffff                                                              /* end                        */
7989     };
7990     const DWORD shader_frac_code[] = {
7991     0xffff0300,                                                             /* ps_3_0                     */
7992     0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
7993     0x0200001f, 0x80000000, 0x90031000,                                     /* dcl vPos.xy                */
7994     0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                 */
7995     0x02000013, 0x80030000, 0x90541000,                                     /* frc r0.xy, vPos.xy         */
7996     0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                */
7997     0x0000ffff                                                              /* end                        */
7998     };
7999     IDirect3DPixelShader9 *shader, *shader_frac;
8000     IDirect3DSurface9 *surface = NULL, *backbuffer;
8001     const float quad[] = {
8002         -1.0,   -1.0,   0.1,    0.0,    0.0,
8003          1.0,   -1.0,   0.1,    1.0,    0.0,
8004         -1.0,    1.0,   0.1,    0.0,    1.0,
8005          1.0,    1.0,   0.1,    1.0,    1.0,
8006     };
8007     D3DLOCKED_RECT lr;
8008     float constant[4] = {1.0, 0.0, 320, 240};
8009     DWORD *pos;
8010
8011     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
8012     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
8013     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
8014     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
8015     hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac);
8016     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
8017     hr = IDirect3DDevice9_SetPixelShader(device, shader);
8018     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
8019     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
8020     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
8021     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
8022     ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
8023
8024     hr = IDirect3DDevice9_BeginScene(device);
8025     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
8026     if(SUCCEEDED(hr)) {
8027         hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
8028         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr);
8029         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
8030         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8031         hr = IDirect3DDevice9_EndScene(device);
8032         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
8033     }
8034
8035     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8036     /* This has to be pixel exact */
8037     color = getPixelColor(device, 319, 239);
8038     ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color);
8039     color = getPixelColor(device, 320, 239);
8040     ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color);
8041     color = getPixelColor(device, 319, 240);
8042     ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color);
8043     color = getPixelColor(device, 320, 240);
8044     ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color);
8045
8046     hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE,
8047                                              &surface, NULL);
8048     ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr);
8049     hr = IDirect3DDevice9_BeginScene(device);
8050     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
8051     if(SUCCEEDED(hr)) {
8052         constant[2] = 16; constant[3] = 16;
8053         hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
8054         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF failed hr=%08x\n", hr);
8055         hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
8056         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8057         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
8058         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8059         hr = IDirect3DDevice9_EndScene(device);
8060         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
8061     }
8062     hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
8063     ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
8064
8065     pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
8066     color = *pos & 0x00ffffff;
8067     ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color);
8068     pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD));
8069     color = *pos & 0x00ffffff;
8070     ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color);
8071     pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD));
8072     color = *pos & 0x00ffffff;
8073     ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color);
8074     pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD));
8075     color = *pos & 0x00ffffff;
8076     ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color);
8077
8078     hr = IDirect3DSurface9_UnlockRect(surface);
8079     ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
8080
8081     /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to
8082      * have full control over the multisampling setting inside this test
8083      */
8084     hr = IDirect3DDevice9_SetPixelShader(device, shader_frac);
8085     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
8086     hr = IDirect3DDevice9_BeginScene(device);
8087     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
8088     if(SUCCEEDED(hr)) {
8089         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
8090         ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
8091         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
8092         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8093         hr = IDirect3DDevice9_EndScene(device);
8094         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
8095     }
8096     hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
8097     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8098
8099     hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
8100     ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
8101
8102     pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
8103     color = *pos & 0x00ffffff;
8104     ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color);
8105
8106     hr = IDirect3DSurface9_UnlockRect(surface);
8107     ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
8108
8109     hr = IDirect3DDevice9_SetPixelShader(device, NULL);
8110     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
8111     IDirect3DPixelShader9_Release(shader);
8112     IDirect3DPixelShader9_Release(shader_frac);
8113     if(surface) IDirect3DSurface9_Release(surface);
8114     IDirect3DSurface9_Release(backbuffer);
8115 }
8116
8117 static void pointsize_test(IDirect3DDevice9 *device)
8118 {
8119     HRESULT hr;
8120     D3DCAPS9 caps;
8121     D3DMATRIX matrix;
8122     D3DMATRIX identity;
8123     float ptsize, ptsize_orig;
8124     DWORD color;
8125
8126     const float vertices[] = {
8127         64,     64,     0.1,
8128         128,    64,     0.1,
8129         192,    64,     0.1,
8130         256,    64,     0.1,
8131         320,    64,     0.1,
8132         384,    64,     0.1
8133     };
8134
8135     /* Transforms the coordinate system [-1.0;1.0]x[-1.0;1.0] to [0.0;0.0]x[640.0;480.0]. Z is untouched */
8136     U(matrix).m[0][0] = 2.0/640.0; U(matrix).m[1][0] = 0.0;       U(matrix).m[2][0] = 0.0;   U(matrix).m[3][0] =-1.0;
8137     U(matrix).m[0][1] = 0.0;       U(matrix).m[1][1] =-2.0/480.0; U(matrix).m[2][1] = 0.0;   U(matrix).m[3][1] = 1.0;
8138     U(matrix).m[0][2] = 0.0;       U(matrix).m[1][2] = 0.0;       U(matrix).m[2][2] = 1.0;   U(matrix).m[3][2] = 0.0;
8139     U(matrix).m[0][3] = 0.0;       U(matrix).m[1][3] = 0.0;       U(matrix).m[2][3] = 0.0;   U(matrix).m[3][3] = 1.0;
8140
8141     U(identity).m[0][0] = 1.0;     U(identity).m[1][0] = 0.0;     U(identity).m[2][0] = 0.0; U(identity).m[3][0] = 0.0;
8142     U(identity).m[0][1] = 0.0;     U(identity).m[1][1] = 1.0;     U(identity).m[2][1] = 0.0; U(identity).m[3][1] = 0.0;
8143     U(identity).m[0][2] = 0.0;     U(identity).m[1][2] = 0.0;     U(identity).m[2][2] = 1.0; U(identity).m[3][2] = 0.0;
8144     U(identity).m[0][3] = 0.0;     U(identity).m[1][3] = 0.0;     U(identity).m[2][3] = 0.0; U(identity).m[3][3] = 1.0;
8145
8146     memset(&caps, 0, sizeof(caps));
8147     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
8148     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
8149     if(caps.MaxPointSize < 32.0) {
8150         skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize);
8151         return;
8152     }
8153
8154     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0, 0);
8155     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
8156     hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix);
8157     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr);
8158     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
8159     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
8160     hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, (DWORD *) &ptsize_orig);
8161     ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed hr=%08x\n", hr);
8162
8163     hr = IDirect3DDevice9_BeginScene(device);
8164     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed hr=%08x\n", hr);
8165     if(SUCCEEDED(hr)) {
8166         ptsize = 16.0;
8167         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8168         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8169         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
8170         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8171
8172         ptsize = 32.0;
8173         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8174         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8175         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3);
8176         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8177
8178         ptsize = 31.5;
8179         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8180         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8181         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3);
8182         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8183
8184         if(caps.MaxPointSize >= 64.0) {
8185             ptsize = 64.0;
8186             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8187             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8188             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3);
8189             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8190
8191             ptsize = 63.75;
8192             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8193             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8194             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3);
8195             ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8196         }
8197
8198         ptsize = 1.0;
8199         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
8200         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
8201         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3);
8202         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8203
8204         hr = IDirect3DDevice9_EndScene(device);
8205         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed hr=%08x\n", hr);
8206     }
8207     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8208     color = getPixelColor(device, 64-9, 64-9);
8209     ok(color == 0x000000ff, "pSize: Pixel (64-9),(64-9) has color 0x%08x, expected 0x000000ff\n", color);
8210     color = getPixelColor(device, 64-8, 64-8);
8211     todo_wine ok(color == 0x00ffffff, "pSize: Pixel (64-8),(64-8) has color 0x%08x, expected 0x00ffffff\n", color);
8212     color = getPixelColor(device, 64-7, 64-7);
8213     ok(color == 0x00ffffff, "pSize: Pixel (64-7),(64-7) has color 0x%08x, expected 0x00ffffff\n", color);
8214     color = getPixelColor(device, 64+7, 64+7);
8215     ok(color == 0x00ffffff, "pSize: Pixel (64+7),(64+7) has color 0x%08x, expected 0x00ffffff\n", color);
8216     color = getPixelColor(device, 64+8, 64+8);
8217     ok(color == 0x000000ff, "pSize: Pixel (64+8),(64+8) has color 0x%08x, expected 0x000000ff\n", color);
8218     color = getPixelColor(device, 64+9, 64+9);
8219     ok(color == 0x000000ff, "pSize: Pixel (64+9),(64+9) has color 0x%08x, expected 0x000000ff\n", color);
8220
8221     color = getPixelColor(device, 128-17, 64-17);
8222     ok(color == 0x000000ff, "pSize: Pixel (128-17),(64-17) has color 0x%08x, expected 0x000000ff\n", color);
8223     color = getPixelColor(device, 128-16, 64-16);
8224     todo_wine ok(color == 0x00ffffff, "pSize: Pixel (128-16),(64-16) has color 0x%08x, expected 0x00ffffff\n", color);
8225     color = getPixelColor(device, 128-15, 64-15);
8226     ok(color == 0x00ffffff, "pSize: Pixel (128-15),(64-15) has color 0x%08x, expected 0x00ffffff\n", color);
8227     color = getPixelColor(device, 128+15, 64+15);
8228     ok(color == 0x00ffffff, "pSize: Pixel (128+15),(64+15) has color 0x%08x, expected 0x00ffffff\n", color);
8229     color = getPixelColor(device, 128+16, 64+16);
8230     ok(color == 0x000000ff, "pSize: Pixel (128+16),(64+16) has color 0x%08x, expected 0x000000ff\n", color);
8231     color = getPixelColor(device, 128+17, 64+17);
8232     ok(color == 0x000000ff, "pSize: Pixel (128+17),(64+17) has color 0x%08x, expected 0x000000ff\n", color);
8233
8234     color = getPixelColor(device, 192-17, 64-17);
8235     ok(color == 0x000000ff, "pSize: Pixel (192-17),(64-17) has color 0x%08x, expected 0x000000ff\n", color);
8236     color = getPixelColor(device, 192-16, 64-16);
8237     ok(color == 0x000000ff, "pSize: Pixel (192-16),(64-16) has color 0x%08x, expected 0x000000ff\n", color);
8238     color = getPixelColor(device, 192-15, 64-15);
8239     ok(color == 0x00ffffff, "pSize: Pixel (192-15),(64-15) has color 0x%08x, expected 0x00ffffff\n", color);
8240     color = getPixelColor(device, 192+15, 64+15);
8241     ok(color == 0x00ffffff, "pSize: Pixel (192+15),(64+15) has color 0x%08x, expected 0x00ffffff\n", color);
8242     color = getPixelColor(device, 192+16, 64+16);
8243     ok(color == 0x000000ff, "pSize: Pixel (192+16),(64+16) has color 0x%08x, expected 0x000000ff\n", color);
8244     color = getPixelColor(device, 192+17, 64+17);
8245     ok(color == 0x000000ff, "pSize: Pixel (192+17),(64+17) has color 0x%08x, expected 0x000000ff\n", color);
8246
8247     if(caps.MaxPointSize >= 64.0) {
8248         color = getPixelColor(device, 256-33, 64-33);
8249         ok(color == 0x000000ff, "pSize: Pixel (256-33),(64-33) has color 0x%08x, expected 0x000000ff\n", color);
8250         color = getPixelColor(device, 256-32, 64-32);
8251         todo_wine ok(color == 0x00ffffff, "pSize: Pixel (256-32),(64-32) has color 0x%08x, expected 0x00ffffff\n", color);
8252         color = getPixelColor(device, 256-31, 64-31);
8253         ok(color == 0x00ffffff, "pSize: Pixel (256-31),(64-31) has color 0x%08x, expected 0x00ffffff\n", color);
8254         color = getPixelColor(device, 256+31, 64+31);
8255         ok(color == 0x00ffffff, "pSize: Pixel (256+31),(64+31) has color 0x%08x, expected 0x00ffffff\n", color);
8256         color = getPixelColor(device, 256+32, 64+32);
8257         ok(color == 0x000000ff, "pSize: Pixel (256+32),(64+32) has color 0x%08x, expected 0x000000ff\n", color);
8258         color = getPixelColor(device, 256+33, 64+33);
8259         ok(color == 0x000000ff, "pSize: Pixel (256+33),(64+33) has color 0x%08x, expected 0x000000ff\n", color);
8260
8261         color = getPixelColor(device, 384-33, 64-33);
8262         ok(color == 0x000000ff, "pSize: Pixel (384-33),(64-33) has color 0x%08x, expected 0x000000ff\n", color);
8263         color = getPixelColor(device, 384-32, 64-32);
8264         ok(color == 0x000000ff, "pSize: Pixel (384-32),(64-32) has color 0x%08x, expected 0x000000ff\n", color);
8265         color = getPixelColor(device, 384-31, 64-31);
8266         ok(color == 0x00ffffff, "pSize: Pixel (384-31),(64-31) has color 0x%08x, expected 0x00ffffff\n", color);
8267         color = getPixelColor(device, 384+31, 64+31);
8268         ok(color == 0x00ffffff, "pSize: Pixel (384+31),(64+31) has color 0x%08x, expected 0x00ffffff\n", color);
8269         color = getPixelColor(device, 384+32, 64+32);
8270         ok(color == 0x000000ff, "pSize: Pixel (384+32),(64+32) has color 0x%08x, expected 0x000000ff\n", color);
8271         color = getPixelColor(device, 384+33, 64+33);
8272         ok(color == 0x000000ff, "pSize: Pixel (384+33),(64+33) has color 0x%08x, expected 0x000000ff\n", color);
8273     }
8274
8275     color = getPixelColor(device, 320-1, 64-1);
8276     ok(color == 0x000000ff, "pSize: Pixel (320-1),(64-1) has color 0x%08x, expected 0x000000ff\n", color);
8277     color = getPixelColor(device, 320-0, 64-0);
8278     ok(color == 0x00ffffff, "pSize: Pixel (320-0),(64-0) has color 0x%08x, expected 0x00ffffff\n", color);
8279     color = getPixelColor(device, 320+1, 64+1);
8280     ok(color == 0x000000ff, "pSize: Pixel (320+1),(64+1) has color 0x%08x, expected 0x000000ff\n", color);
8281
8282     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize_orig)));
8283     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr);
8284     hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
8285     ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr);
8286 }
8287
8288 static void multiple_rendertargets_test(IDirect3DDevice9 *device)
8289 {
8290     HRESULT hr;
8291     IDirect3DPixelShader9 *ps;
8292     IDirect3DTexture9 *tex1, *tex2;
8293     IDirect3DSurface9 *surf1, *surf2, *backbuf;
8294     D3DCAPS9 caps;
8295     DWORD color;
8296     DWORD shader_code[] = {
8297     0xffff0300,                                                             /* ps_3_0             */
8298     0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0, 1, 0, 0 */
8299     0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0, 0, 1, 0 */
8300     0x02000001, 0x800f0800, 0xa0e40000,                                     /* mov oC0, c0        */
8301     0x02000001, 0x800f0801, 0xa0e40001,                                     /* mov oC1, c1        */
8302     0x0000ffff                                                              /* END                */
8303     };
8304     float quad[] = {
8305        -1.0,   -1.0,    0.1,
8306         1.0,   -1.0,    0.1,
8307        -1.0,    1.0,    0.1,
8308         1.0,    1.0,    0.1,
8309     };
8310     float texquad[] = {
8311        -1.0,   -1.0,    0.1,    0.0,    0.0,
8312         0.0,   -1.0,    0.1,    1.0,    0.0,
8313        -1.0,    1.0,    0.1,    0.0,    1.0,
8314         0.0,    1.0,    0.1,    1.0,    1.0,
8315
8316         0.0,   -1.0,    0.1,    0.0,    0.0,
8317         1.0,   -1.0,    0.1,    1.0,    0.0,
8318         0.0,    1.0,    0.1,    0.0,    1.0,
8319         1.0,    1.0,    0.1,    1.0,    1.0,
8320     };
8321
8322     memset(&caps, 0, sizeof(caps));
8323     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
8324     ok(hr == D3D_OK, "IDirect3DDevice9_GetCaps failed, hr=%08x\n", hr);
8325     if(caps.NumSimultaneousRTs < 2) {
8326         skip("Only 1 simultaneous render target supported, skipping MRT test\n");
8327         return;
8328     }
8329
8330     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0, 0);
8331     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
8332
8333     hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL);
8334     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
8335     hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
8336     ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
8337     hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps);
8338     ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed, hr=%08x\n", hr);
8339
8340     hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf);
8341     ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr);
8342     hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1);
8343     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
8344     hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2);
8345     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
8346
8347     hr = IDirect3DDevice9_SetPixelShader(device, ps);
8348     ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
8349     hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1);
8350     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8351     hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2);
8352     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8353     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
8354     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
8355
8356     hr = IDirect3DDevice9_BeginScene(device);
8357     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr=%08x\n", hr);
8358     if(SUCCEEDED(hr)) {
8359         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
8360         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8361
8362         hr = IDirect3DDevice9_SetPixelShader(device, NULL);
8363         ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
8364         hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
8365         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8366         hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL);
8367         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
8368         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
8369         ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
8370
8371         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
8372         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
8373         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float));
8374         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8375
8376         hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2);
8377         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
8378         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float));
8379         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed, hr=%08x\n", hr);
8380
8381         hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
8382         ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed, hr=%08x\n", hr);
8383
8384         hr = IDirect3DDevice9_EndScene(device);
8385         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr=%08x\n", hr);
8386     }
8387
8388     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8389     color = getPixelColor(device, 160, 240);
8390     ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color);
8391     color = getPixelColor(device, 480, 240);
8392     ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color);
8393
8394     IDirect3DPixelShader9_Release(ps);
8395     IDirect3DTexture9_Release(tex1);
8396     IDirect3DTexture9_Release(tex2);
8397     IDirect3DSurface9_Release(surf1);
8398     IDirect3DSurface9_Release(surf2);
8399     IDirect3DSurface9_Release(backbuf);
8400 }
8401
8402 struct formats {
8403     const char *fmtName;
8404     D3DFORMAT textureFormat;
8405     DWORD resultColorBlending;
8406     DWORD resultColorNoBlending;
8407 };
8408
8409 const struct formats test_formats[] = {
8410   { "D3DFMT_G16R16", D3DFMT_G16R16, 0x00181800, 0x002010ff},
8411   { "D3DFMT_R16F", D3DFMT_R16F, 0x0018ffff, 0x0020ffff },
8412   { "D3DFMT_G16R16F", D3DFMT_G16R16F, 0x001818ff, 0x002010ff },
8413   { "D3DFMT_A16B16G16R16F", D3DFMT_A16B16G16R16F, 0x00181800, 0x00201000 },
8414   { "D3DFMT_R32F", D3DFMT_R32F, 0x0018ffff, 0x0020ffff },
8415   { "D3DFMT_G32R32F", D3DFMT_G32R32F, 0x001818ff, 0x002010ff },
8416   { "D3DFMT_A32B32G32R32F", D3DFMT_A32B32G32R32F, 0x00181800, 0x00201000 },
8417   { NULL, 0 }
8418 };
8419
8420 static void pixelshader_blending_test(IDirect3DDevice9 *device)
8421 {
8422     HRESULT hr;
8423     IDirect3DTexture9 *offscreenTexture = NULL;
8424     IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
8425     IDirect3D9 *d3d = NULL;
8426     DWORD color;
8427     DWORD r0, g0, b0, r1, g1, b1;
8428     int fmt_index;
8429
8430     static const float quad[][5] = {
8431         {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
8432         {-0.5f,  0.5f, 0.1f, 0.0f, 1.0f},
8433         { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
8434         { 0.5f,  0.5f, 0.1f, 1.0f, 1.0f},
8435     };
8436
8437     /* Quad with R=0x10, G=0x20 */
8438     static const struct vertex quad1[] = {
8439         {-1.0f, -1.0f, 0.1f, 0x80102000},
8440         {-1.0f,  1.0f, 0.1f, 0x80102000},
8441         { 1.0f, -1.0f, 0.1f, 0x80102000},
8442         { 1.0f,  1.0f, 0.1f, 0x80102000},
8443     };
8444
8445     /* Quad with R=0x20, G=0x10 */
8446     static const struct vertex quad2[] = {
8447         {-1.0f, -1.0f, 0.1f, 0x80201000},
8448         {-1.0f,  1.0f, 0.1f, 0x80201000},
8449         { 1.0f, -1.0f, 0.1f, 0x80201000},
8450         { 1.0f,  1.0f, 0.1f, 0x80201000},
8451     };
8452
8453     IDirect3DDevice9_GetDirect3D(device, &d3d);
8454
8455     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
8456     ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
8457     if(!backbuffer) {
8458         goto out;
8459     }
8460
8461     for(fmt_index=0; test_formats[fmt_index].textureFormat != 0; fmt_index++)
8462     {
8463         D3DFORMAT fmt = test_formats[fmt_index].textureFormat;
8464         if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, fmt) != D3D_OK) {
8465            skip("%s textures not supported\n", test_formats[fmt_index].fmtName);
8466            continue;
8467         }
8468
8469         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
8470         ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
8471
8472         hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
8473         ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
8474         if(!offscreenTexture) {
8475             continue;
8476         }
8477
8478         hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
8479         ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
8480         if(!offscreen) {
8481             continue;
8482         }
8483
8484         hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
8485         ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
8486
8487         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
8488         ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8489         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
8490         ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8491         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
8492         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
8493         hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
8494         ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
8495         hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
8496         ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
8497
8498         /* Below we will draw two quads with different colors and try to blend them together.
8499          * The result color is compared with the expected outcome.
8500          */
8501         if(IDirect3DDevice9_BeginScene(device) == D3D_OK) {
8502             hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
8503             ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
8504             hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0);
8505             ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
8506
8507             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
8508             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8509
8510             /* Draw a quad using color 0x0010200 */
8511             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE);
8512             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8513             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO);
8514             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8515             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
8516             ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
8517
8518             /* Draw a quad using color 0x0020100 */
8519             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
8520             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8521             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
8522             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8523             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
8524             ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %#08x\n", hr);
8525
8526             /* We don't want to blend the result on the backbuffer */
8527             hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
8528             ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8529
8530             /* Prepare rendering the 'blended' texture quad to the backbuffer */
8531             hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
8532             ok(hr == D3D_OK, "SetRenderTarget failed, hr = %08x\n", hr);
8533             hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
8534             ok(hr == D3D_OK, "SetTexture failed, %08x\n", hr);
8535
8536             hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
8537             ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
8538
8539             /* This time with the texture */
8540             hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
8541             ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr = %08x\n", hr);
8542
8543             IDirect3DDevice9_EndScene(device);
8544         }
8545         IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8546
8547
8548         if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK) {
8549             /* Compare the color of the center quad with our expectation */
8550             color = getPixelColor(device, 320, 240);
8551             r0 = (color & 0x00ff0000) >> 16;
8552             g0 = (color & 0x0000ff00) >>  8;
8553             b0 = (color & 0x000000ff) >>  0;
8554
8555             r1 = (test_formats[fmt_index].resultColorBlending & 0x00ff0000) >> 16;
8556             g1 = (test_formats[fmt_index].resultColorBlending & 0x0000ff00) >>  8;
8557             b1 = (test_formats[fmt_index].resultColorBlending & 0x000000ff) >>  0;
8558
8559             ok(r0 >= max(r1, 1) - 1 && r0 <= r1 + 1 &&
8560                g0 >= max(g1, 1) - 1 && g0 <= g1 + 1 &&
8561                b0 >= max(b1, 1) - 1 && b0 <= b1 + 1,
8562                "Offscreen failed for %s: Got color %#08x, expected %#08x.\n", test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending);
8563         } else {
8564             /* No pixel shader blending is supported so expected garbage.The type of 'garbage' depends on the driver version and OS.
8565              * E.g. on G16R16 ati reports (on old r9600 drivers) 0x00ffffff and on modern ones 0x002010ff which is also what Nvidia
8566              * reports. On Vista Nvidia seems to report 0x00ffffff on Geforce7 cards. */
8567             color = getPixelColor(device, 320, 240);
8568             ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending), "Offscreen failed for %s: expected no color blending but received it anyway.\n", test_formats[fmt_index].fmtName);
8569         }
8570
8571         IDirect3DDevice9_SetTexture(device, 0, NULL);
8572         if(offscreenTexture) {
8573             IDirect3DTexture9_Release(offscreenTexture);
8574         }
8575         if(offscreen) {
8576             IDirect3DSurface9_Release(offscreen);
8577         }
8578     }
8579
8580 out:
8581     /* restore things */
8582     if(backbuffer) {
8583         IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
8584         IDirect3DSurface9_Release(backbuffer);
8585     }
8586 }
8587
8588 static void tssargtemp_test(IDirect3DDevice9 *device)
8589 {
8590     HRESULT hr;
8591     DWORD color;
8592     static const struct vertex quad[] = {
8593         {-1.0,     -1.0,    0.1,    0x00ff0000},
8594         { 1.0,     -1.0,    0.1,    0x00ff0000},
8595         {-1.0,      1.0,    0.1,    0x00ff0000},
8596         { 1.0,      1.0,    0.1,    0x00ff0000}
8597     };
8598     D3DCAPS9 caps;
8599
8600     memset(&caps, 0, sizeof(caps));
8601     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
8602     ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr);
8603     if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) {
8604         skip("D3DPMISCCAPS_TSSARGTEMP not supported\n");
8605         return;
8606     }
8607
8608     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
8609     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8610
8611     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
8612     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8613     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
8614     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8615
8616     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
8617     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8618     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
8619     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8620     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP);
8621     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8622
8623     hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD);
8624     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8625     hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT);
8626     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8627     hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP);
8628     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8629
8630     hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
8631     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8632
8633     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00);
8634     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
8635     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
8636     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
8637
8638     hr = IDirect3DDevice9_BeginScene(device);
8639     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed, hr = %08x\n", hr);
8640     if(SUCCEEDED(hr)) {
8641
8642         hr = IDirect3DDevice9_EndScene(device);
8643         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed, hr = %08x\n", hr);
8644         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
8645         ok(hr == D3D_OK, "IDirect3DDevice9_DrawPrimitiveUP failed with %08x\n", hr);
8646     }
8647     IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8648     color = getPixelColor(device, 320, 240);
8649     ok(color == 0x00FFFF00, "TSSARGTEMP test returned color 0x%08x, expected 0x00FFFF00\n", color);
8650
8651     /* Set stage 1 back to default */
8652     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_CURRENT);
8653     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8654     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
8655     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8656     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
8657     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8658     hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
8659     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8660     hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
8661     ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
8662 }
8663
8664 struct testdata
8665 {
8666     DWORD idxVertex; /* number of instances in the first stream */
8667     DWORD idxColor; /* number of instances in the second stream */
8668     DWORD idxInstance; /* should be 1 ?? */
8669     DWORD color1; /* color 1 instance */
8670     DWORD color2; /* color 2 instance */
8671     DWORD color3; /* color 3 instance */
8672     DWORD color4; /* color 4 instance */
8673     WORD strVertex; /* specify which stream to use 0-2*/
8674     WORD strColor;
8675     WORD strInstance;
8676 };
8677
8678 static const struct testdata testcases[]=
8679 {
8680     {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  0 */
8681     {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /*  1 */
8682     {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /*  2 */
8683     {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /*  3 */
8684     {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /*  4 */
8685     {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  5 */
8686     {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  6 */
8687     {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  7 */
8688     {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  8 */
8689     {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /*  9 */
8690     {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /* 10 */
8691     {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 11 */
8692     {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 12 */
8693     {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 13 */
8694     {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 14 */
8695 /*
8696     This case is handled in a stand alone test, SetStreamSourceFreq(0,(D3DSTREAMSOURCE_INSTANCEDATA | 1))  has to return D3DERR_INVALIDCALL!
8697     {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0, D3DERR_INVALIDCALL},
8698 */
8699 };
8700
8701 /* Drawing Indexed Geometry with instances*/
8702 static void stream_test(IDirect3DDevice9 *device)
8703 {
8704     IDirect3DVertexBuffer9 *vb = NULL;
8705     IDirect3DVertexBuffer9 *vb2 = NULL;
8706     IDirect3DVertexBuffer9 *vb3 = NULL;
8707     IDirect3DIndexBuffer9 *ib = NULL;
8708     IDirect3DVertexDeclaration9 *pDecl = NULL;
8709     IDirect3DVertexShader9 *shader = NULL;
8710     HRESULT hr;
8711     BYTE *data;
8712     DWORD color;
8713     DWORD ind;
8714     unsigned i;
8715
8716     const DWORD shader_code[] =
8717     {
8718         0xfffe0101,                                     /* vs_1_1 */
8719         0x0000001f, 0x80000000, 0x900f0000,             /* dcl_position v0 */
8720         0x0000001f, 0x8000000a, 0x900f0001,             /* dcl_color0 v1 */
8721         0x0000001f, 0x80000005, 0x900f0002,             /* dcl_texcoord v2 */
8722         0x00000001, 0x800f0000, 0x90e40000,             /* mov r0, v0 */
8723         0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */
8724         0x00000001, 0xd00f0000, 0x90e40001,             /* mov oD0, v1 */
8725         0x0000ffff
8726     };
8727
8728     const float quad[][3] =
8729     {
8730         {-0.5f, -0.5f,  1.1f}, /*0 */
8731         {-0.5f,  0.5f,  1.1f}, /*1 */
8732         { 0.5f, -0.5f,  1.1f}, /*2 */
8733         { 0.5f,  0.5f,  1.1f}, /*3 */
8734     };
8735
8736     const float vertcolor[][4] =
8737     {
8738         {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */
8739         {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */
8740         {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */
8741         {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */
8742     };
8743
8744     /* 4 position for 4 instances */
8745     const float instancepos[][3] =
8746     {
8747         {-0.6f,-0.6f, 0.0f},
8748         { 0.6f,-0.6f, 0.0f},
8749         { 0.6f, 0.6f, 0.0f},
8750         {-0.6f, 0.6f, 0.0f},
8751     };
8752
8753     short indices[] = {0, 1, 2, 1, 2, 3};
8754
8755     D3DVERTEXELEMENT9 decl[] =
8756     {
8757         {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
8758         {1, 0,  D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
8759         {2, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
8760         D3DDECL_END()
8761     };
8762
8763     /* set the default value because it isn't done in wine? */
8764     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
8765     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8766
8767     /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */
8768     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1));
8769     ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8770
8771     /* check wrong cases */
8772     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0);
8773     ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8774     hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
8775     ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
8776     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2);
8777     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8778     hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
8779     ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
8780     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0));
8781     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8782     hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
8783     ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
8784     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0));
8785     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8786     hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
8787     ok(hr == D3D_OK && ind == (0 | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
8788     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0));
8789     ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8790     hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
8791     ok(hr == D3D_OK && ind == (0 | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
8792
8793     /* set the default value back */
8794     hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
8795     ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
8796
8797     /* create all VertexBuffers*/
8798     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL);
8799     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
8800     if(!vb) {
8801         skip("Failed to create a vertex buffer\n");
8802         return;
8803     }
8804     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL);
8805     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
8806     if(!vb2) {
8807         skip("Failed to create a vertex buffer\n");
8808         goto out;
8809     }
8810     hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL);
8811     ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
8812     if(!vb3) {
8813         skip("Failed to create a vertex buffer\n");
8814         goto out;
8815     }
8816
8817     /* create IndexBuffer*/
8818     hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
8819     ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr);
8820     if(!ib) {
8821         skip("Failed to create a index buffer\n");
8822         goto out;
8823     }
8824
8825     /* copy all Buffers (Vertex + Index)*/
8826     hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
8827     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
8828     memcpy(data, quad, sizeof(quad));
8829     hr = IDirect3DVertexBuffer9_Unlock(vb);
8830     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
8831     hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0);
8832     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
8833     memcpy(data, vertcolor, sizeof(vertcolor));
8834     hr = IDirect3DVertexBuffer9_Unlock(vb2);
8835     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
8836     hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0);
8837     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
8838     memcpy(data, instancepos, sizeof(instancepos));
8839     hr = IDirect3DVertexBuffer9_Unlock(vb3);
8840     ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
8841     hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
8842     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
8843     memcpy(data, indices, sizeof(indices));
8844     hr = IDirect3DIndexBuffer9_Unlock(ib);
8845     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
8846
8847     /* create VertexShader */
8848     hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
8849     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
8850     if(!shader) {
8851         skip("Failed to create a vetex shader\n");
8852         goto out;
8853     }
8854
8855     hr = IDirect3DDevice9_SetVertexShader(device, shader);
8856     ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
8857
8858     hr = IDirect3DDevice9_SetIndices(device, ib);
8859     ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
8860
8861     /* run all tests */
8862     for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i)
8863     {
8864         struct testdata act = testcases[i];
8865         decl[0].Stream = act.strVertex;
8866         decl[1].Stream = act.strColor;
8867         decl[2].Stream = act.strInstance;
8868         /* create VertexDeclarations */
8869         hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl);
8870         ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i);
8871
8872         hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
8873         ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i);
8874
8875         hr = IDirect3DDevice9_BeginScene(device);
8876         ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x (case %i)\n", hr, i);
8877         if(SUCCEEDED(hr))
8878         {
8879             hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl);
8880             ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x (case %i)\n", hr, i);
8881
8882             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex));
8883             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8884             hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0]));
8885             ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x (case %i)\n", hr, i);
8886
8887             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor, (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor));
8888             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8889             hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0]));
8890             ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x (case %i)\n", hr, i);
8891
8892             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance, (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance));
8893             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8894             hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0]));
8895             ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x (case %i)\n", hr, i);
8896
8897             /* don't know if this is right (1*3 and 4*1)*/
8898             hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 1 * 3 , 0, 4*1);
8899             ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitive failed with %08x (case %i)\n", hr, i);
8900             hr = IDirect3DDevice9_EndScene(device);
8901             ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x (case %i)\n", hr, i);
8902
8903             /* set all StreamSource && StreamSourceFreq back to default */
8904             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1);
8905             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8906             hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0);
8907             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
8908             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1);
8909             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8910             hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0);
8911             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
8912             hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1);
8913             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x (case %i)\n", hr, i);
8914             hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0);
8915             ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x (case %i)\n", hr, i);
8916         }
8917
8918         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
8919         ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i);
8920
8921         hr = IDirect3DVertexDeclaration9_Release(pDecl);
8922         ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i);
8923
8924         color = getPixelColor(device, 160, 360);
8925         ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i);
8926         color = getPixelColor(device, 480, 360);
8927         ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i);
8928         color = getPixelColor(device, 480, 120);
8929         ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i);
8930         color = getPixelColor(device, 160, 120);
8931         ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i);
8932     }
8933
8934     hr = IDirect3DDevice9_SetIndices(device, NULL);
8935     ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
8936
8937 out:
8938     if(vb) IDirect3DVertexBuffer9_Release(vb);
8939     if(vb2)IDirect3DVertexBuffer9_Release(vb2);
8940     if(vb3)IDirect3DVertexBuffer9_Release(vb3);
8941     if(ib)IDirect3DIndexBuffer9_Release(ib);
8942     if(shader)IDirect3DVertexShader9_Release(shader);
8943 }
8944
8945 static void np2_stretch_rect_test(IDirect3DDevice9 *device) {
8946     IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL;
8947     IDirect3DTexture9 *dsttex = NULL;
8948     HRESULT hr;
8949     DWORD color;
8950     D3DRECT r1 = {0,  0,  50,  50 };
8951     D3DRECT r2 = {50, 0,  100, 50 };
8952     D3DRECT r3 = {50, 50, 100, 100};
8953     D3DRECT r4 = {0,  50,  50, 100};
8954     const float quad[] = {
8955         -1.0,   -1.0,   0.1,    0.0,    0.0,
8956          1.0,   -1.0,   0.1,    1.0,    0.0,
8957         -1.0,    1.0,   0.1,    0.0,    1.0,
8958          1.0,    1.0,   0.1,    1.0,    1.0,
8959     };
8960
8961     hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
8962     ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr);
8963
8964     hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL );
8965     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr);
8966     hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL);
8967     ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
8968
8969     if(!src || !dsttex) {
8970         skip("One or more test resources could not be created\n");
8971         goto cleanup;
8972     }
8973
8974     hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst);
8975     ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
8976
8977     hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
8978     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8979
8980     /* Clear the StretchRect destination for debugging */
8981     hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst);
8982     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
8983     hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
8984     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8985
8986     hr = IDirect3DDevice9_SetRenderTarget(device, 0, src);
8987     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
8988
8989     hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
8990     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8991     hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
8992     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8993     hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
8994     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8995     hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
8996     ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
8997
8998     /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use
8999      * the target -> texture GL blit path
9000      */
9001     hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT);
9002     ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
9003     IDirect3DSurface9_Release(dst);
9004
9005     hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
9006     ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
9007
9008     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex);
9009     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
9010     hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
9011     ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
9012     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
9013     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
9014     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
9015     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
9016
9017     hr = IDirect3DDevice9_BeginScene(device);
9018     ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
9019     if(SUCCEEDED(hr)) {
9020         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
9021         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
9022         hr = IDirect3DDevice9_EndScene(device);
9023         ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
9024     }
9025
9026     hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
9027     ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
9028     color = getPixelColor(device, 160, 360);
9029     ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color);
9030     color = getPixelColor(device, 480, 360);
9031     ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color);
9032     color = getPixelColor(device, 480, 120);
9033     ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color);
9034     color = getPixelColor(device, 160, 120);
9035     ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color);
9036
9037     hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
9038     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
9039     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
9040     ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
9041
9042 cleanup:
9043     if(src) IDirect3DSurface9_Release(src);
9044     if(backbuffer) IDirect3DSurface9_Release(backbuffer);
9045     if(dsttex) IDirect3DTexture9_Release(dsttex);
9046 }
9047
9048 static void texop_test(IDirect3DDevice9 *device)
9049 {
9050     IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
9051     IDirect3DTexture9 *texture = NULL;
9052     D3DLOCKED_RECT locked_rect;
9053     D3DCOLOR color;
9054     D3DCAPS9 caps;
9055     HRESULT hr;
9056     unsigned i;
9057
9058     static const struct {
9059         float x, y, z;
9060         float s, t;
9061         D3DCOLOR diffuse;
9062     } quad[] = {
9063         {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
9064         {-1.0f,  1.0f, 0.1f, -1.0f,  1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
9065         { 1.0f, -1.0f, 0.1f,  1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
9066         { 1.0f,  1.0f, 0.1f,  1.0f,  1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}
9067     };
9068
9069     static const D3DVERTEXELEMENT9 decl_elements[] = {
9070         {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
9071         {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
9072         {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
9073         D3DDECL_END()
9074     };
9075
9076     static const struct {
9077         D3DTEXTUREOP op;
9078         const char *name;
9079         DWORD caps_flag;
9080         D3DCOLOR result;
9081     } test_data[] = {
9082         {D3DTOP_SELECTARG1,                "SELECTARG1",                D3DTEXOPCAPS_SELECTARG1,                D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
9083         {D3DTOP_SELECTARG2,                "SELECTARG2",                D3DTEXOPCAPS_SELECTARG2,                D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
9084         {D3DTOP_MODULATE,                  "MODULATE",                  D3DTEXOPCAPS_MODULATE,                  D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
9085         {D3DTOP_MODULATE2X,                "MODULATE2X",                D3DTEXOPCAPS_MODULATE2X,                D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
9086         {D3DTOP_MODULATE4X,                "MODULATE4X",                D3DTEXOPCAPS_MODULATE4X,                D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
9087         {D3DTOP_ADD,                       "ADD",                       D3DTEXOPCAPS_ADD,                       D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
9088         {D3DTOP_ADDSIGNED,                 "ADDSIGNED",                 D3DTEXOPCAPS_ADDSIGNED,                 D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
9089         {D3DTOP_ADDSIGNED2X,               "ADDSIGNED2X",               D3DTEXOPCAPS_ADDSIGNED2X,               D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
9090         {D3DTOP_SUBTRACT,                  "SUBTRACT",                  D3DTEXOPCAPS_SUBTRACT,                  D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
9091         {D3DTOP_ADDSMOOTH,                 "ADDSMOOTH",                 D3DTEXOPCAPS_ADDSMOOTH,                 D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
9092         {D3DTOP_BLENDDIFFUSEALPHA,         "BLENDDIFFUSEALPHA",         D3DTEXOPCAPS_BLENDDIFFUSEALPHA,         D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
9093         {D3DTOP_BLENDTEXTUREALPHA,         "BLENDTEXTUREALPHA",         D3DTEXOPCAPS_BLENDTEXTUREALPHA,         D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
9094         {D3DTOP_BLENDFACTORALPHA,          "BLENDFACTORALPHA",          D3DTEXOPCAPS_BLENDFACTORALPHA,          D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
9095         {D3DTOP_BLENDTEXTUREALPHAPM,       "BLENDTEXTUREALPHAPM",       D3DTEXOPCAPS_BLENDTEXTUREALPHAPM,       D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
9096         {D3DTOP_BLENDCURRENTALPHA,         "BLENDCURRENTALPHA",         D3DTEXOPCAPS_BLENDCURRENTALPHA,         D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
9097         {D3DTOP_MODULATEALPHA_ADDCOLOR,    "MODULATEALPHA_ADDCOLOR",    D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR,    D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
9098         {D3DTOP_MODULATECOLOR_ADDALPHA,    "MODULATECOLOR_ADDALPHA",    D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA,    D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
9099         {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
9100         {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
9101         /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
9102         {D3DTOP_DOTPRODUCT3,               "DOTPRODUCT2",               D3DTEXOPCAPS_DOTPRODUCT3,               D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
9103         {D3DTOP_MULTIPLYADD,               "MULTIPLYADD",               D3DTEXOPCAPS_MULTIPLYADD,               D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
9104         {D3DTOP_LERP,                      "LERP",                      D3DTEXOPCAPS_LERP,                      D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
9105     };
9106
9107     memset(&caps, 0, sizeof(caps));
9108     hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
9109     ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
9110
9111     hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
9112     ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr);
9113     hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
9114     ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr);
9115
9116     hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
9117     ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
9118     hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
9119     ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
9120     *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
9121     hr = IDirect3DTexture9_UnlockRect(texture, 0);
9122     ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
9123     hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
9124     ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
9125
9126     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
9127     ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
9128     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
9129     ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
9130     hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
9131     ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
9132
9133     hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
9134     ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
9135
9136     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
9137     ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
9138     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
9139     ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
9140     hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
9141     ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
9142
9143     hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
9144     ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
9145
9146     for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
9147     {
9148         if (!(caps.TextureOpCaps & test_data[i].caps_flag))
9149         {
9150             skip("tex operation %s not supported\n", test_data[i].name);
9151             continue;
9152         }
9153
9154         hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
9155         ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
9156
9157         hr = IDirect3DDevice9_BeginScene(device);
9158         ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
9159
9160         hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
9161         ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
9162
9163         hr = IDirect3DDevice9_EndScene(device);
9164         ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
9165
9166         hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
9167         ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
9168
9169         color = getPixelColor(device, 320, 240);
9170         ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
9171                 test_data[i].name, color, test_data[i].result);
9172     }
9173
9174     if (texture) IDirect3DTexture9_Release(texture);
9175     if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration);
9176 }
9177
9178 START_TEST(visual)
9179 {
9180     IDirect3DDevice9 *device_ptr;
9181     D3DCAPS9 caps;
9182     HRESULT hr;
9183     DWORD color;
9184
9185     d3d9_handle = LoadLibraryA("d3d9.dll");
9186     if (!d3d9_handle)
9187     {
9188         skip("Could not load d3d9.dll\n");
9189         return;
9190     }
9191
9192     device_ptr = init_d3d9();
9193     if (!device_ptr)
9194     {
9195         skip("Creating the device failed\n");
9196         return;
9197     }
9198
9199     IDirect3DDevice9_GetDeviceCaps(device_ptr, &caps);
9200
9201     /* Check for the reliability of the returned data */
9202     hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
9203     if(FAILED(hr))
9204     {
9205         skip("Clear failed, can't assure correctness of the test results, skipping\n");
9206         goto cleanup;
9207     }
9208     IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
9209
9210     color = getPixelColor(device_ptr, 1, 1);
9211     if(color !=0x00ff0000)
9212     {
9213         skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
9214         goto cleanup;
9215     }
9216
9217     hr = IDirect3DDevice9_Clear(device_ptr, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
9218     if(FAILED(hr))
9219     {
9220         skip("Clear failed, can't assure correctness of the test results, skipping\n");
9221         goto cleanup;
9222     }
9223     IDirect3DDevice9_Present(device_ptr, NULL, NULL, NULL, NULL);
9224
9225     color = getPixelColor(device_ptr, 639, 479);
9226     if(color != 0x0000ddee)
9227     {
9228         skip("Sanity check returned an incorrect color(%08x), can't assure the correctness of the tests, skipping\n", color);
9229         goto cleanup;
9230     }
9231
9232     /* Now execute the real tests */
9233     stretchrect_test(device_ptr);
9234     lighting_test(device_ptr);
9235     clear_test(device_ptr);
9236     fog_test(device_ptr);
9237     if(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP)
9238     {
9239         test_cube_wrap(device_ptr);
9240     } else {
9241         skip("No cube texture support\n");
9242     }
9243     z_range_test(device_ptr);
9244     if(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP)
9245     {
9246         maxmip_test(device_ptr);
9247     }
9248     else
9249     {
9250         skip("No mipmap support\n");
9251     }
9252     offscreen_test(device_ptr);
9253     alpha_test(device_ptr);
9254     shademode_test(device_ptr);
9255     srgbtexture_test(device_ptr);
9256     release_buffer_test(device_ptr);
9257     float_texture_test(device_ptr);
9258     g16r16_texture_test(device_ptr);
9259     pixelshader_blending_test(device_ptr);
9260     texture_transform_flags_test(device_ptr);
9261     autogen_mipmap_test(device_ptr);
9262     fixed_function_decl_test(device_ptr);
9263     conditional_np2_repeat_test(device_ptr);
9264     fixed_function_bumpmap_test(device_ptr);
9265     if(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED) {
9266         stencil_cull_test(device_ptr);
9267     } else {
9268         skip("No two sided stencil support\n");
9269     }
9270     pointsize_test(device_ptr);
9271     tssargtemp_test(device_ptr);
9272     np2_stretch_rect_test(device_ptr);
9273
9274     if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
9275     {
9276         test_constant_clamp_vs(device_ptr);
9277         test_compare_instructions(device_ptr);
9278     }
9279     else skip("No vs_1_1 support\n");
9280
9281     if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
9282     {
9283         test_mova(device_ptr);
9284         if (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
9285             test_vshader_input(device_ptr);
9286             test_vshader_float16(device_ptr);
9287             stream_test(device_ptr);
9288         } else {
9289             skip("No vs_3_0 support\n");
9290         }
9291     }
9292     else skip("No vs_2_0 support\n");
9293
9294     if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1) && caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
9295     {
9296         fog_with_shader_test(device_ptr);
9297         fog_srgbwrite_test(device_ptr);
9298     }
9299     else skip("No vs_1_1 and ps_1_1 support\n");
9300
9301     if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
9302     {
9303         texbem_test(device_ptr);
9304         texdepth_test(device_ptr);
9305         texkill_test(device_ptr);
9306         x8l8v8u8_test(device_ptr);
9307         if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 4)) {
9308             constant_clamp_ps_test(device_ptr);
9309             cnd_test(device_ptr);
9310             if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0)) {
9311                 dp2add_ps_test(device_ptr);
9312                 if (caps.PixelShaderVersion >= D3DPS_VERSION(3, 0)) {
9313                     nested_loop_test(device_ptr);
9314                     fixed_function_varying_test(device_ptr);
9315                     vFace_register_test(device_ptr);
9316                     vpos_register_test(device_ptr);
9317                     multiple_rendertargets_test(device_ptr);
9318                     if(caps.VertexShaderVersion >= D3DVS_VERSION(3, 0)) {
9319                         vshader_version_varying_test(device_ptr);
9320                         pshader_version_varying_test(device_ptr);
9321                     } else {
9322                         skip("No vs_3_0 support\n");
9323                     }
9324                 } else {
9325                     skip("No ps_3_0 support\n");
9326                 }
9327             } else {
9328                 skip("No ps_2_0 support\n");
9329             }
9330         }
9331     }
9332     else skip("No ps_1_1 support\n");
9333     texop_test(device_ptr);
9334
9335 cleanup:
9336     if(device_ptr) {
9337         ULONG ref;
9338
9339         D3DPRESENT_PARAMETERS present_parameters;
9340         IDirect3DSwapChain9 *swapchain;
9341         IDirect3DDevice9_GetSwapChain(device_ptr, 0, &swapchain);
9342         IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters);
9343         IDirect3DSwapChain9_Release(swapchain);
9344         ref = IDirect3DDevice9_Release(device_ptr);
9345         DestroyWindow(present_parameters.hDeviceWindow);
9346         ok(ref == 0, "The device was not properly freed: refcount %u\n", ref);
9347     }
9348 }