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d3d9/tests: Add tests for Fetch4 with depth textures.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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771f528429
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@ -15639,16 +15639,75 @@ static void test_fetch4(void)
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},
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};
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static const struct
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{
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D3DCOLOR colour_off, colour_amd, colour_intel;
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unsigned int x, y;
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}
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expected_depth[][4] =
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{
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{
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/* Shadow samplers. */
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{0xffffffff, 0xffffffff, 0xffffffff, 20, 15},
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{0xffffffff, 0xffffffff, 0xffffffff, 260, 15},
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{0x00000000, 0x00000000, 0x00000000, 20, 255},
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{0x00000000, 0x00000000, 0x00000000, 260, 135},
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},
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{
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/* DF16. */
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{0xfffe0000, 0xfedfdfbf, 0xffffffff, 20, 15},
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{0xff9f0000, 0x9f7f7f5f, 0x9fbfbf9f, 260, 15},
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{0xff800000, 0x7f5f5f3f, 0x9f809f80, 20, 255},
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{0xff600000, 0x5f3f3f1f, 0x80809f60, 260, 135},
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},
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{
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/* DF24. */
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{0xffff0000, 0xffdfdfbf, 0xffffffff, 20, 15},
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{0xff9f0000, 0x9f7f7f5f, 0x9fbfbf9f, 260, 15},
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{0xff800000, 0x7f5f5f3f, 0x9f809f80, 20, 255},
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{0xff600000, 0x5f3f3f1f, 0x80809f60, 260, 135},
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},
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{
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/* INTZ. */
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{0xffffffff, 0xffdfdfbf, 0xffffffff, 20, 15},
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{0x9f9f9f9f, 0x9f7f7f5f, 0x9fbfbf9f, 260, 15},
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{0x7f7f7f7f, 0x7f5f5f3f, 0x9f809f80, 20, 255},
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{0x5f5f5f5f, 0x5f3f3f1f, 0x80809f60, 260, 135},
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}
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};
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static const struct
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{
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const char *name;
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D3DFORMAT format;
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unsigned int index;
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}
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depth_tests[] =
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{
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{"D16_LOCKABLE", D3DFMT_D16_LOCKABLE, 0},
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{"D32", D3DFMT_D32, 0},
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{"D15S1", D3DFMT_D15S1, 0},
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{"D24S8", D3DFMT_D24S8, 0},
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{"D24X8", D3DFMT_D24X8, 0},
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{"D24X4S4", D3DFMT_D24X4S4, 0},
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{"D16", D3DFMT_D16, 0},
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{"D32F_LOCKABLE", D3DFMT_D32F_LOCKABLE, 0},
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{"D24FS8", D3DFMT_D24FS8, 0},
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{"DF16", MAKEFOURCC('D','F','1','6'), 1},
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{"DF24", MAKEFOURCC('D','F','2','4'), 2},
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{"INTZ", MAKEFOURCC('I','N','T','Z'), 3},
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};
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D3DCOLOR colour, colour_amd, colour_intel, colour_off, colour_zround;
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IDirect3DPixelShader9 *ps[ARRAY_SIZE(shaders)];
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IDirect3DVolumeTexture9 *texture_3d;
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IDirect3DSurface9 *original_rt;
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IDirect3DSurface9 *original_rt, *rt;
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IDirect3DPixelShader9 *ps_3d;
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struct surface_readback rb;
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IDirect3DVertexShader9 *vs;
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IDirect3DTexture9 *texture;
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unsigned int i, j, k, x, y;
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IDirect3DDevice9 *device;
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unsigned int i, j, x, y;
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D3DLOCKED_RECT lr;
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D3DLOCKED_BOX lb;
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IDirect3D9 *d3d;
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@ -15682,6 +15741,9 @@ static void test_fetch4(void)
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}
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateRenderTarget(device, 8, 8, D3DFMT_A8R8G8B8,
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D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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@ -15900,6 +15962,114 @@ static void test_fetch4(void)
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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}
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/* Test Fetch4 with depth textures. */
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for (i = 0; i < ARRAY_SIZE(depth_tests); ++i)
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{
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D3DFORMAT format = depth_tests[i].format;
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IDirect3DTexture9 *depth_texture;
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IDirect3DSurface9 *ds;
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if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
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D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
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{
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skip("Skipping %s depth test, unsupported format.\n", depth_tests[i].name);
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continue;
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}
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hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1,
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D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &depth_texture, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DTexture9_GetSurfaceLevel(depth_texture, 0, &ds);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetVertexShader(device, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0,
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D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G','E','T','1'));
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Render to the depth surface. */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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IDirect3DSurface9_Release(ds);
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hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)depth_texture);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Set a shader for depth sampling, otherwise Windows does not show
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* anything. */
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hr = IDirect3DDevice9_SetVertexShader(device, vs);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShader(device, ps[1]); /* texld */
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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for (j = 0; j < 2; ++j)
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{
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hr = IDirect3DDevice9_SetSamplerState(device, 0,
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D3DSAMP_MIPMAPLODBIAS, MAKEFOURCC('G','E','T', j ? '4' : '1' ));
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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/* Do the actual shadow mapping. */
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hr = IDirect3DDevice9_BeginScene(device);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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get_rt_readback(original_rt, &rb);
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for (k = 0; k < ARRAY_SIZE(expected_depth[depth_tests[i].index]); ++k)
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{
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x = expected_depth[depth_tests[i].index][k].x;
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y = expected_depth[depth_tests[i].index][k].y;
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colour_amd = expected_depth[depth_tests[i].index][k].colour_amd;
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colour_intel = expected_depth[depth_tests[i].index][k].colour_intel;
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colour_off = expected_depth[depth_tests[i].index][k].colour_off;
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colour = get_readback_color(&rb, x, y);
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/* When Fetch4 is off, ignore the .g and .b channels on
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* windows. Some implementations will replicate the .r channel
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* to .g and .b, others will return 0 for .g and .b. */
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if (!j)
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ok(color_match(colour, colour_off, 2)
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|| broken(color_match(colour & 0x00ff0000, colour_off & 0x00ff0000, 2)),
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"Test off: Got unexpected colour 0x%08x for format %s at (%u, %u).\n",
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colour, depth_tests[i].name, x, y);
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else
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ok(color_match(colour, colour_amd, 2) || broken(color_match(colour, colour_intel, 2)),
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"Test on: Got unexpected colour 0x%08x for format %s at (%u, %u).\n",
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colour, depth_tests[i].name, x, y);
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}
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release_surface_readback(&rb);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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}
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
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IDirect3DTexture9_Release(depth_texture);
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}
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IDirect3DVolumeTexture9_Release(texture_3d);
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IDirect3DTexture9_Release(texture);
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for (i = 0; i < ARRAY_SIZE(ps); ++i)
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@ -15909,6 +16079,7 @@ static void test_fetch4(void)
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}
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IDirect3DPixelShader9_Release(ps_3d);
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IDirect3DVertexShader9_Release(vs);
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IDirect3DSurface9_Release(rt);
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IDirect3DSurface9_Release(original_rt);
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refcount = IDirect3DDevice9_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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