d3d8/tests: Remove redundant state setting calls.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Józef Kucia 2017-01-13 12:53:53 +01:00 committed by Alexandre Julliard
parent 6a45ea7dd9
commit f040f89d27

View file

@ -9334,13 +9334,6 @@ static void test_edge_antialiasing_blending(void)
HWND window;
HRESULT hr;
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct
{
struct vec3 position;
@ -9381,22 +9374,10 @@ static void test_edge_antialiasing_blending(void)
ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
@ -9502,13 +9483,6 @@ static void test_edge_antialiasing_blending(void)
/* This test shows that 0xffff is valid index in D3D8. */
static void test_max_index16(void)
{
static const D3DMATRIX mat =
{{{
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f,
}}};
static const struct vertex
{
struct vec3 position;
@ -9573,37 +9547,13 @@ static void test_max_index16(void)
D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib);
ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat);
ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);