From: Stefan Dösinger Subject: [PATCH 4/5] d3d/tests: Table fog does not abs the fog coordinate. Message-Id: <1416951253-16564-4-git-send-email-stefan@codeweavers.com> Date: Tue, 25 Nov 2014 22:34:12 +0100 Testing this with non-transformed vertices is pointless because z < 0.0 would be clipped anyway in the ortho_fog case. Otherwise we should use gl_Position.w (but currently don't), which can't be < 0.0 either. --- dlls/d3d8/tests/visual.c | 85 +++++++++++++++++++++++++++++++++++++---------- dlls/d3d9/tests/visual.c | 85 +++++++++++++++++++++++++++++++++++++---------- dlls/ddraw/tests/ddraw7.c | 72 ++++++++++++++++++++++++++++++--------- 3 files changed, 190 insertions(+), 52 deletions(-) diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index ebc8770..6b2967f 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -5381,34 +5381,69 @@ static void negative_fixedfunction_fog_test(void) {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; + static const struct + { + struct vec4 position; + D3DCOLOR diffuse; + } + tquad[] = + { + {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + }; union { DWORD d; float f; } conv; unsigned int i; + static const D3DMATRIX zero = + {{{ + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }}}; + /* Needed to make AMD drivers happy. Yeah, it is not supposed to + * have an effect on RHW draws. */ + static const D3DMATRIX identity = + {{{ + 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 { + DWORD pos_type; + const void *quad; + size_t stride; + const D3DMATRIX *matrix; float start, end; - D3DFOGMODE vfog; - DWORD color; + D3DFOGMODE vfog, tfog; + DWORD color, color_broken; } tests[] = { /* fog_interpolation_test shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. */ - { 0.0f, 1.0f, D3DFOG_LINEAR, 0x00808000}, - {-1.0f, 0.0f, D3DFOG_LINEAR, 0x0000ff00}, - { 0.0f, 1.0f, D3DFOG_EXP, 0x009b6400}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, 0.0f, 1.0f, + D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, -1.0f, 0.0f, + D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, 0.0f, 1.0f, + D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400}, + {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, 0.0f, 1.0f, + D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000}, + /* r200 GPUs and presumably all d3d8 and older HW clamp the fog + * parameters to 0.0 and 1.0 in the table fog case. */ + {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, -1.0f, 0.0f, + D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000}, }; - static const D3DMATRIX proj_mat = - {{{ - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }}}; + D3DCAPS8 caps; window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); @@ -5423,8 +5458,11 @@ static void negative_fixedfunction_fog_test(void) return; } - hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); @@ -5433,14 +5471,21 @@ static void negative_fixedfunction_fog_test(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); - hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); conv.f = tests[i].start; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); @@ -5449,15 +5494,19 @@ static void negative_fixedfunction_fog_test(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice8_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); - hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); - ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)), + "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 2a84c1d..c31957f 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -16984,34 +16984,69 @@ static void negative_fixedfunction_fog_test(void) {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; + static const struct + { + struct vec4 position; + D3DCOLOR diffuse; + } + tquad[] = + { + {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + }; union { DWORD d; float f; } conv; unsigned int i; + static const D3DMATRIX zero = + {{{ + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }}}; + /* Needed to make AMD drivers happy. Yeah, it is not supposed to + * have an effect on RHW draws. */ + static const D3DMATRIX identity = + {{{ + 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 { + DWORD pos_type; + const void *quad; + size_t stride; + const D3DMATRIX *matrix; float start, end; - D3DFOGMODE vfog; - DWORD color; + D3DFOGMODE vfog, tfog; + DWORD color, color_broken; } tests[] = { /* fog_interpolation_test shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. */ - { 0.0f, 1.0f, D3DFOG_LINEAR, 0x00808000}, - {-1.0f, 0.0f, D3DFOG_LINEAR, 0x0000ff00}, - { 0.0f, 1.0f, D3DFOG_EXP, 0x009b6400}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, 0.0f, 1.0f, + D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, -1.0f, 0.0f, + D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00}, + {D3DFVF_XYZ, quad, sizeof(*quad), &zero, 0.0f, 1.0f, + D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400}, + {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, 0.0f, 1.0f, + D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000}, + /* r200 GPUs and presumably all d3d8 and older HW clamp the fog + * parameters to 0.0 and 1.0 in the table fog case. */ + {D3DFVF_XYZRHW, tquad, sizeof(*tquad), &identity, -1.0f, 0.0f, + D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000}, }; - static const D3DMATRIX proj_mat = - {{{ - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f - }}}; + D3DCAPS9 caps; window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0, 0, 640, 480, NULL, NULL, NULL, NULL); @@ -17026,8 +17061,11 @@ static void negative_fixedfunction_fog_test(void) return; } - hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE); @@ -17036,14 +17074,21 @@ static void negative_fixedfunction_fog_test(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); - hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { + if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); conv.f = tests[i].start; hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); @@ -17052,15 +17097,19 @@ static void negative_fixedfunction_fog_test(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice9_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); - hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); + hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); hr = IDirect3DDevice9_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = getPixelColor(device, 320, 240); - ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)), + "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); } diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c index 8fdddd7..0362ecb 100644 --- a/dlls/ddraw/tests/ddraw7.c +++ b/dlls/ddraw/tests/ddraw7.c @@ -8022,34 +8022,61 @@ static void test_negative_fixedfunction_fog(void) {{ 1.0f, -1.0f, -0.5f}, 0xffff0000}, {{ 1.0f, 1.0f, -0.5f}, 0xffff0000}, }; + static struct + { + struct vec4 position; + D3DCOLOR diffuse; + } + tquad[] = + { + {{ 0.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 0.0f, -0.5f, 1.0f}, 0xffff0000}, + {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, + }; union { DWORD d; float f; } conv; unsigned int i; + static D3DMATRIX zero = + { + 1.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 1.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 0.0f, + 0.0f, 0.0f, 0.0f, 1.0f + }; + static D3DMATRIX identity = + { + 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 { + DWORD pos_type; + void *quad; + D3DMATRIX *matrix; float start, end; - D3DFOGMODE vfog; - DWORD color; + D3DFOGMODE vfog, tfog; + DWORD color, color_broken; } tests[] = { /* test_fog_interpolation shows that vertex fog evaluates the fog * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows * that the abs happens before the fog equation is evaluated. */ - { 0.0f, 1.0f, D3DFOG_LINEAR, 0x00808000}, - {-1.0f, 0.0f, D3DFOG_LINEAR, 0x0000ff00}, - { 0.0f, 1.0f, D3DFOG_EXP, 0x009b6400}, - }; - static D3DMATRIX proj_mat = - { - 1.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 1.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 0.0f, - 0.0f, 0.0f, 0.0f, 1.0f + {D3DFVF_XYZ, quad, &zero, 0.0f, 1.0f, D3DFOG_LINEAR, D3DFOG_NONE, 0x00808000, 0x00808000}, + {D3DFVF_XYZ, quad, &zero, -1.0f, 0.0f, D3DFOG_LINEAR, D3DFOG_NONE, 0x0000ff00, 0x0000ff00}, + {D3DFVF_XYZ, quad, &zero, 0.0f, 1.0f, D3DFOG_EXP, D3DFOG_NONE, 0x009b6400, 0x009b6400}, + {D3DFVF_XYZRHW, tquad, &identity, 0.0f, 1.0f, D3DFOG_NONE, D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000}, + /* r200 GPUs and presumably all d3d8 and older HW clamp the fog + * parameters to 0.0 and 1.0 in the table fog case. */ + {D3DFVF_XYZRHW, tquad, &identity, -1.0f, 0.0f, D3DFOG_NONE, D3DFOG_LINEAR, 0x00808000, 0x00ff0000}, }; + D3DDEVICEDESC7 caps; window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW, 0, 0, 640, 480, 0, 0, 0, 0); @@ -8063,6 +8090,10 @@ static void test_negative_fixedfunction_fog(void) hr = IDirect3DDevice7_GetRenderTarget(device, &rt); ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + hr = IDirect3DDevice7_GetCaps(device, &caps); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE)) + skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); @@ -8072,14 +8103,19 @@ static void test_negative_fixedfunction_fog(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, 0x0000ff00); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); - hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, &proj_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) { + if (!(caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) + continue; + hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetTransform(device, D3DTRANSFORMSTATE_PROJECTION, tests[i].matrix); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); conv.f = tests[i].start; hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, conv.d); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); @@ -8088,15 +8124,19 @@ static void test_negative_fixedfunction_fog(void) ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, tests[i].vfog); ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, tests[i].tfog); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + hr = IDirect3DDevice7_BeginScene(device); ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); hr = IDirect3DDevice7_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, - D3DFVF_XYZ | D3DFVF_DIFFUSE, quad, 4, 0); + tests[i].pos_type | D3DFVF_DIFFUSE, tests[i].quad, 4, 0); hr = IDirect3DDevice7_EndScene(device); ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); color = get_surface_color(rt, 0, 240); - ok(compare_color(color, tests[i].color, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); + ok(compare_color(color, tests[i].color, 2) || broken(compare_color(color, tests[i].color_broken, 2)), + "Got unexpected color 0x%08x, case %u.\n", color, i); } IDirectDrawSurface7_Release(rt); -- 2.0.4