Sorry , this is an old ( halfcomplete and incorrect) version of the patch. I picked the wrong one from /tmp. Sorry,don't apply<br><b><i>"Louis. Lenders" <xerox_xerox2000@yahoo.co.uk></i></b> wrote:<blockquote class="replbq" style="border-left: 2px solid rgb(16, 16, 255); margin-left: 5px; padding-left: 5px;"> Hi, for completeness i also added tests + changed ValidatePixelShader. Applications don't seem to be bothered how the parameters are declared, but this is more like native does. Tests pass with native d3d8. I tested also with Deerhunter, 3dMark2001SE and some ATI Demo's, and it should cause no regressions.<br><div> </div><hr size="1"> <a href="http://us.rd.yahoo.com/mail/uk/taglines/default/nowyoucan/pc_mag/*http://us.rd.yahoo.com/evt=40565/*http://uk.docs.yahoo.com/nowyoucan.html">All new Yahoo! Mail</a> "The new Interface is stunning in its simplicity and ease of use." - PC Magazinediff --git a/dlls/d3d8/tests/d3d8_main.c
b/dlls/d3d8/tests/d3d8_main.c<br>index e2f03bd..bfd7d94 100644<br>--- a/dlls/d3d8/tests/d3d8_main.c<br>+++ b/dlls/d3d8/tests/d3d8_main.c<br>@@ -19,6 +19,7 @@<br> #include "wine/test.h"<br> <br> static HRESULT (WINAPI *ValidateVertexShader)(DWORD*,DWORD*,DWORD*,int,DWORD*);<br>+static HRESULT (WINAPI *ValidatePixelShader)(DWORD*,DWORD*,int,DWORD*);<br> <br> static void test_ValidateVertexShader(void)<br> {<br>@@ -64,9 +65,54 @@ static void test_ValidateVertexShader(vo<br> ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);<br> }<br> <br>+static void test_ValidatePixelShader(void)<br>+{ <br>+ HRESULT ret;<br>+ static DWORD simple_ps[] = {0xFFFF0101, /* ps_1_1 */<br>+ 0x00000051, 0xA00F0001, 0x3F800000, 0x00000000, 0x00000000, 0x00000000, /* def c1 = 1.0, 0.0, 0.0, 0.0 */<br>+ 0x00000042, 0xB00F0000, /* tex t0
*/<br>+ 0x00000008, 0x800F0000, 0xA0E40001, 0xA0E40000, /* dp3 r0, c1, c0 */<br>+ 0x00000005, 0x800F0000, 0x90E40000, 0x80E40000, /* mul r0, v0, r0 */<br>+ 0x00000005, 0x800F0000, 0xB0E40000, 0x80E40000, /* mul r0, t0, r0 */<br>+ 0x0000FFFF}; /* END */<br>+<br>+ ret=ValidatePixelShader(0,0,0,0);<br>+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);<br>+<br>+ ret=ValidatePixelShader(0,0,1,0);<br>+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);<br>+<br>+ ret=ValidatePixelShader(simple_ps,0,0,0);<br>+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);<br>+<br>+ ret=ValidatePixelShader(simple_ps,0,1,0);<br>+ ok(ret==S_OK,"ValidatePixelShader
returned %lx but expected S_OK\n",ret);<br>+ /* seems to do some version checking */<br>+ for((*simple_ps)=0xFFFF0100;(*simple_ps)<0xFFFF0104;(*simple_ps)++){ /* ps_1_0 and up */<br>+ ret=ValidatePixelShader(simple_ps,0,1,0);<br>+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);<br>+ }<br>+<br>+ *simple_ps=0xFFFF0104; /* not available */<br>+ ret=ValidatePixelShader(simple_ps,0,1,0);<br>+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);<br>+ /* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */<br>+ *simple_ps=0xFFFF0101; /* ps_1_1 */<br>+ ret=ValidatePixelShader(simple_ps,simple_ps,1,0);<br>+ ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);<br>+ /* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to
hurt*/<br>+ ret=ValidatePixelShader(simple_ps,0,12345,0);<br>+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);<br>+ /* What is 4th parameter ???? Following works ok */<br>+ ret=ValidatePixelShader(simple_ps,0,1,simple_ps);<br>+ ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);<br>+}<br>+<br> START_TEST(d3d8_main)<br> {<br> HMODULE d3d8_handle = LoadLibraryA( "d3d8.dll" );<br> ValidateVertexShader = (void*)GetProcAddress (d3d8_handle, "ValidateVertexShader" );<br>+ ValidatePixelShader = (void*)GetProcAddress (d3d8_handle, "ValidatePixelShader" );<br> test_ValidateVertexShader();<br>+ test_ValidatePixelShader();<br> }<br></blockquote><br><p> 
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