[PATCH 3/5] d3d8/tests: Get rid of struct vertex.
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 15 01:43:56 CDT 2014
---
dlls/d3d8/tests/visual.c | 191 ++++++++++++++++++++++++++--------------------
1 file changed, 110 insertions(+), 81 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index e975e58..5521066 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -133,12 +133,6 @@ static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND
return NULL;
}
-struct vertex
-{
- float x, y, z;
- DWORD diffuse;
-};
-
struct tvertex
{
float x, y, z, w;
@@ -205,19 +199,24 @@ static void lighting_test(void)
HWND window;
HRESULT hr;
- static const struct vertex unlitquad[] =
+ static const struct
{
- {-1.0f, -1.0f, 0.1f, 0xffff0000},
- {-1.0f, 0.0f, 0.1f, 0xffff0000},
- { 0.0f, 0.0f, 0.1f, 0xffff0000},
- { 0.0f, -1.0f, 0.1f, 0xffff0000},
- };
- static const struct vertex litquad[] =
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ unlitquad[] =
{
- {-1.0f, 0.0f, 0.1f, 0xff00ff00},
- {-1.0f, 1.0f, 0.1f, 0xff00ff00},
- { 0.0f, 1.0f, 0.1f, 0xff00ff00},
- { 0.0f, 0.0f, 0.1f, 0xff00ff00},
+ {{-1.0f, -1.0f, 0.1f}, 0xffff0000},
+ {{-1.0f, 0.0f, 0.1f}, 0xffff0000},
+ {{ 0.0f, 0.0f, 0.1f}, 0xffff0000},
+ {{ 0.0f, -1.0f, 0.1f}, 0xffff0000},
+ },
+ litquad[] =
+ {
+ {{-1.0f, 0.0f, 0.1f}, 0xff00ff00},
+ {{-1.0f, 1.0f, 0.1f}, 0xff00ff00},
+ {{ 0.0f, 1.0f, 0.1f}, 0xff00ff00},
+ {{ 0.0f, 0.0f, 0.1f}, 0xff00ff00},
};
static const struct nvertex unlitnquad[] =
{
@@ -754,12 +753,17 @@ static void fog_with_shader_test(void)
0x00000001, 0x800f0000, 0x90e40000, /* mov r0, v0 */
0x0000ffff
};
- static struct vertex quad[] =
+ static struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad[] =
{
- {-1.0f, -1.0f, 0.0f, 0xffff0000},
- {-1.0f, 1.0f, 0.0f, 0xffff0000},
- { 1.0f, -1.0f, 0.0f, 0xffff0000},
- { 1.0f, 1.0f, 0.0f, 0xffff0000},
+ {{-1.0f, -1.0f, 0.0f}, 0xffff0000},
+ {{-1.0f, 1.0f, 0.0f}, 0xffff0000},
+ {{ 1.0f, -1.0f, 0.0f}, 0xffff0000},
+ {{ 1.0f, 1.0f, 0.0f}, 0xffff0000},
};
static const DWORD decl[] =
{
@@ -980,10 +984,10 @@ static void fog_with_shader_test(void)
for(j = 0; j < 11; ++j)
{
/* Don't use the whole zrange to prevent rounding errors */
- quad[0].z = 0.001f + j / 10.02f;
- quad[1].z = 0.001f + j / 10.02f;
- quad[2].z = 0.001f + j / 10.02f;
- quad[3].z = 0.001f + j / 10.02f;
+ quad[0].position.z = 0.001f + j / 10.02f;
+ quad[1].position.z = 0.001f + j / 10.02f;
+ quad[2].position.z = 0.001f + j / 10.02f;
+ quad[3].position.z = 0.001f + j / 10.02f;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
@@ -1580,19 +1584,24 @@ static void z_range_test(void)
HWND window;
HRESULT hr;
- static const struct vertex quad[] =
+ static const struct
{
- {-1.0f, 0.0f, 1.1f, 0xffff0000},
- {-1.0f, 1.0f, 1.1f, 0xffff0000},
- { 1.0f, 0.0f, -1.1f, 0xffff0000},
- { 1.0f, 1.0f, -1.1f, 0xffff0000},
- };
- static const struct vertex quad2[] =
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad[] =
+ {
+ {{-1.0f, 0.0f, 1.1f}, 0xffff0000},
+ {{-1.0f, 1.0f, 1.1f}, 0xffff0000},
+ {{ 1.0f, 0.0f, -1.1f}, 0xffff0000},
+ {{ 1.0f, 1.0f, -1.1f}, 0xffff0000},
+ },
+ quad2[] =
{
- {-1.0f, 0.0f, 1.1f, 0xff0000ff},
- {-1.0f, 1.0f, 1.1f, 0xff0000ff},
- { 1.0f, 0.0f, -1.1f, 0xff0000ff},
- { 1.0f, 1.0f, -1.1f, 0xff0000ff},
+ {{-1.0f, 0.0f, 1.1f}, 0xff0000ff},
+ {{-1.0f, 1.0f, 1.1f}, 0xff0000ff},
+ {{ 1.0f, 0.0f, -1.1f}, 0xff0000ff},
+ {{ 1.0f, 1.0f, -1.1f}, 0xff0000ff},
};
static const struct tvertex quad3[] =
{
@@ -2108,19 +2117,24 @@ static void alpha_test(void)
HWND window;
HRESULT hr;
- static const struct vertex quad1[] =
+ static const struct
{
- {-1.0f, -1.0f, 0.1f, 0x4000ff00},
- {-1.0f, 0.0f, 0.1f, 0x4000ff00},
- { 1.0f, -1.0f, 0.1f, 0x4000ff00},
- { 1.0f, 0.0f, 0.1f, 0x4000ff00},
- };
- static const struct vertex quad2[] =
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad1[] =
+ {
+ {{-1.0f, -1.0f, 0.1f}, 0x4000ff00},
+ {{-1.0f, 0.0f, 0.1f}, 0x4000ff00},
+ {{ 1.0f, -1.0f, 0.1f}, 0x4000ff00},
+ {{ 1.0f, 0.0f, 0.1f}, 0x4000ff00},
+ },
+ quad2[] =
{
- {-1.0f, 0.0f, 0.1f, 0xc00000ff},
- {-1.0f, 1.0f, 0.1f, 0xc00000ff},
- { 1.0f, 0.0f, 0.1f, 0xc00000ff},
- { 1.0f, 1.0f, 0.1f, 0xc00000ff},
+ {{-1.0f, 0.0f, 0.1f}, 0xc00000ff},
+ {{-1.0f, 1.0f, 0.1f}, 0xc00000ff},
+ {{ 1.0f, 0.0f, 0.1f}, 0xc00000ff},
+ {{ 1.0f, 1.0f, 0.1f}, 0xc00000ff},
};
static const float composite_quad[][5] =
{
@@ -2667,19 +2681,24 @@ static void depth_clamp_test(void)
{ 42.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
{112.0f, 108.0f, 10.0f, 1.0f, 0xffffffff},
};
- static const struct vertex quad5[] =
+ static const struct
{
- { -0.5f, 0.5f, 10.0f, 0xff14f914},
- { 0.5f, 0.5f, 10.0f, 0xff14f914},
- { -0.5f, -0.5f, 10.0f, 0xff14f914},
- { 0.5f, -0.5f, 10.0f, 0xff14f914},
- };
- static const struct vertex quad6[] =
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad5[] =
+ {
+ {{-0.5f, 0.5f, 10.0f}, 0xff14f914},
+ {{ 0.5f, 0.5f, 10.0f}, 0xff14f914},
+ {{-0.5f, -0.5f, 10.0f}, 0xff14f914},
+ {{ 0.5f, -0.5f, 10.0f}, 0xff14f914},
+ },
+ quad6[] =
{
- { -1.0f, 0.5f, 10.0f, 0xfff91414},
- { 1.0f, 0.5f, 10.0f, 0xfff91414},
- { -1.0f, 0.25f, 10.0f, 0xfff91414},
- { 1.0f, 0.25f, 10.0f, 0xfff91414},
+ {{-1.0f, 0.5f, 10.0f}, 0xfff91414},
+ {{ 1.0f, 0.5f, 10.0f}, 0xfff91414},
+ {{-1.0f, 0.25f, 10.0f}, 0xfff91414},
+ {{ 1.0f, 0.25f, 10.0f}, 0xfff91414},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
@@ -2803,26 +2822,31 @@ static void depth_buffer_test(void)
HWND window;
HRESULT hr;
- static const struct vertex quad1[] =
+ static const struct
{
- { -1.0, 1.0, 0.33f, 0xff00ff00},
- { 1.0, 1.0, 0.33f, 0xff00ff00},
- { -1.0, -1.0, 0.33f, 0xff00ff00},
- { 1.0, -1.0, 0.33f, 0xff00ff00},
- };
- static const struct vertex quad2[] =
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad1[] =
{
- { -1.0, 1.0, 0.50f, 0xffff00ff},
- { 1.0, 1.0, 0.50f, 0xffff00ff},
- { -1.0, -1.0, 0.50f, 0xffff00ff},
- { 1.0, -1.0, 0.50f, 0xffff00ff},
- };
- static const struct vertex quad3[] =
+ {{-1.0f, 1.0f, 0.33f}, 0xff00ff00},
+ {{ 1.0f, 1.0f, 0.33f}, 0xff00ff00},
+ {{-1.0f, -1.0f, 0.33f}, 0xff00ff00},
+ {{ 1.0f, -1.0f, 0.33f}, 0xff00ff00},
+ },
+ quad2[] =
+ {
+ {{-1.0f, 1.0f, 0.50f}, 0xffff00ff},
+ {{ 1.0f, 1.0f, 0.50f}, 0xffff00ff},
+ {{-1.0f, -1.0f, 0.50f}, 0xffff00ff},
+ {{ 1.0f, -1.0f, 0.50f}, 0xffff00ff},
+ },
+ quad3[] =
{
- { -1.0, 1.0, 0.66f, 0xffff0000},
- { 1.0, 1.0, 0.66f, 0xffff0000},
- { -1.0, -1.0, 0.66f, 0xffff0000},
- { 1.0, -1.0, 0.66f, 0xffff0000},
+ {{-1.0f, 1.0f, 0.66f}, 0xffff0000},
+ {{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
+ {{-1.0f, -1.0f, 0.66f}, 0xffff0000},
+ {{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
};
static const DWORD expected_colors[4][4] =
{
@@ -2959,12 +2983,17 @@ static void depth_buffer2_test(void)
HWND window;
HRESULT hr;
- static const struct vertex quad[] =
+ static const struct
+ {
+ struct vec3 position;
+ DWORD diffuse;
+ }
+ quad[] =
{
- { -1.0, 1.0, 0.66f, 0xffff0000},
- { 1.0, 1.0, 0.66f, 0xffff0000},
- { -1.0, -1.0, 0.66f, 0xffff0000},
- { 1.0, -1.0, 0.66f, 0xffff0000},
+ {{-1.0f, 1.0f, 0.66f}, 0xffff0000},
+ {{ 1.0f, 1.0f, 0.66f}, 0xffff0000},
+ {{-1.0f, -1.0f, 0.66f}, 0xffff0000},
+ {{ 1.0f, -1.0f, 0.66f}, 0xffff0000},
};
window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
--
1.7.10.4
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