wined3d: Correctly display fog for right-handed projection matrix (try 7)

Joachim Priesner joachim.priesner at web.de
Sun Oct 12 10:08:09 CDT 2014


When using a right-handed projection matrix, z coordinates of
transformed vertices may be negative. This is not considered
in the code generating the GLSL shader for fixed-function fog.
The patch fixes that and adds a test.

Tested on openSUSE 13.1 and Windows 8.1.

Try 6 that fixes more issues pointed out by Stefan Doesinger
(thanks again for the review).

NOTE: The ddraw7 test fails for me on Windows 8.1, even without
this patch. The newly added test runs fine on Windows 8.1.
---
 dlls/d3d8/tests/visual.c   | 287 ++++++++++++++++++++++++++++++++++++
 dlls/d3d9/tests/visual.c   | 355 +++++++++++++++++++++++++++++++++++++++++++++
 dlls/ddraw/tests/ddraw7.c  | 149 +++++++++++++++++++
 dlls/wined3d/glsl_shader.c |   2 +-
 4 files changed, 792 insertions(+), 1 deletion(-)

diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index ba73bb6..9490b2a 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -696,6 +696,292 @@ done:
     DestroyWindow(window);
 }
 
+/* This test tests fog in combination with a right-handed projection matrix. */
+static void fog_righthanded_test(void)
+{
+    enum
+    {
+        COLOR_ALPHA_0x00 = 0x00000000,
+        COLOR_CLEAR      = 0xffff00ff,
+        COLOR_FOGGED     = 0x0000ff00,
+        COLOR_UNFOGGED   = 0x00ff0000
+    };
+
+    /* Fill the null-shader entry with the FVF (SetVertexShader is "overloaded" on d3d8). */
+    DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR, 0, 0};
+    DWORD pixel_shader[2] = {0, 0};
+    IDirect3D8 *d3d;
+    IDirect3DDevice8 *device;
+    BOOL has_vs_support, has_ps_support, has_table_fog_support;
+    unsigned int i, ps;
+    D3DCOLOR color;
+    ULONG refcount;
+    D3DCAPS8 caps;
+    HWND window;
+    HRESULT hr;
+    union
+    {
+        float f;
+        DWORD i;
+    } start, end;
+
+    /* For all vertex shaders the view matrix goes in registers c0...c3,
+     * the projection matrix goes in registers c4...c7. */
+
+    /* Basic vertex shader without fog computation ("non foggy") */
+    static const DWORD vertex_shader_code1[] =
+    {
+        0xfffe0100,                                                             /* vs_1_0             */
+        /* output.Pos = mul(input.Pos, View) */
+        0x00000009, 0x80010000, 0x90e40000, 0xa0e40000,                         /* dp4 r0.x, v0, c0   */
+        0x00000009, 0x80020000, 0x90e40000, 0xa0e40001,                         /* dp4 r0.y, v0, c1   */
+        0x00000009, 0x80040000, 0x90e40000, 0xa0e40002,                         /* dp4 r0.z, v0, c2   */
+        0x00000009, 0x80080000, 0x90e40000, 0xa0e40003,                         /* dp4 r0.w, v0, c3   */
+        /* output.Pos = mul(output.Pos, Projection) */
+        0x00000009, 0xc0010000, 0x80e40000, 0xa0e40004,                         /* dp4 oPos.x, r0, c4 */
+        0x00000009, 0xc0020000, 0x80e40000, 0xa0e40005,                         /* dp4 oPos.y, r0, c5 */
+        0x00000009, 0xc0040000, 0x80e40000, 0xa0e40006,                         /* dp4 oPos.z, r0, c6 */
+        0x00000009, 0xc0080000, 0x80e40000, 0xa0e40007,                         /* dp4 oPos.w, r0, c7 */
+        /* output.Color = input.Color */
+        0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1        */
+        0x0000ffff,                                                             /* END                */
+    };
+
+    /* Basic vertex shader with fog computation ("foggy").
+     * Using the vertex' x coordinate as fog coordinate so that all test cases that use vertex fog
+     * will have a gradient from fully fogged (green, left) to unfogged (red, right). */
+    static const DWORD vertex_shader_code2[] =
+    {
+        0xfffe0100,                                                             /* vs_1_0             */
+        /* output.Pos = mul(input.Pos, View) */
+        0x00000009, 0x80010000, 0x90e40000, 0xa0e40000,                         /* dp4 r0.x, v0, c0   */
+        0x00000009, 0x80020000, 0x90e40000, 0xa0e40001,                         /* dp4 r0.y, v0, c1   */
+        0x00000009, 0x80040000, 0x90e40000, 0xa0e40002,                         /* dp4 r0.z, v0, c2   */
+        0x00000009, 0x80080000, 0x90e40000, 0xa0e40003,                         /* dp4 r0.w, v0, c3   */
+        /* output.Pos = mul(output.Pos, Projection) */
+        0x00000009, 0xc0010000, 0x80e40000, 0xa0e40004,                         /* dp4 oPos.x, r0, c4 */
+        0x00000009, 0xc0020000, 0x80e40000, 0xa0e40005,                         /* dp4 oPos.y, r0, c5 */
+        0x00000009, 0xc0040000, 0x80e40000, 0xa0e40006,                         /* dp4 oPos.z, r0, c6 */
+        0x00000009, 0xc0080000, 0x80e40000, 0xa0e40007,                         /* dp4 oPos.w, r0, c7 */
+        /* output.Color = input.Color */
+        0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1        */
+        /* output.Fog = input.Pos.x */
+        0x00000001, 0xc00f0001, 0x90000000,                                     /* mov oFog, v0.x     */
+        0x0000ffff,                                                             /* END                */
+    };
+
+    /* Basic pixel shader */
+    static const DWORD pixel_shader_code[] =
+    {
+        0xffff0101,                                                             /* ps_1_1     */
+        0x00000001, 0x800f0000, 0x90e40000,                                     /* mov r0, v0 */
+        0x0000ffff
+    };
+
+    static const struct
+    {
+        struct vec3 position;
+        DWORD diffuse;
+        DWORD specular;
+    }
+    quad[] =
+    {
+        {{-1.0f, -1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{-1.0f,  1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f, -1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f,  1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+    };
+    static const DWORD vertex_decl[] =
+    {
+        D3DVSD_STREAM(0),
+        D3DVSD_REG(0, D3DVSDT_FLOAT3),   /* position, v0 */
+        D3DVSD_REG(1, D3DVSDT_D3DCOLOR), /* diffuse color, v1 */
+        D3DVSD_REG(2, D3DVSDT_D3DCOLOR), /* specular color, v2 */
+        D3DVSD_END()
+    };
+    static const struct test_data_t
+    {
+        int vshader;
+        D3DFOGMODE vfog;
+        D3DFOGMODE tfog;
+        DWORD color_left;
+        DWORD color_right;
+    }
+    test_data[] =
+    {
+        /* Using z-based fog, the quad should have a gradient UNFOGGED->FOGGED.
+         * When the fog coordinate returned by the vertex shader is used,
+         * a gradient FOGGED->UNFOGGED is used instead. */
+
+        /* No vertex shader */
+        {0, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+
+        /* Vertex shader without vertex fog computation */
+        {1, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {1, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {1, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+        {1, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+
+        /* Vertex shader with vertex fog computation */
+        {2, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {2, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {2, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+        {2, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+    };
+    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, -1.0f, 0.0f,
+        0.0f, 0.0f,  0.0f, 1.0f
+    }}};
+    static const D3DMATRIX view_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
+    }}};
+
+    window = CreateWindowA("static", "d3d8_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    d3d = Direct3DCreate8(D3D_SDK_VERSION);
+    ok(!!d3d, "Failed to create a D3D object\n");
+    if (!(device = create_device(d3d, window, window, TRUE)))
+    {
+        skip("Failed to create a D3D device, skipping tests\n");
+        goto done;
+    }
+
+    hr = IDirect3DDevice8_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get device caps (%#x)\n", hr);
+
+    has_table_fog_support = caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE;
+    if (!has_table_fog_support)
+        skip("No table fog support, skipping some fog tests\n");
+
+    has_ps_support = caps.PixelShaderVersion >= D3DPS_VERSION(1, 1);
+    if (has_ps_support)
+    {
+        hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
+        ok(SUCCEEDED(hr), "CreatePixelShader failed (%#x)\n", hr);
+    }
+    else
+    {
+        skip("No ps_1_1 support, skipping some fog tests\n");
+    }
+
+    has_vs_support = caps.VertexShaderVersion >= D3DVS_VERSION(1, 0);
+    if (has_vs_support)
+    {
+        hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code1, &vertex_shader[1], 0);
+        ok(SUCCEEDED(hr), "CreateVertexShader failed (%#x)\n", hr);
+        hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code2, &vertex_shader[2], 0);
+        ok(SUCCEEDED(hr), "CreateVertexShader failed (%#x)\n", hr);
+
+        /* Note: Shaders expect matrices in column-major form, so they have
+         * to be transposed if they are not symmetrical (which is the case at the moment). */
+        hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, &view_mat, 4);
+        ok(SUCCEEDED(hr), "SetVertexShaderConstant (view matrix) failed (%#x)\n", hr);
+        hr = IDirect3DDevice8_SetVertexShaderConstant(device, 4, &proj_mat, 4);
+        ok(SUCCEEDED(hr), "SetVertexShaderConstant (projection matrix) failed (%#x)\n", hr);
+    }
+    else
+    {
+        skip("No vs_1_0 support, skipping some fog tests\n");
+    }
+
+    /* Setup initial states: No depth test, no lighting, fog on, fog color */
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Turning off depth test failed (%#x)\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "Turning off lighting failed (%#x)\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
+    ok(SUCCEEDED(hr), "Turning on fog calculations failed (%#x)\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, COLOR_FOGGED);
+    ok(SUCCEEDED(hr), "Setting fog color failed (%#x)\n", hr);
+
+    start.f = 0.1f;
+    end.f = 0.9f;
+
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i);
+    ok(SUCCEEDED(hr), "Setting fog start failed (%#x)\n", hr);
+    hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i);
+    ok(SUCCEEDED(hr), "Setting fog end failed (%#x)\n", hr);
+
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
+    ok(SUCCEEDED(hr), "Failed to set projection transform (%#x)\n", hr);
+    hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &view_mat);
+    ok(SUCCEEDED(hr), "Failed to set view transform (%#x)\n", hr);
+
+    for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
+    {
+        if (test_data[i].vshader != 0 && !vertex_shader[test_data[i].vshader])
+            continue;
+        if (test_data[i].tfog != D3DFOG_NONE && !has_table_fog_support)
+            continue;
+
+        hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
+        ok(SUCCEEDED(hr), "SetVertexShader failed (%#x)\n", hr);
+
+        for (ps = 0; ps < sizeof(pixel_shader)/sizeof(pixel_shader[0]); ps++)
+        {
+            if (ps != 0 && !pixel_shader[ps])
+                continue;
+
+            if (has_ps_support)
+            {
+                hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[ps]);
+                ok(SUCCEEDED(hr), "SetPixelShader failed (%#x)\n", hr);
+            }
+
+            hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
+            ok(SUCCEEDED(hr), "Setting fog vertex mode to %d failed (%#x)\n", test_data[i].vfog, hr);
+            hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
+            ok(SUCCEEDED(hr), "Setting fog table mode to %d failed (%#x)\n", test_data[i].tfog, hr);
+
+            hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, COLOR_CLEAR, 1.0f, 0);
+            ok(SUCCEEDED(hr), "Clear failed (%#x)\n", hr);
+            hr = IDirect3DDevice8_BeginScene(device);
+            ok(SUCCEEDED(hr), "BeginScene failed (%#x)\n", hr);
+            hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
+            ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#x)\n", hr);
+            hr = IDirect3DDevice8_EndScene(device);
+            ok(SUCCEEDED(hr), "EndScene failed (%#x)\n", hr);
+
+            /* Use 5% tolerance on the colors since there may be a gradient
+             * between left and right vertices. */
+            color = getPixelColor(device, 10, 240);
+            ok(color_match(color, test_data[i].color_left, 13),
+                    "fog vs%i ps%i fvm%i ftm%i: got left color %08x, expected %08x+-5%%\n",
+                    test_data[i].vshader, ps, test_data[i].vfog, test_data[i].tfog,
+                    color, test_data[i].color_left);
+            color = getPixelColor(device, 630, 240);
+            ok(color_match(color, test_data[i].color_right, 13),
+                    "fog vs%i ps%i fvm%i ftm%i: got right color %08x, expected %08x+-5%%\n",
+                    test_data[i].vshader, ps, test_data[i].vfog, test_data[i].tfog,
+                    color, test_data[i].color_right);
+
+            hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
+            ok(SUCCEEDED(hr), "Present failed (%#x)\n", hr);
+        }
+    }
+    for (i = 0; i < sizeof(vertex_shader)/sizeof(vertex_shader[0]); i++)
+        if (vertex_shader[i])
+            IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[i]);
+    for (i = 0; i < sizeof(pixel_shader)/sizeof(pixel_shader[0]); i++)
+        if (pixel_shader[i])
+            IDirect3DDevice8_DeletePixelShader(device, pixel_shader[i]);
+    refcount = IDirect3DDevice8_Release(device);
+    ok(!refcount, "Device has %u references left\n", refcount);
+done:
+    IDirect3D8_Release(d3d);
+    DestroyWindow(window);
+}
+
 /* This tests fog in combination with shaders.
  * What's tested: linear fog (vertex and table) with pixel shader
  *                linear table fog with non foggy vertex shader
@@ -5092,6 +5378,7 @@ START_TEST(visual)
     offscreen_test();
     alpha_test();
     test_scalar_instructions();
+    fog_righthanded_test();
     fog_with_shader_test();
     cnd_test();
     p8_texture_test();
diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c
index 117c8eb..c51aaa4 100644
--- a/dlls/d3d9/tests/visual.c
+++ b/dlls/d3d9/tests/visual.c
@@ -1825,6 +1825,360 @@ done:
     DestroyWindow(window);
 }
 
+/* This test tests fog in combination with a right-handed projection matrix. */
+static void fog_righthanded_test(void)
+{
+    enum
+    {
+        COLOR_ALPHA_0x00 = 0x00000000,
+        COLOR_CLEAR      = 0xffff00ff,
+        COLOR_FOGGED     = 0x0000ff00,
+        COLOR_UNFOGGED   = 0x00ff0000
+    };
+
+    IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
+    IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
+    IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
+    IDirect3DDevice9 *device;
+    BOOL has_vs_support, has_ps_support, has_table_fog_support;
+    unsigned int i, ps;
+    IDirect3D9 *d3d;
+    ULONG refcount;
+    D3DCAPS9 caps;
+    DWORD color;
+    HWND window;
+    HRESULT hr;
+    union
+    {
+        float f;
+        DWORD i;
+    } start, end;
+
+    /* For all vertex shaders the view matrix goes in registers c0...c3,
+     * the projection matrix goes in registers c4...c7. */
+
+    /* Basic vertex shader without fog computation ("non foggy") */
+    static const DWORD vertex_shader_code1[] =
+    {
+        0xfffe0101,                                                             /* vs_1_1             */
+        0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0   */
+        0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1      */
+        /* output.Pos = mul(input.Pos, View) */
+        0x00000009, 0x80010000, 0x90e40000, 0xa0e40000,                         /* dp4 r0.x, v0, c0   */
+        0x00000009, 0x80020000, 0x90e40000, 0xa0e40001,                         /* dp4 r0.y, v0, c1   */
+        0x00000009, 0x80040000, 0x90e40000, 0xa0e40002,                         /* dp4 r0.z, v0, c2   */
+        0x00000009, 0x80080000, 0x90e40000, 0xa0e40003,                         /* dp4 r0.w, v0, c3   */
+        /* output.Pos = mul(output.Pos, Projection) */
+        0x00000009, 0xc0010000, 0x80e40000, 0xa0e40004,                         /* dp4 oPos.x, r0, c4 */
+        0x00000009, 0xc0020000, 0x80e40000, 0xa0e40005,                         /* dp4 oPos.y, r0, c5 */
+        0x00000009, 0xc0040000, 0x80e40000, 0xa0e40006,                         /* dp4 oPos.z, r0, c6 */
+        0x00000009, 0xc0080000, 0x80e40000, 0xa0e40007,                         /* dp4 oPos.w, r0, c7 */
+        /* output.Color = input.Color */
+        0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1        */
+        0x0000ffff,                                                             /* END                */
+    };
+
+    /* Basic vertex shader with fog computation ("foggy").
+     * Using the vertex' x coordinate as fog coordinate so that all test cases that use vertex fog
+     * will have a gradient from fully fogged (green, left) to unfogged (red, right). */
+    static const DWORD vertex_shader_code2[] =
+    {
+        0xfffe0101,                                                             /* vs_1_1             */
+        0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0   */
+        0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1      */
+        /* output.Pos = mul(input.Pos, View) */
+        0x00000009, 0x80010000, 0x90e40000, 0xa0e40000,                         /* dp4 r0.x, v0, c0   */
+        0x00000009, 0x80020000, 0x90e40000, 0xa0e40001,                         /* dp4 r0.y, v0, c1   */
+        0x00000009, 0x80040000, 0x90e40000, 0xa0e40002,                         /* dp4 r0.z, v0, c2   */
+        0x00000009, 0x80080000, 0x90e40000, 0xa0e40003,                         /* dp4 r0.w, v0, c3   */
+        /* output.Pos = mul(output.Pos, Projection) */
+        0x00000009, 0xc0010000, 0x80e40000, 0xa0e40004,                         /* dp4 oPos.x, r0, c4 */
+        0x00000009, 0xc0020000, 0x80e40000, 0xa0e40005,                         /* dp4 oPos.y, r0, c5 */
+        0x00000009, 0xc0040000, 0x80e40000, 0xa0e40006,                         /* dp4 oPos.z, r0, c6 */
+        0x00000009, 0xc0080000, 0x80e40000, 0xa0e40007,                         /* dp4 oPos.w, r0, c7 */
+        /* output.Color = input.Color */
+        0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1        */
+        /* output.Fog = input.Pos.x */
+        0x00000001, 0xc00f0001, 0x90000000,                                     /* mov oFog, v0.x     */
+        0x0000ffff,                                                             /* END                */
+    };
+
+    /* Basic vertex shader with fog computation ("foggy"), vs_2_0 */
+    static const DWORD vertex_shader_code3[] =
+    {
+        0xfffe0200,                                                             /* vs_2_0             */
+        0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position0 v0   */
+        0x0200001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1      */
+        /* output.Pos = mul(input.Pos, View) */
+        0x03000009, 0x80010000, 0x90e40000, 0xa0e40000,                         /* dp4 r0.x, v0, c0   */
+        0x03000009, 0x80020000, 0x90e40000, 0xa0e40001,                         /* dp4 r0.y, v0, c1   */
+        0x03000009, 0x80040000, 0x90e40000, 0xa0e40002,                         /* dp4 r0.z, v0, c2   */
+        0x03000009, 0x80080000, 0x90e40000, 0xa0e40003,                         /* dp4 r0.w, v0, c3   */
+        /* output.Pos = mul(output.Pos, Projection) */
+        0x03000009, 0xc0010000, 0x80e40000, 0xa0e40004,                         /* dp4 oPos.x, r0, c4 */
+        0x03000009, 0xc0020000, 0x80e40000, 0xa0e40005,                         /* dp4 oPos.y, r0, c5 */
+        0x03000009, 0xc0040000, 0x80e40000, 0xa0e40006,                         /* dp4 oPos.z, r0, c6 */
+        0x03000009, 0xc0080000, 0x80e40000, 0xa0e40007,                         /* dp4 oPos.w, r0, c7 */
+        /* output.Color = input.Color */
+        0x02000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1        */
+        /* output.Fog = input.Pos.x */
+        0x02000001, 0xc00f0001, 0x90000000,                                     /* mov oFog, v0.x     */
+        0x0000ffff,                                                             /* END                */
+    };
+
+    /* Basic pixel shader */
+    static const DWORD pixel_shader_code[] =
+    {
+        0xffff0101,                                                             /* ps_1_1     */
+        0x00000001, 0x800f0000, 0x90e40000,                                     /* mov r0, v0 */
+        0x0000ffff
+    };
+    static const DWORD pixel_shader_code2[] =
+    {
+        0xffff0200,                                                             /* ps_2_0      */
+        0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl v0      */
+        0x02000001, 0x800f0800, 0x90e40000,                                     /* mov oC0, v0 */
+        0x0000ffff
+    };
+    static const struct
+    {
+        struct vec3 position;
+        D3DCOLOR diffuse;
+        D3DCOLOR specular;
+    }
+    quad[] =
+    {
+        {{-1.0f, -1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{-1.0f,  1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f, -1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f,  1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+    };
+    static const D3DVERTEXELEMENT9 decl_elements[] =
+    {
+        {0,  0, D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
+        {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,    0}, /* diffuse */
+        {0, 16, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,    1}, /* specular */
+        D3DDECL_END()
+    };
+    static const struct test_data_t
+    {
+        int vshader;
+        D3DFOGMODE vfog;
+        D3DFOGMODE tfog;
+        DWORD color_left;
+        DWORD color_right;
+    }
+    test_data[] =
+    {
+        /* Using z-based fog, the quad should have a gradient UNFOGGED->FOGGED.
+         * When the fog coordinate returned by the vertex shader is used,
+         * a gradient FOGGED->UNFOGGED is used instead. */
+
+        /* No vertex shader */
+        {0, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_UNFOGGED, COLOR_FOGGED},
+        {0, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+
+        /* Vertex shader without vertex fog computation */
+        {1, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {1, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {1, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+        {1, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+
+        /* Vertex shader vs_1_1 with vertex fog computation */
+        {2, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {2, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {2, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+        {2, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+
+        /* Vertex shader vs_2_0 with vertex fog computation */
+        {3, D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {3, D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {3, D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+        {3, D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_UNFOGGED},
+    };
+    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, -1.0f, 0.0f,
+        0.0f, 0.0f,  0.0f, 1.0f
+    }}};
+    static const D3DMATRIX view_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
+    }}};
+
+    window = CreateWindowA("static", "d3d9_test", WS_OVERLAPPEDWINDOW | WS_VISIBLE,
+            0, 0, 640, 480, NULL, NULL, NULL, NULL);
+    d3d = Direct3DCreate9(D3D_SDK_VERSION);
+    ok(!!d3d, "Failed to create a D3D object\n");
+    if (!(device = create_device(d3d, window, window, TRUE)))
+    {
+        skip("Failed to create a D3D device, skipping tests\n");
+        goto done;
+    }
+
+    hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
+    ok(SUCCEEDED(hr), "Failed to get device caps (%#x)\n", hr);
+
+    has_table_fog_support = caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE;
+    if (!has_table_fog_support)
+        skip("No table fog support, skipping some fog tests\n");
+
+    has_vs_support = caps.VertexShaderVersion >= D3DVS_VERSION(1, 1);
+    if (has_vs_support)
+    {
+        hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
+        ok(SUCCEEDED(hr), "CreateVertexShader failed (%#x)\n", hr);
+        hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
+        ok(SUCCEEDED(hr), "CreateVertexShader failed (%#x)\n", hr);
+
+        if (caps.VertexShaderVersion >= D3DVS_VERSION(2, 0))
+        {
+            hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]);
+            ok(SUCCEEDED(hr), "CreateVertexShader failed (%#x)\n", hr);
+        }
+        else
+        {
+            skip("No vs_2_0 support, skipping some fog tests\n");
+        }
+
+        /* Note: Shaders expect matrices in column-major form, so they have
+         * to be transposed if they are not symmetrical (which is the case at the moment). */
+        hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, (const float*)&view_mat, 4);
+        ok(SUCCEEDED(hr), "SetVertexShaderConstantF (view matrix) failed (%#x)\n", hr);
+        hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, (const float*)&proj_mat, 4);
+        ok(SUCCEEDED(hr), "SetVertexShaderConstantF (projection matrix) failed (%#x)\n", hr);
+    }
+    else
+    {
+        skip("No vs_1_1 support, skipping some fog tests\n");
+    }
+
+    has_ps_support = caps.PixelShaderVersion >= D3DPS_VERSION(1, 1);
+    if (has_ps_support)
+    {
+        hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
+        ok(SUCCEEDED(hr), "CreatePixelShader failed (%#x)\n", hr);
+
+        if (caps.PixelShaderVersion >= D3DPS_VERSION(2, 0))
+        {
+            hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]);
+            ok(SUCCEEDED(hr), "CreatePixelShader failed (%#x)\n", hr);
+        }
+        else
+        {
+            skip("No ps_2_0 support, skipping some fog tests\n");
+        }
+    }
+    else
+    {
+        skip("No ps_1_1 support, skipping some fog tests\n");
+    }
+
+    hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
+    ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%#x)\n", hr);
+
+    /* Setup initial states: No depth test, no lighting, fog on, fog color */
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
+    ok(SUCCEEDED(hr), "Turning off depth test failed (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "Turning off lighting failed (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
+    ok(SUCCEEDED(hr), "Turning on fog calculations failed (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, COLOR_FOGGED);
+    ok(SUCCEEDED(hr), "Setting fog color failed (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
+    ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%#x)\n", hr);
+
+    start.f = 0.1f;
+    end.f = 0.9f;
+
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
+    ok(SUCCEEDED(hr), "Setting fog start failed (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
+    ok(SUCCEEDED(hr), "Setting fog end failed (%#x)\n", hr);
+
+    hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
+    ok(SUCCEEDED(hr), "Failed to set projection transform (%#x)\n", hr);
+    hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &view_mat);
+    ok(SUCCEEDED(hr), "Failed to set view transform (%#x)\n", hr);
+
+    for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
+    {
+        if (test_data[i].vshader != 0 && !vertex_shader[test_data[i].vshader])
+            continue;
+        if (test_data[i].tfog != D3DFOG_NONE && !has_table_fog_support)
+            continue;
+
+        if (has_vs_support)
+        {
+            hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
+            ok(SUCCEEDED(hr), "SetVertexShader failed (%#x)\n", hr);
+        }
+
+        for (ps = 0; ps < sizeof(pixel_shader)/sizeof(pixel_shader[0]); ps++)
+        {
+            if (ps != 0 && !pixel_shader[ps])
+                continue;
+
+            if (has_ps_support)
+            {
+                hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[ps]);
+                ok(SUCCEEDED(hr), "SetPixelShader failed (%#x)\n", hr);
+            }
+
+            hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
+            ok( SUCCEEDED(hr), "Setting fog vertex mode to %d failed (%#x)\n", test_data[i].vfog, hr);
+            hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
+            ok( SUCCEEDED(hr), "Setting fog table mode to %d failed (%#x)\n", test_data[i].tfog, hr);
+
+            hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, COLOR_CLEAR, 1.0f, 0);
+            ok(SUCCEEDED(hr), "Clear failed (%#x)\n", hr);
+            hr = IDirect3DDevice9_BeginScene(device);
+            ok(SUCCEEDED(hr), "BeginScene failed (%#x)\n", hr);
+            hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
+            ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%#x)\n", hr);
+            hr = IDirect3DDevice9_EndScene(device);
+            ok(SUCCEEDED(hr), "EndScene failed (%#x)\n", hr);
+
+            /* Use 5% tolerance on the colors since there may be a gradient
+             * between left and right vertices. */
+            color = getPixelColor(device, 10, 240);
+            ok(color_match(color, test_data[i].color_left, 13),
+                    "fog vs%i ps%i fvm%i ftm%i: got left color %08x, expected %08x+-5%%\n",
+                    test_data[i].vshader, ps, test_data[i].vfog, test_data[i].tfog,
+                    color, test_data[i].color_left);
+            color = getPixelColor(device, 630, 240);
+            ok(color_match(color, test_data[i].color_right, 13),
+                    "fog vs%i ps%i fvm%i ftm%i: got right color %08x, expected %08x+-5%%\n",
+                    test_data[i].vshader, ps, test_data[i].vfog, test_data[i].tfog,
+                    color, test_data[i].color_right);
+
+            hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
+            ok(SUCCEEDED(hr), "Present failed (%#x)\n", hr);
+        }
+    }
+
+    for (i = 0; i < sizeof(vertex_shader)/sizeof(vertex_shader[0]); i++)
+        if (vertex_shader[i])
+            IDirect3DVertexShader9_Release(vertex_shader[i]);
+    for (i = 0; i < sizeof(pixel_shader)/sizeof(pixel_shader[0]); i++)
+        if (pixel_shader[i])
+            IDirect3DPixelShader9_Release(pixel_shader[i]);
+    IDirect3DVertexDeclaration9_Release(vertex_declaration);
+    refcount = IDirect3DDevice9_Release(device);
+    ok(!refcount, "Device has %u references left\n", refcount);
+done:
+    IDirect3D9_Release(d3d);
+    DestroyWindow(window);
+}
+
 /* This test tests fog in combination with shaders.
  * What's tested: linear fog (vertex and table) with pixel shader
  *                linear table fog with non foggy vertex shader
@@ -16729,6 +17083,7 @@ START_TEST(visual)
     test_vshader_input();
     test_vshader_float16();
     stream_test();
+    fog_righthanded_test();
     fog_with_shader_test();
     texbem_test();
     texdepth_test();
diff --git a/dlls/ddraw/tests/ddraw7.c b/dlls/ddraw/tests/ddraw7.c
index ec50fb8..d284c67 100644
--- a/dlls/ddraw/tests/ddraw7.c
+++ b/dlls/ddraw/tests/ddraw7.c
@@ -3384,6 +3384,154 @@ static void test_fog_special(void)
     DestroyWindow(window);
 }
 
+/* This test tests fog in combination with a right-handed projection matrix. */
+static void test_fog_righthanded(void)
+{
+    enum
+    {
+        COLOR_ALPHA_0x00 = 0x00000000,
+        COLOR_CLEAR      = 0xffff00ff,
+        COLOR_FOGGED     = 0x0000ff00,
+        COLOR_UNFOGGED   = 0x00ff0000
+    };
+
+    D3DCOLOR color;
+    HRESULT hr;
+    ULONG refcount;
+    BOOL has_table_fog_support;
+    unsigned int i;
+    HWND window;
+    IDirect3DDevice7 *device;
+    IDirectDrawSurface7 *rt;
+    D3DDEVICEDESC7 caps;
+
+    union
+    {
+        float f;
+        DWORD d;
+    } start, end;
+
+    static struct
+    {
+        struct vec3 position;
+        D3DCOLOR diffuse;
+        D3DCOLOR specular;
+    }
+    quad[] =
+    {
+        {{-1.0f,  1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f,  1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{-1.0f, -1.0f, 0.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+        {{ 1.0f, -1.0f, 1.0f}, COLOR_UNFOGGED, COLOR_ALPHA_0x00},
+    };
+    static const struct test_data_t
+    {
+        DWORD vertexmode, tablemode;
+        D3DCOLOR color_left, color_right;
+    }
+    test_data[] =
+    {
+        {D3DFOG_NONE,   D3DFOG_NONE,   COLOR_FOGGED,   COLOR_FOGGED},
+        {D3DFOG_LINEAR, D3DFOG_NONE,   COLOR_UNFOGGED, COLOR_FOGGED},
+        {D3DFOG_NONE,   D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+        {D3DFOG_LINEAR, D3DFOG_LINEAR, COLOR_UNFOGGED, COLOR_FOGGED},
+    };
+    static D3DMATRIX proj_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 D3DMATRIX view_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
+    };
+
+    window = CreateWindowA("static", "ddraw_test", WS_OVERLAPPEDWINDOW,
+            0, 0, 640, 480, 0, 0, 0, 0);
+
+    if (!(device = create_device(window, DDSCL_NORMAL)))
+    {
+        skip("Failed to create a 3D device, skipping test.\n");
+        DestroyWindow(window);
+        return;
+    }
+
+    memset(&caps, 0, sizeof(caps));
+    hr = IDirect3DDevice7_GetCaps(device, &caps);
+    ok(SUCCEEDED(hr), "IDirect3DDevice7_GetCaps failed, hr %#x.\n", hr);
+
+    has_table_fog_support = caps.dpcTriCaps.dwRasterCaps & D3DPRASTERCAPS_FOGTABLE;
+    if (!has_table_fog_support)
+        skip("No table fog support, skipping some fog tests.\n");
+
+    hr = IDirect3DDevice7_GetRenderTarget(device, &rt);
+    ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
+
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
+    ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGCOLOR, COLOR_FOGGED);
+    ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_LIGHTING, FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, D3DZB_FALSE);
+    ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#x.\n", hr);
+
+    start.f = 0.1f;
+    end.f = 0.9f;
+
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGSTART, start.d);
+    ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
+    hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGEND, end.d);
+    ok(SUCCEEDED(hr), "Failed to set fog end, 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_SetTransform(device, D3DTRANSFORMSTATE_VIEW, &view_mat);
+    ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr);
+
+    for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
+    {
+        if (test_data[i].tablemode != D3DFOG_NONE && !has_table_fog_support)
+            continue;
+
+        hr = IDirect3DDevice7_Clear(device, 0, NULL, D3DCLEAR_TARGET, COLOR_CLEAR, 1.0f, 0);
+        ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
+
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGVERTEXMODE, test_data[i].vertexmode);
+        ok(SUCCEEDED(hr), "Failed to set fog vertex mode, hr %#x.\n", hr);
+        hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGTABLEMODE, test_data[i].tablemode);
+        ok(SUCCEEDED(hr), "Failed to set fog table mode, 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 | D3DFVF_SPECULAR, quad, 4, 0);
+        ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
+        hr = IDirect3DDevice7_EndScene(device);
+        ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
+
+        /* Use 5% tolerance on the colors since there may be a gradient
+         * between left and right vertices. */
+        color = get_surface_color(rt, 10, 240);
+        ok(compare_color(color, test_data[i].color_left, 13),
+                "fog fvm%i ftm%i: got left color %08x, expected %08x+-5%%.\n",
+                test_data[i].vertexmode, test_data[i].tablemode, color, test_data[i].color_left);
+        color = get_surface_color(rt, 630, 240);
+        ok(compare_color(color, test_data[i].color_right, 13),
+                "fog fvm%i ftm%i: got right color %08x, expected %08x+-5%%.\n",
+                test_data[i].vertexmode, test_data[i].tablemode, color, test_data[i].color_right);
+    }
+
+    IDirectDrawSurface7_Release(rt);
+    refcount = IDirect3DDevice7_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+    DestroyWindow(window);
+}
 static void test_lighting_interface_versions(void)
 {
     IDirect3DDevice7 *device;
@@ -7671,6 +7819,7 @@ START_TEST(ddraw7)
     test_clear_rect_count();
     test_coop_level_versions();
     test_fog_special();
+    test_fog_righthanded();
     test_lighting_interface_versions();
     test_coop_level_activateapp();
     test_texturemanage();
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 34cc567..f158ee2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -5005,7 +5005,7 @@ static GLhandleARB shader_glsl_generate_ffp_vertex_shader(struct wined3d_shader_
                 /* Need to undo the [0.0 - 1.0] -> [-1.0 - 1.0] transformation from D3D to GL coordinates. */
                 shader_addline(buffer, "gl_FogFragCoord = gl_Position.z * 0.5 + 0.5;\n");
             else
-                shader_addline(buffer, "gl_FogFragCoord = ec_pos.z;\n");
+                shader_addline(buffer, "gl_FogFragCoord = abs(ec_pos.z);\n");
             break;
 
         default:
-- 
1.8.4.5




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