From ab1a53c1b9091a14454226b309b6aa8f0ebe5f3d Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Tue, 15 Jul 2014 08:43:56 +0200 Subject: [PATCH] d3d8/tests: Get rid of struct vertex. --- 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 e975e583684..552106609b8 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, -- 2.11.4.GIT