d3d/tests: Test fog interpolation.

oldstable
Stefan Dösinger 2014-11-12 00:18:05 +01:00 committed by Alexandre Julliard
parent a6f7b213af
commit 38548df04b
3 changed files with 415 additions and 0 deletions

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@ -5217,6 +5217,150 @@ done:
DestroyWindow(window);
}
static void fog_interpolation_test(void)
{
HRESULT hr;
IDirect3DDevice8 *device;
IDirect3D8 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000},
{{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000},
};
union
{
DWORD d;
float f;
} conv;
unsigned int i;
static const struct
{
D3DFOGMODE vfog, tfog;
D3DSHADEMODE shade;
D3DCOLOR middle_color;
BOOL todo;
}
tests[] =
{
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE},
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
};
static const D3DMATRIX ident_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
}}};
D3DCAPS8 caps;
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");
IDirect3D8_Release(d3d);
DestroyWindow(window);
return;
}
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_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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);
conv.f = 5.0;
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this,
* the drivers seem to use a static z = 1.0 input for the fog equation.
* The input value is independent of the actual z and w component of
* the vertex position. */
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, 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, 0x00808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade);
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));
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, 0, 240);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 320, 240);
if (tests[i].todo)
todo_wine ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
else
ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 639, 240);
ok(color_match(color, 0x0000fd02, 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);
}
refcount = IDirect3DDevice8_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D8_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER8 identifier;
@ -5267,4 +5411,5 @@ START_TEST(visual)
volume_v16u16_test();
add_dirty_rect_test();
test_3dc_formats();
fog_interpolation_test();
}

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@ -16820,6 +16820,150 @@ done:
DestroyWindow(window);
}
static void fog_interpolation_test(void)
{
HRESULT hr;
IDirect3DDevice9 *device;
IDirect3D9 *d3d;
ULONG refcount;
HWND window;
D3DCOLOR color;
static const struct
{
struct vec3 position;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000},
{{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000},
};
union
{
DWORD d;
float f;
} conv;
unsigned int i;
static const struct
{
D3DFOGMODE vfog, tfog;
D3DSHADEMODE shade;
D3DCOLOR middle_color;
BOOL todo;
}
tests[] =
{
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE},
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
};
static const D3DMATRIX ident_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
}}};
D3DCAPS9 caps;
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");
IDirect3D9_Release(d3d);
DestroyWindow(window);
return;
}
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_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
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);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
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);
conv.f = 5.0;
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGDENSITY, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly
* being set to an identity matrix, even though that's the default.
* (AMD Radeon X1600, AMD Radeon HD 6310, Windows 7). Without this,
* the drivers seem to use a static z = 1.0 input for the fog equation.
* The input value is independent of the actual z and w component of
* the vertex position. */
hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, 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, 0x00808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade);
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));
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, 0, 240);
ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 320, 240);
if (tests[i].todo)
todo_wine ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
else
ok(color_match(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
color = getPixelColor(device, 639, 240);
ok(color_match(color, 0x0000fd02, 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);
}
refcount = IDirect3DDevice9_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
IDirect3D9_Release(d3d);
DestroyWindow(window);
}
START_TEST(visual)
{
D3DADAPTER_IDENTIFIER9 identifier;
@ -16928,4 +17072,5 @@ START_TEST(visual)
stencil_cull_test();
test_per_stage_constant();
test_3dc_formats();
fog_interpolation_test();
}

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@ -7764,6 +7764,130 @@ static void test_surface_desc_lock(void)
DestroyWindow(window);
}
static void fog_interpolation_test(void)
{
HRESULT hr;
IDirect3DDevice7 *device;
IDirectDrawSurface7 *rt;
ULONG refcount;
HWND window;
D3DCOLOR color;
static struct
{
struct vec3 position;
D3DCOLOR diffuse;
D3DCOLOR specular;
}
quad[] =
{
{{-1.0f, -1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{-1.0f, 1.0f, 0.0f}, 0xffff0000, 0xff000000},
{{ 1.0f, -1.0f, 1.0f}, 0xffff0000, 0x00000000},
{{ 1.0f, 1.0f, 1.0f}, 0xffff0000, 0x00000000},
};
union
{
DWORD d;
float f;
} conv;
unsigned int i;
static const struct
{
D3DFOGMODE vfog, tfog;
D3DSHADEMODE shade;
D3DCOLOR middle_color;
BOOL todo;
}
tests[] =
{
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, FALSE},
{D3DFOG_NONE, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, FALSE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_FLAT, 0x00007f80, TRUE},
{D3DFOG_EXP, D3DFOG_NONE, D3DSHADE_GOURAUD, 0x00007f80, TRUE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_NONE, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_FLAT, 0x0000ea15, FALSE},
{D3DFOG_EXP, D3DFOG_EXP, D3DSHADE_GOURAUD, 0x0000ea15, FALSE},
};
D3DDEVICEDESC7 caps;
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;
}
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);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_ZENABLE, FALSE);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGENABLE, TRUE);
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);
conv.f = 5.0;
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_FOGDENSITY, conv.d);
ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR);
ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_TEXTUREFACTOR, 0x000000ff);
ok(SUCCEEDED(hr), "Failed to set render state, 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, 0x00808080, 0.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
hr = IDirect3DDevice7_SetRenderState(device, D3DRENDERSTATE_SHADEMODE, tests[i].shade);
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 | 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);
color = get_surface_color(rt, 0, 240);
ok(compare_color(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
color = get_surface_color(rt, 320, 240);
if (tests[i].todo)
todo_wine ok(compare_color(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
else
ok(compare_color(color, tests[i].middle_color, 2),
"Got unexpected color 0x%08x, case %u.\n", color, i);
color = get_surface_color(rt, 639, 240);
ok(compare_color(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i);
}
IDirectDrawSurface7_Release(rt);
refcount = IDirect3DDevice7_Release(device);
ok(!refcount, "Device has %u references left.\n", refcount);
DestroyWindow(window);
}
START_TEST(ddraw7)
{
HMODULE module = GetModuleHandleA("ddraw.dll");
@ -7850,4 +7974,5 @@ START_TEST(ddraw7)
test_lost_device();
test_resource_priority();
test_surface_desc_lock();
fog_interpolation_test();
}