text: /*
   * Copyright 2005, 2007-2008 Henri Verbeet
   * Copyright (C) 2007-2013 Stefan Dösinger(for CodeWeavers)
   * Copyright (C) 2008 Jason Green(for TransGaming)
   *
   * This library is free software; you can redistribute it and/or
   * modify it under the terms of the GNU Lesser General Public
   * License as published by the Free Software Foundation; either
   * version 2.1 of the License, or (at your option) any later version.
   *
   * This library is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
   * Lesser General Public License for more details.
   *
   * You should have received a copy of the GNU Lesser General Public
   * License along with this library; if not, write to the Free Software
   * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
   */
  
  /* This test framework allows limited testing of rendering results. Things are rendered, shown on
   * the framebuffer, read back from there and compared to expected colors.
   *
   * However, neither d3d nor opengl is guaranteed to be pixel exact, and thus the capability of this test
   * is rather limited. As a general guideline for adding tests, do not rely on corner pixels. Draw a big enough
   * area which shows specific behavior(like a quad on the whole screen), and try to get resulting colors with
   * all bits set or unset in all channels(like pure red, green, blue, white, black). Hopefully everything that
   * causes visible results in games can be tested in a way that does not depend on pixel exactness
   */
  
  #define COBJMACROS
  #include <d3d9.h>
  #include "wine/test.h"
  
  struct vec2
  {
      float x, y;
  };
  
  struct vec3
  {
      float x, y, z;
  };
  
  struct vec4
  {
      float x, y, z, w;
  };
  
  static HWND create_window(void)
  {
      WNDCLASSA wc = {0};
      HWND ret;
      wc.lpfnWndProc = DefWindowProcA;
      wc.lpszClassName = "d3d9_test_wc";
      RegisterClassA(&wc);
  
      ret = CreateWindowA("d3d9_test_wc", "d3d9_test", WS_SYSMENU | WS_POPUP,
              0, 0, 640, 480, 0, 0, 0, 0);
      ShowWindow(ret, SW_SHOW);
      return ret;
  }
  
  static BOOL color_match(D3DCOLOR c1, D3DCOLOR c2, BYTE max_diff)
  {
      if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
      c1 >>= 8; c2 >>= 8;
      if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
      c1 >>= 8; c2 >>= 8;
      if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
      c1 >>= 8; c2 >>= 8;
      if (abs((c1 & 0xff) - (c2 & 0xff)) > max_diff) return FALSE;
      return TRUE;
  }
  
  /* Locks a given surface and returns the color at (x,y).  It's the caller's
   * responsibility to only pass in lockable surfaces and valid x,y coordinates */
  static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y)
  {
      DWORD color;
      HRESULT hr;
      D3DSURFACE_DESC desc;
      RECT rectToLock = {x, y, x+1, y+1};
      D3DLOCKED_RECT lockedRect;
  
      hr = IDirect3DSurface9_GetDesc(surface, &desc);
      if(FAILED(hr))  /* This is not a test */
      {
          trace("Can't get the surface description, hr=%08x\n", hr);
          return 0xdeadbeef;
      }
  
      hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY);
      if(FAILED(hr))  /* This is not a test */
      {
          trace("Can't lock the surface, hr=%08x\n", hr);
          return 0xdeadbeef;
      }
      switch(desc.Format) {
          case D3DFMT_A8R8G8B8:
          {
              color = ((DWORD *) lockedRect.pBits)[0] & 0xffffffff;
              break;
          }
          default:
              trace("Error: unknown surface format: %d\n", desc.Format);
              color = 0xdeadbeef;
              break;
      }
      hr = IDirect3DSurface9_UnlockRect(surface);
      if(FAILED(hr))
      {
          trace("Can't unlock the surface, hr=%08x\n", hr);
      }
      return color;
  }
  
  static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
  {
      DWORD ret;
      IDirect3DSurface9 *surf = NULL, *target = NULL;
      HRESULT hr;
      D3DLOCKED_RECT lockedRect;
      RECT rectToLock = {x, y, x+1, y+1};
  
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 640, 480,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL);
      if (FAILED(hr) || !surf)
      {
          trace("Can't create an offscreen plain surface to read the render target data, hr=%08x\n", hr);
          return 0xdeadbeef;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
      if(FAILED(hr))
      {
          trace("Can't get the render target, hr=%08x\n", hr);
          ret = 0xdeadbeed;
          goto out;
      }
  
      hr = IDirect3DDevice9_GetRenderTargetData(device, target, surf);
      if (FAILED(hr))
      {
          trace("Can't read the render target data, hr=%08x\n", hr);
          ret = 0xdeadbeec;
          goto out;
      }
  
      hr = IDirect3DSurface9_LockRect(surf, &lockedRect, &rectToLock, D3DLOCK_READONLY);
      if(FAILED(hr))
      {
          trace("Can't lock the offscreen surface, hr=%08x\n", hr);
          ret = 0xdeadbeeb;
          goto out;
      }
  
      /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
       * really important for these tests
       */
      ret = ((DWORD *) lockedRect.pBits)[0] & 0x00ffffff;
      hr = IDirect3DSurface9_UnlockRect(surf);
      if(FAILED(hr))
      {
          trace("Can't unlock the offscreen surface, hr=%08x\n", hr);
      }
  
  out:
      if(target) IDirect3DSurface9_Release(target);
      if(surf) IDirect3DSurface9_Release(surf);
      return ret;
  }
  
  static IDirect3DDevice9 *create_device(IDirect3D9 *d3d, HWND device_window, HWND focus_window, BOOL windowed)
  {
      D3DPRESENT_PARAMETERS present_parameters = {0};
      IDirect3DDevice9 *device;
  
      present_parameters.Windowed = windowed;
      present_parameters.hDeviceWindow = device_window;
      present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      present_parameters.BackBufferWidth = 640;
      present_parameters.BackBufferHeight = 480;
      present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
      present_parameters.EnableAutoDepthStencil = TRUE;
      present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
  
      if (SUCCEEDED(IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, focus_window,
              D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device)))
          return device;
  
      return NULL;
  }
  
  static void cleanup_device(IDirect3DDevice9 *device)
  {
      if (device)
      {
          D3DPRESENT_PARAMETERS present_parameters;
          IDirect3DSwapChain9 *swapchain;
          ULONG ref;
  
          IDirect3DDevice9_GetSwapChain(device, 0, &swapchain);
          IDirect3DSwapChain9_GetPresentParameters(swapchain, &present_parameters);
          IDirect3DSwapChain9_Release(swapchain);
          ref = IDirect3DDevice9_Release(device);
          ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref);
          DestroyWindow(present_parameters.hDeviceWindow);
      }
  }
  
  static void test_sanity(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      color = getPixelColor(device, 1, 1);
      ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 0.0, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      color = getPixelColor(device, 639, 479);
      ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color);
  
      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);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void lighting_test(void)
  {
      DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL;
      DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE;
      IDirect3DDevice9 *device;
      D3DMATERIAL9 material;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const D3DMATRIX 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 struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      unlitquad[] =
      {
          {{-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},
      },
      lighting_test[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x8000ff00},
          {{ 1.0f, -1.0f, 0.1f}, 0x80000000},
          {{-1.0f,  1.0f, 0.1f}, 0x8000ff00},
          {{ 1.0f,  1.0f, 0.1f}, 0x80000000},
      };
      static const struct
      {
          struct vec3 position;
          struct vec3 normal;
          DWORD diffuse;
      }
      unlitnquad[] =
      {
          {{0.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
          {{0.0f,  0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
          {{1.0f,  0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
          {{1.0f, -1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xff0000ff},
      },
      litnquad[] =
      {
          {{0.0f,  0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
          {{0.0f,  1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
          {{1.0f,  1.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
          {{1.0f,  0.0f, 0.1f}, {1.0f, 1.0f, 1.0f}, 0xffffff00},
      };
      static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      /* Setup some states that may cause issues */
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_VIEW, &mat);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &mat);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, fvf);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      /* No lights are defined... That means, lit vertices should be entirely black */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
      ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, nfvf);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, TRUE);
      ok(SUCCEEDED(hr), "Failed to enable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
      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, 160, 360); /* Lower left quad - unlit without normals */
      ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color);
      color = getPixelColor(device, 160, 120); /* Upper left quad - lit without normals */
      ok(color == 0x00000000, "Lit quad without normals has color 0x%08x, expected 0x00000000.\n", color);
      color = getPixelColor(device, 480, 360); /* Lower left quad - unlit with normals */
      ok(color == 0x000000ff, "Unlit quad with normals has color 0x%08x, expected 0x000000ff.\n", color);
      color = getPixelColor(device, 480, 120); /* Upper left quad - lit with normals */
      ok(color == 0x00000000, "Lit quad with normals has color 0x%08x, expected 0x00000000.\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      memset(&material, 0, sizeof(material));
      material.Diffuse.r = 0.0;
      material.Diffuse.g = 0.0;
      material.Diffuse.b = 0.0;
      material.Diffuse.a = 1.0;
      material.Ambient.r = 0.0;
      material.Ambient.g = 0.0;
      material.Ambient.b = 0.0;
      material.Ambient.a = 0.0;
      material.Specular.r = 0.0;
      material.Specular.g = 0.0;
      material.Specular.b = 0.0;
      material.Specular.a = 0.0;
      material.Emissive.r = 0.0;
      material.Emissive.g = 0.0;
      material.Emissive.b = 0.0;
      material.Emissive.a = 0.0;
      material.Power = 0.0;
      hr = IDirect3DDevice9_SetMaterial(device, &material);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, lighting_test, sizeof(lighting_test[0]));
      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, 320, 240);
      ok(color == 0x00ffffff, "Lit vertex alpha test returned color %08x, expected 0x00ffffff\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void clear_test(void)
  {
      /* Tests the correctness of clearing parameters */
      HRESULT hr;
      D3DRECT rect[2];
      D3DRECT rect_negneg;
      DWORD color;
      D3DVIEWPORT9 old_vp, vp;
      RECT scissor;
      DWORD oldColorWrite;
      BOOL invalid_clear_failed = FALSE;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      /* Positive x, negative y */
      rect[0].x1 = 0;
      rect[0].y1 = 480;
      rect[0].x2 = 320;
      rect[0].y2 = 240;
  
      /* Positive x, positive y */
      rect[1].x1 = 0;
      rect[1].y1 = 0;
      rect[1].x2 = 320;
      rect[1].y2 = 240;
      /* Clear 2 rectangles with one call. The refrast returns an error in this case, every real driver tested so far
       * returns D3D_OK, but ignores the rectangle silently
       */
      hr = IDirect3DDevice9_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
  
      /* negative x, negative y */
      rect_negneg.x1 = 640;
      rect_negneg.y1 = 240;
      rect_negneg.x2 = 320;
      rect_negneg.y2 = 0;
      hr = IDirect3DDevice9_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      if(hr == D3DERR_INVALIDCALL) invalid_clear_failed = TRUE;
  
      color = getPixelColor(device, 160, 360); /* lower left quad */
      ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color);
      color = getPixelColor(device, 160, 120); /* upper left quad */
      if(invalid_clear_failed) {
          /* If the negative rectangle was refused, the other rectangles in the list shouldn't be cleared either */
          ok(color == 0x00ffffff, "Clear rectangle 1(pos, pos) has color %08x\n", color);
      } else {
          /* If the negative rectangle was dropped silently, the correct ones are cleared */
          ok(color == 0x00ff0000, "Clear rectangle 1(pos, pos) has color %08x\n", color);
      }
      color = getPixelColor(device, 480, 360); /* lower right quad  */
      ok(color == 0x00ffffff, "Clear rectangle 4(NULL) has color %08x\n", color);
      color = getPixelColor(device, 480, 120); /* upper right quad */
      ok(color == 0x00ffffff, "Clear rectangle 4(neg, neg) has color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* Hack to work around a nvidia windows driver bug. The clear below is supposed to
       * clear the red quad in the top left part of the render target. For some reason it
       * doesn't work if the clear color is 0xffffffff on some versions of the Nvidia Windows
       * driver(tested on 8.17.12.5896, Win7). A clear with a different color works around
       * this bug and fixes the clear with the white color. Even 0xfeffffff works, but let's
       * pick some obvious value
       */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbabe, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      /* Test how the viewport affects clears */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetViewport(device, &old_vp);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetViewport failed with %08x\n", hr);
  
      vp.X = 160;
      vp.Y = 120;
      vp.Width = 160;
      vp.Height = 120;
      vp.MinZ = 0.0;
      vp.MaxZ = 1.0;
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      vp.X = 320;
      vp.Y = 240;
      vp.Width = 320;
      vp.Height = 240;
      vp.MinZ = 0.0;
      vp.MaxZ = 1.0;
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
      rect[0].x1 = 160;
      rect[0].y1 = 120;
      rect[0].x2 = 480;
      rect[0].y2 = 360;
      hr = IDirect3DDevice9_Clear(device, 1, &rect[0], D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetViewport(device, &old_vp);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
  
      color = getPixelColor(device, 158, 118);
      ok(color == 0x00ffffff, "(158,118) has color %08x\n", color);
      color = getPixelColor(device, 162, 118);
      ok(color == 0x00ffffff, "(162,118) has color %08x\n", color);
      color = getPixelColor(device, 158, 122);
      ok(color == 0x00ffffff, "(158,122) has color %08x\n", color);
      color = getPixelColor(device, 162, 122);
      ok(color == 0x000000ff, "(162,122) has color %08x\n", color);
  
      color = getPixelColor(device, 318, 238);
      ok(color == 0x000000ff, "(318,238) has color %08x\n", color);
      color = getPixelColor(device, 322, 238);
      ok(color == 0x00ffffff, "(322,328) has color %08x\n", color);
      color = getPixelColor(device, 318, 242);
      ok(color == 0x00ffffff, "(318,242) has color %08x\n", color);
      color = getPixelColor(device, 322, 242);
      ok(color == 0x0000ff00, "(322,242) has color %08x\n", color);
  
      color = getPixelColor(device, 478, 358);
      ok(color == 0x0000ff00, "(478,358 has color %08x\n", color);
      color = getPixelColor(device, 482, 358);
      ok(color == 0x00ffffff, "(482,358) has color %08x\n", color);
      color = getPixelColor(device, 478, 362);
      ok(color == 0x00ffffff, "(478,362) has color %08x\n", color);
      color = getPixelColor(device, 482, 362);
      ok(color == 0x00ffffff, "(482,362) has color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      scissor.left = 160;
      scissor.right = 480;
      scissor.top = 120;
      scissor.bottom = 360;
      hr = IDirect3DDevice9_SetScissorRect(device, &scissor);
      ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 1, &rect[1], D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
  
      color = getPixelColor(device, 158, 118);
      ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
      color = getPixelColor(device, 162, 118);
      ok(color == 0x00ffffff, "Pixel 162/118 has color %08x\n", color);
      color = getPixelColor(device, 158, 122);
      ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
      color = getPixelColor(device, 162, 122);
      ok(color == 0x00ff0000, "Pixel 162/122 has color %08x\n", color);
  
      color = getPixelColor(device, 158, 358);
      ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
      color = getPixelColor(device, 162, 358);
      ok(color == 0x0000ff00, "Pixel 162/358 has color %08x\n", color);
      color = getPixelColor(device, 158, 358);
      ok(color == 0x00ffffff, "Pixel 158/358 has color %08x\n", color);
      color = getPixelColor(device, 162, 362);
      ok(color == 0x00ffffff, "Pixel 162/362 has color %08x\n", color);
  
      color = getPixelColor(device, 478, 118);
      ok(color == 0x00ffffff, "Pixel 158/118 has color %08x\n", color);
      color = getPixelColor(device, 478, 122);
      ok(color == 0x0000ff00, "Pixel 162/118 has color %08x\n", color);
      color = getPixelColor(device, 482, 122);
      ok(color == 0x00ffffff, "Pixel 158/122 has color %08x\n", color);
      color = getPixelColor(device, 482, 358);
      ok(color == 0x00ffffff, "Pixel 162/122 has color %08x\n", color);
  
      color = getPixelColor(device, 478, 358);
      ok(color == 0x0000ff00, "Pixel 478/358 has color %08x\n", color);
      color = getPixelColor(device, 478, 362);
      ok(color == 0x00ffffff, "Pixel 478/118 has color %08x\n", color);
      color = getPixelColor(device, 482, 358);
      ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
      color = getPixelColor(device, 482, 362);
      ok(color == 0x00ffffff, "Pixel 482/122 has color %08x\n", color);
  
      color = getPixelColor(device, 318, 238);
      ok(color == 0x00ff0000, "Pixel 318/238 has color %08x\n", color);
      color = getPixelColor(device, 318, 242);
      ok(color == 0x0000ff00, "Pixel 318/242 has color %08x\n", color);
      color = getPixelColor(device, 322, 238);
      ok(color == 0x0000ff00, "Pixel 322/238 has color %08x\n", color);
      color = getPixelColor(device, 322, 242);
      ok(color == 0x0000ff00, "Pixel 322/242 has color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_GetRenderState(device, D3DRS_COLORWRITEENABLE, &oldColorWrite);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderState failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
  
      /* Same nvidia windows driver trouble with white clears as earlier in the same test */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xdeadbeef, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, oldColorWrite);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with %08x\n", hr);
  
      /* Colorwriteenable does not affect the clear */
      color = getPixelColor(device, 320, 240);
      ok(color == 0x00ffffff, "Color write protected clear returned color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      rect[0].x1 = 0;
      rect[0].y1 = 0;
      rect[0].x2 = 640;
      rect[0].y2 = 480;
      hr = IDirect3DDevice9_Clear(device, 0, rect, D3DCLEAR_TARGET, 0x00ff0000, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1),
              "Clear with count = 0, rect != NULL has color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
              "Clear with count = 1, rect = NULL has color %08x\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void color_fill_test(void)
  {
      IDirect3DSurface9 *offscreen_surface;
      IDirect3DSurface9 *backbuffer;
      IDirect3DSurface9 *rt_surface;
      D3DCOLOR fill_color, color;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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;
      }
  
      /* Test ColorFill on a the backbuffer (should pass) */
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
  
      fill_color = 0x112233;
      hr = IDirect3DDevice9_ColorFill(device, backbuffer, NULL, fill_color);
      ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
  
      color = getPixelColor(device, 0, 0);
      ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
  
      IDirect3DSurface9_Release(backbuffer);
  
      /* Test ColorFill on a render target surface (should pass) */
      hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &rt_surface, NULL );
      ok(hr == D3D_OK, "Unable to create render target surface, hr = %08x\n", hr);
  
      fill_color = 0x445566;
      hr = IDirect3DDevice9_ColorFill(device, rt_surface, NULL, fill_color);
      ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
  
      color = getPixelColorFromSurface(rt_surface, 0, 0);
      ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
  
      IDirect3DSurface9_Release(rt_surface);
  
      /* Test ColorFill on an offscreen plain surface in D3DPOOL_DEFAULT (should pass) */
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen_surface, NULL);
      ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
  
      fill_color = 0x778899;
      hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, fill_color);
      ok(SUCCEEDED(hr), "Color fill failed, hr %#x.\n", hr);
  
      color = getPixelColorFromSurface(offscreen_surface, 0, 0);
      ok(color == fill_color, "Expected color %08x, got %08x\n", fill_color, color);
  
      IDirect3DSurface9_Release(offscreen_surface);
  
      /* Try ColorFill on an offscreen surface in sysmem (should fail) */
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &offscreen_surface, NULL);
      ok(hr == D3D_OK, "Unable to create offscreen plain surface, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_ColorFill(device, offscreen_surface, NULL, 0);
      ok(hr == D3DERR_INVALIDCALL, "ColorFill on offscreen sysmem surface failed with hr = %08x\n", hr);
  
      IDirect3DSurface9_Release(offscreen_surface);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  /*
   *  c7      mova    ARGB            mov     ARGB
   * -2.4     -2      0x00ffff00      -3      0x00ff0000
   * -1.6     -2      0x00ffff00      -2      0x00ffff00
   * -0.4      0      0x0000ffff      -1      0x0000ff00
   *  0.4      0      0x0000ffff       0      0x0000ffff
   *  1.6      2      0x00ff00ff       1      0x000000ff
   *  2.4      2      0x00ff00ff       2      0x00ff00ff
   */
  static void test_mova(void)
  {
      IDirect3DVertexDeclaration9 *vertex_declaration;
      IDirect3DVertexShader9 *mova_shader;
      IDirect3DVertexShader9 *mov_shader;
      IDirect3DDevice9 *device;
      unsigned int i, j;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const DWORD mova_test[] =
      {
          0xfffe0200,                                                             /* vs_2_0                       */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
          0x05000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0   */
          0x05000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0   */
          0x05000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0   */
          0x05000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0   */
          0x05000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0   */
          0x05000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0   */
          0x05000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0   */
          0x0200002e, 0xb0010000, 0xa0000007,                                     /* mova a0.x, c7.x              */
          0x03000001, 0xd00f0000, 0xa0e42003, 0xb0000000,                         /* mov oD0, c[a0.x + 3]         */
          0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
          0x0000ffff                                                              /* END                          */
      };
      static const DWORD mov_test[] =
      {
          0xfffe0101,                                                             /* vs_1_1                       */
          0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0   */
          0x00000051, 0xa00f0001, 0x3f800000, 0x3f800000, 0x00000000, 0x3f800000, /* def c1, 1.0, 1.0, 0.0, 1.0   */
          0x00000051, 0xa00f0002, 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, /* def c2, 0.0, 1.0, 0.0, 1.0   */
          0x00000051, 0xa00f0003, 0x00000000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c3, 0.0, 1.0, 1.0, 1.0   */
          0x00000051, 0xa00f0004, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c4, 0.0, 0.0, 1.0, 1.0   */
          0x00000051, 0xa00f0005, 0x3f800000, 0x00000000, 0x3f800000, 0x3f800000, /* def c5, 1.0, 0.0, 1.0, 1.0   */
          0x00000051, 0xa00f0006, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, /* def c6, 1.0, 1.0, 1.0, 1.0   */
          0x00000001, 0xb0010000, 0xa0000007,                                     /* mov a0.x, c7.x               */
          0x00000001, 0xd00f0000, 0xa0e42003,                                     /* mov oD0, c[a0.x + 3]         */
          0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
          0x0000ffff                                                              /* END                          */
      };
      static const struct
      {
          float in[4];
          DWORD out;
      }
      test_data[2][6] =
      {
          {
              {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff0000},
              {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
              {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ff00},
              {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
              {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x000000ff},
              {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
          },
          {
              {{-2.4f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
              {{-1.6f, 0.0f, 0.0f, 0.0f}, 0x00ffff00},
              {{-0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
              {{ 0.4f, 0.0f, 0.0f, 0.0f}, 0x0000ffff},
              {{ 1.6f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff},
              {{ 2.4f, 0.0f, 0.0f, 0.0f}, 0x00ff00ff}
          }
      };
      static const struct vec3 quad[] =
      {
          {-1.0f, -1.0f, 0.0f},
          {-1.0f,  1.0f, 0.0f},
          { 1.0f, -1.0f, 0.0f},
          { 1.0f,  1.0f, 0.0f},
      };
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          D3DDECL_END()
      };
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No vs_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexShader(device, mova_test, &mova_shader);
      ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, mov_test, &mov_shader);
      ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
      ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, mov_shader);
      ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
      for (j = 0; j < sizeof(test_data) / sizeof(*test_data); ++j)
      {
          for (i = 0; i < sizeof(*test_data) / sizeof(**test_data); ++i)
          {
              DWORD color;
  
              hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, test_data[j][i].in, 1);
              ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_BeginScene(device);
              ok(SUCCEEDED(hr), "BeginScene failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
              ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_EndScene(device);
              ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
  
              color = getPixelColor(device, 320, 240);
              ok(color == test_data[j][i].out, "Expected color %08x, got %08x (for input %f, instruction %s)\n",
                 test_data[j][i].out, color, test_data[j][i].in[0], j == 0 ? "mov" : "mova");
  
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
              ok(SUCCEEDED(hr), "Present failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
              ok(SUCCEEDED(hr), "Clear failed (%08x)\n", hr);
          }
          hr = IDirect3DDevice9_SetVertexShader(device, mova_shader);
          ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
      }
  
      IDirect3DVertexDeclaration9_Release(vertex_declaration);
      IDirect3DVertexShader9_Release(mova_shader);
      IDirect3DVertexShader9_Release(mov_shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fog_test(void)
  {
      float start = 0.0f, end = 1.0f;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      int i;
  
      /* Gets full z based fog with linear fog, no fog with specular color. */
      static const struct
      {
          float x, y, z;
          D3DCOLOR diffuse;
          D3DCOLOR specular;
      }
      untransformed_1[] =
      {
          {-1.0f, -1.0f, 0.1f,    0xffff0000, 0xff000000},
          {-1.0f,  0.0f, 0.1f,    0xffff0000, 0xff000000},
          { 0.0f,  0.0f, 0.1f,    0xffff0000, 0xff000000},
          { 0.0f, -1.0f, 0.1f,    0xffff0000, 0xff000000},
      },
      /* Ok, I am too lazy to deal with transform matrices. */
      untransformed_2[] =
      {
          {-1.0f,  0.0f, 1.0f,    0xffff0000, 0xff000000},
          {-1.0f,  1.0f, 1.0f,    0xffff0000, 0xff000000},
          { 0.0f,  1.0f, 1.0f,    0xffff0000, 0xff000000},
          { 0.0f,  0.0f, 1.0f,    0xffff0000, 0xff000000},
      },
      untransformed_3[] =
      {
          {-1.0f, -1.0f, 0.4999f, 0xffff0000, 0xff000000},
          {-1.0f,  1.0f, 0.4999f, 0xffff0000, 0xff000000},
          { 1.0f, -1.0f, 0.4999f, 0xffff0000, 0xff000000},
          { 1.0f,  1.0f, 0.4999f, 0xffff0000, 0xff000000},
      },
      far_quad1[] =
      {
          {-1.0f, -1.0f, 0.5f,    0xffff0000, 0xff000000},
          {-1.0f,  0.0f, 0.5f,    0xffff0000, 0xff000000},
          { 0.0f,  0.0f, 0.5f,    0xffff0000, 0xff000000},
          { 0.0f, -1.0f, 0.5f,    0xffff0000, 0xff000000},
      },
      far_quad2[] =
      {
          {-1.0f,  0.0f, 1.5f,    0xffff0000, 0xff000000},
          {-1.0f,  1.0f, 1.5f,    0xffff0000, 0xff000000},
          { 0.0f,  1.0f, 1.5f,    0xffff0000, 0xff000000},
          { 0.0f,  0.0f, 1.5f,    0xffff0000, 0xff000000},
      };
      /* Untransformed ones. Give them a different diffuse color to make the
       * test look nicer. It also makes making sure that they are drawn
       * correctly easier. */
      static const struct
      {
          float x, y, z, rhw;
          D3DCOLOR diffuse;
          D3DCOLOR specular;
      }
      transformed_1[] =
      {
          {320.0f,   0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {640.0f,   0.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
      },
      transformed_2[] =
      {
          {320.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {640.0f, 240.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {640.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
          {320.0f, 480.0f, 1.0f, 1.0f, 0xffffff00, 0xff000000},
      };
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      rev_fog_quads[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x000000ff},
          {{-1.0f,  0.0f, 0.1f}, 0x000000ff},
          {{ 0.0f,  0.0f, 0.1f}, 0x000000ff},
          {{ 0.0f, -1.0f, 0.1f}, 0x000000ff},
  
          {{ 0.0f, -1.0f, 0.9f}, 0x000000ff},
          {{ 0.0f,  0.0f, 0.9f}, 0x000000ff},
          {{ 1.0f,  0.0f, 0.9f}, 0x000000ff},
          {{ 1.0f, -1.0f, 0.9f}, 0x000000ff},
  
          {{ 0.0f,  0.0f, 0.4f}, 0x000000ff},
          {{ 0.0f,  1.0f, 0.4f}, 0x000000ff},
          {{ 1.0f,  1.0f, 0.4f}, 0x000000ff},
          {{ 1.0f,  0.0f, 0.4f}, 0x000000ff},
  
          {{-1.0f,  0.0f, 0.7f}, 0x000000ff},
          {{-1.0f,  1.0f, 0.7f}, 0x000000ff},
          {{ 0.0f,  1.0f, 0.7f}, 0x000000ff},
          {{ 0.0f,  0.0f, 0.7f}, 0x000000ff},
      };
      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
      }}};
      static const D3DMATRIX world_mat1 =
      {{{
          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, -0.5f, 1.0f
      }}};
      static const D3DMATRIX world_mat2 =
      {{{
          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,  1.0f, 1.0f
      }}};
      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, -1.0f, 1.0f
      }}};
      static const WORD Indices[] = {0, 1, 2, 2, 3, 0};
      static const WORD Indices2[] =
      {
           0,  1,  2,  2,  3,  0,
           4,  5,  6,  6,  7,  4,
           8,  9, 10, 10, 11,  8,
          12, 13, 14, 14, 15, 12,
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      /* Setup initial states: No lighting, fog on, fog color */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "Turning off lighting returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
      ok(hr == D3D_OK, "Turning on fog calculations returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
      ok(hr == D3D_OK, "Setting fog color returned %#08x\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 HD 6310, Windows 7) */
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
      ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
  
      /* First test: Both table fog and vertex fog off */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
      ok(hr == D3D_OK, "Turning off table fog returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
      ok(hr == D3D_OK, "Turning off vertex fog returned %08x\n", hr);
  
      /* Start = 0, end = 1. Should be default, but set them */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
      ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
      ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      /* Untransformed, vertex fog = NONE, table fog = NONE:
       * Read the fog weighting from the specular color. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* That makes it use the Z value */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
      ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
      /* Untransformed, vertex fog != none (or table fog != none):
       * Use the Z value as input into the equation. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* transformed verts */
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      /* Transformed, vertex fog != NONE, pixel fog == NONE:
       * Use specular color alpha component. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
      ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr);
      /* Transformed, table fog != none, vertex anything:
       * Use Z value as input to the fog equation. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
  
      color = getPixelColor(device, 160, 360);
      ok(color == 0x00ff0000, "Untransformed vertex with no table or vertex fog has color %08x\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with linear vertex fog has color %08x\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
      if(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
      {
          color = getPixelColor(device, 480, 360);
          ok(color_match(color, 0x0000ff00, 1), "Transformed vertex with linear table fog has color %08x\n", color);
      }
      else
      {
          /* Without fog table support the vertex fog is still applied, even though table fog is turned on.
           * The settings above result in no fogging with vertex fog
           */
          color = getPixelColor(device, 480, 120);
          ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
          trace("Info: Table fog not supported by this device\n");
      }
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* Now test the special case fogstart == fogend */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      start = 512;
      end = 512;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start));
      ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end));
      ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
  
      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_FOGVERTEXMODE, D3DFOG_LINEAR);
      ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
      ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr);
  
      /* Untransformed vertex, z coord = 0.1, fogstart = 512, fogend = 512.
       * Would result in a completely fog-free primitive because start > zcoord,
       * but because start == end, the primitive is fully covered by fog. The
       * same happens to the 2nd untransformed quad with z = 1.0. The third
       * transformed quad remains unfogged because the fogcoords are read from
       * the specular color and has fixed fogstart and fogend. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      /* Transformed, vertex fog != NONE, pixel fog == NONE:
       * Use specular color alpha component. */
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0]));
      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, 160, 360);
      ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 0.1 has color %08x\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color_match(color, 0x0000ff00, 1), "Untransformed vertex with vertex fog and z = 1.0 has color %08x\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x00ffff00, "Transformed vertex with linear vertex fog has color %08x\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* Test "reversed" fog without shaders. With shaders this fails on a few Windows D3D implementations,
       * but without shaders it seems to work everywhere
       */
      end = 0.2;
      start = 0.8;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
      ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
      ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok( hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      /* Test reversed fog without shaders. ATI cards have problems with reversed fog and shaders, so
       * it doesn't seem very important for games. ATI cards also have problems with reversed table fog,
       * so skip this for now
       */
      for(i = 0; i < 1 /*2 - Table fog test disabled, fails on ATI */; i++) {
          const char *mode = (i ? "table" : "vertex");
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, i == 0 ? D3DFOG_LINEAR : D3DFOG_NONE);
          ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, i == 0 ? D3DFOG_NONE : D3DFOG_LINEAR);
          ok( hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 16 /* NumVerts */,
                  8 /* PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads, sizeof(rev_fog_quads[0]));
          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, 160, 360);
          ok(color_match(color, 0x0000ff00, 1),
                  "Reversed %s fog: z=0.1 has color 0x%08x, expected 0x0000ff00 or 0x0000fe00\n", mode, color);
  
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x2b, 0xd4), 2),
                  "Reversed %s fog: z=0.7 has color 0x%08x\n", mode, color);
  
          color = getPixelColor(device, 480, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xaa, 0x55), 2),
                  "Reversed %s fog: z=0.4 has color 0x%08x\n", mode, color);
  
          color = getPixelColor(device, 480, 360);
          ok(color == 0x000000ff, "Reversed %s fog: z=0.9 has color 0x%08x, expected 0x000000ff\n", mode, color);
  
          IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
          if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) {
              skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping reversed table fog test\n");
              break;
          }
      }
  
      if (caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)
      {
          /* A simple fog + non-identity world matrix test */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform returned %#08x\n", hr);
  
          start = 0.0;
          end = 1.0;
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *)&start));
          ok(hr == D3D_OK, "Setting fog start returned %08x\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *)&end));
          ok(hr == D3D_OK, "Setting fog end returned %08x\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
          ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
          ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %#08x\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
          ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
                  2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
                  2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0]));
          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, 160, 360);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 4),
                  "Unfogged quad has color %08x\n", color);
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Fogged out quad has color %08x\n", color);
  
          IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
          /* Test fog behavior with an orthogonal (but non-identity) projection matrix */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2);
          ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &proj_mat);
          ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
          ok(hr == D3D_OK, "Clear returned %#08x\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
          ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
                  2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4,
                  2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0]));
          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, 160, 360);
          ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color);
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Fogged out quad has color %08x\n", color);
  
          IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_WORLDMATRIX(0), &ident_mat);
          ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
          ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr);
      }
      else
      {
          skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
      }
  
      /* Test RANGEFOG vs FOGTABLEMODE */
      if ((caps.RasterCaps & (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE)) ==
              (D3DPRASTERCAPS_FOGTABLE | D3DPRASTERCAPS_FOGRANGE))
      {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, TRUE);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
  
          /* z=0.4999, set the fogstart to 0.5 and fogend slightly higher. If range fog
           * is not used, the fog coordinate will be equal to fogstart and the quad not
           * fogged. If range fog is used the fog coordinate will be slightly higher and
           * the fog coordinate will be > fogend, so we get a fully fogged quad. The fog
           * is calculated per vertex and interpolated, so even the center of the screen
           * where the difference doesn't matter will be fogged, but check the corners in
           * case a d3d/gl implementation decides to calculate the fog factor per fragment */
          start = 0.5f;
          end = 0.50001f;
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start));
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end));
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
  
          /* Table fog: Range fog is not used */
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR);
          ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog table mode, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
                  untransformed_3, sizeof(*untransformed_3));
          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, 10, 10);
          ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 630, 10);
          ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 10, 470);
          ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 630, 470);
          ok(color == 0x00ff0000, "Rangefog with table fog returned color 0x%08x\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
  
          /* Vertex fog: Rangefog is used */
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
          ok(SUCCEEDED(hr), "Failed to set D3DFOG_NONE fog table mode, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR);
          ok(SUCCEEDED(hr), "Failed to set D3DFOG_LINEAR fog vertex mode, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
                  untransformed_3, sizeof(*untransformed_3));
          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, 10, 10);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Rangefog with vertex fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 630, 10);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Rangefog with vertex fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 10, 470);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Rangefog with vertex fog returned color 0x%08x\n", color);
          color = getPixelColor(device, 630, 470);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1),
                  "Rangefog with vertex fog returned color 0x%08x\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_RANGEFOGENABLE, FALSE);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      }
      else
      {
          skip("Range fog or table fog not supported, skipping range fog tests\n");
      }
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  /* This test verifies the behaviour of cube maps wrt. texture wrapping.
   * D3D cube map wrapping always behaves like GL_CLAMP_TO_EDGE,
   * regardless of the actual addressing mode set. The way this test works is
   * that we sample in one of the corners of the cubemap with filtering enabled,
   * and check the interpolated color. There are essentially two reasonable
   * things an implementation can do: Either pick one of the faces and
   * interpolate the edge texel with itself (i.e., clamp within the face), or
   * interpolate between the edge texels of the three involved faces. It should
   * never involve the border color or the other side (texcoord wrapping) of a
   * face in the interpolation. */
  static void test_cube_wrap(void)
  {
      IDirect3DVertexDeclaration9 *vertex_declaration;
      IDirect3DSurface9 *face_surface, *surface;
      IDirect3DCubeTexture9 *texture;
      D3DLOCKED_RECT locked_rect;
      IDirect3DDevice9 *device;
      unsigned int x, y, face;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const float quad[][6] =
      {
          {-1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
          {-1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
          { 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
          { 1.0f,  1.0f, 0.0f, 1.0f, 1.0f, 1.0f},
      };
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
      static const struct
      {
          D3DTEXTUREADDRESS mode;
          const char *name;
      }
      address_modes[] =
      {
          {D3DTADDRESS_WRAP,       "D3DTADDRESS_WRAP"},
          {D3DTADDRESS_MIRROR,     "D3DTADDRESS_MIRROR"},
          {D3DTADDRESS_CLAMP,      "D3DTADDRESS_CLAMP"},
          {D3DTADDRESS_BORDER,     "D3DTADDRESS_BORDER"},
          {D3DTADDRESS_MIRRORONCE, "D3DTADDRESS_MIRRORONCE"},
      };
  
      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, hr %#x.\n", hr);
      if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP))
      {
          skip("No cube texture support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
      ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 128, 128,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surface, NULL);
      ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8,
              D3DPOOL_DEFAULT, &texture, NULL);
      ok(SUCCEEDED(hr), "CreateCubeTexture failed (0x%08x)\n", hr);
  
      hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
  
      for (y = 0; y < 128; ++y)
      {
          DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
          for (x = 0; x < 64; ++x)
          {
              *ptr++ = 0xff0000ff;
          }
          for (x = 64; x < 128; ++x)
          {
              *ptr++ = 0xffff0000;
          }
      }
  
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
  
      hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, 0, 0, &face_surface);
      ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
      ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
  
      IDirect3DSurface9_Release(face_surface);
  
      hr = IDirect3DSurface9_LockRect(surface, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
  
      for (y = 0; y < 128; ++y)
      {
          DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
          for (x = 0; x < 64; ++x)
          {
              *ptr++ = 0xffff0000;
          }
          for (x = 64; x < 128; ++x)
          {
              *ptr++ = 0xff0000ff;
          }
      }
  
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
  
      /* Create cube faces */
      for (face = 1; face < 6; ++face)
      {
          hr= IDirect3DCubeTexture9_GetCubeMapSurface(texture, face, 0, &face_surface);
          ok(SUCCEEDED(hr), "GetCubeMapSurface failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_UpdateSurface(device, surface, NULL, face_surface, NULL);
          ok(SUCCEEDED(hr), "UpdateSurface failed (0x%08x)\n", hr);
  
          IDirect3DSurface9_Release(face_surface);
      }
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_BORDERCOLOR, 0xff00ff00);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_BORDERCOLOR failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      for (x = 0; x < (sizeof(address_modes) / sizeof(*address_modes)); ++x)
      {
          DWORD color;
  
          hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, address_modes[x].mode);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU (%s) failed (0x%08x)\n", address_modes[x].name, hr);
          hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, address_modes[x].mode);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV (%s) failed (0x%08x)\n", address_modes[x].name, hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
  
          color = getPixelColor(device, 320, 240);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
                  "Got color 0x%08x for addressing mode %s, expected 0x000000ff.\n",
                  color, address_modes[x].name);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
          ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
      }
  
      IDirect3DVertexDeclaration9_Release(vertex_declaration);
      IDirect3DCubeTexture9_Release(texture);
      IDirect3DSurface9_Release(surface);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void offscreen_test(void)
  {
      IDirect3DSurface9 *backbuffer, *offscreen;
      IDirect3DTexture9 *offscreenTexture;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const float quad[][5] =
      {
          {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
          {-0.5f,  0.5f, 0.1f, 0.0f, 1.0f},
          { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
          { 0.5f,  0.5f, 0.1f, 1.0f, 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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
      ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
      if (!offscreenTexture)
      {
          trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5.\n");
          hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
                  D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
          if (!offscreenTexture)
          {
              skip("Cannot create an offscreen render target.\n");
              IDirect3DDevice9_Release(device);
              goto done;
          }
      }
  
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
  
      hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
      ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      /* Draw without textures - Should result in a white quad. */
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
  
      /* This time with the texture. */
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
      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);
  
      /* Center quad - should be white */
      color = getPixelColor(device, 320, 240);
      ok(color == 0x00ffffff, "Offscreen failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
      /* Some quad in the cleared part of the texture */
      color = getPixelColor(device, 170, 240);
      ok(color == 0x00ff00ff, "Offscreen failed: Got color 0x%08x, expected 0x00ff00ff.\n", color);
      /* Part of the originally cleared back buffer */
      color = getPixelColor(device, 10, 10);
      ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
      color = getPixelColor(device, 10, 470);
      ok(color == 0x00ff0000, "Offscreen failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DTexture9_Release(offscreenTexture);
      IDirect3DSurface9_Release(offscreen);
      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
   *                vertex fog with foggy vertex shader, non-linear
   *                fog with shader, non-linear fog with foggy shader,
   *                linear table fog with foggy shader */
  static void fog_with_shader_test(void)
  {
      IDirect3DVertexShader9 *vertex_shader[4] = {NULL, NULL, NULL, NULL};
      IDirect3DPixelShader9 *pixel_shader[3] = {NULL, NULL, NULL};
      IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
      IDirect3DDevice9 *device;
      unsigned int i, j;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
      union
      {
          float f;
          DWORD i;
      } start, end;
  
      /* basic vertex shader without fog computation ("non foggy") */
      static const DWORD vertex_shader_code1[] =
      {
          0xfffe0101,                                                             /* vs_1_1                       */
          0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
          0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                */
          0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
          0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                  */
          0x0000ffff
      };
      /* basic vertex shader with reversed fog computation ("foggy") */
      static const DWORD vertex_shader_code2[] =
      {
          0xfffe0101,                                                             /* vs_1_1                        */
          0x0000001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0               */
          0x0000001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                 */
          0x00000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
          0x00000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                  */
          0x00000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                   */
          0x00000002, 0x800f0000, 0x90aa0000, 0xa0aa0000,                         /* add r0, v0.z, c0.z            */
          0x00000005, 0xc00f0001, 0x80000000, 0xa0000000,                         /* mul oFog, r0.x, c0.x          */
          0x0000ffff
      };
      /* basic vertex shader with reversed fog computation ("foggy"), vs_2_0 */
      static const DWORD vertex_shader_code3[] =
      {
          0xfffe0200,                                                             /* vs_2_0                        */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0               */
          0x0200001f, 0x8000000a, 0x900f0001,                                     /* dcl_color0 v1                 */
          0x05000051, 0xa00f0000, 0xbfa00000, 0x00000000, 0xbf666666, 0x00000000, /* def c0, -1.25, 0.0, -0.9, 0.0 */
          0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                  */
          0x02000001, 0xd00f0000, 0x90e40001,                                     /* mov oD0, v1                   */
          0x03000002, 0x800f0000, 0x90aa0000, 0xa0aa0000,                         /* add r0, v0.z, c0.z            */
          0x03000005, 0xc00f0001, 0x80000000, 0xa0000000,                         /* mul oFog, r0.x, c0.x          */
          0x0000ffff
      };
      /* 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
      };
      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},
      };
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0,  0, D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT,    D3DDECLUSAGE_COLOR, 0},
          D3DDECL_END()
      };
      /* This reference data was collected on a nVidia GeForce 7600GS driver
       * version 84.19 DirectX version 9.0c on Windows XP. */
      static const struct test_data_t
      {
          int vshader;
          int pshader;
          D3DFOGMODE vfog;
          D3DFOGMODE tfog;
          unsigned int color[11];
      }
      test_data[] =
      {
          /* only pixel shader: */
          {0, 1, D3DFOG_NONE, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {0, 1, D3DFOG_EXP, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {0, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {0, 1, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {0, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
  
          /* vertex shader */
          {1, 0, D3DFOG_NONE, D3DFOG_NONE,
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
           0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
          {1, 0, D3DFOG_NONE, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {1, 0, D3DFOG_EXP, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
  
          {1, 0, D3DFOG_EXP2, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {1, 0, D3DFOG_LINEAR, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
  
          /* vertex shader and pixel shader */
          /* The next 4 tests would read the fog coord output, but it isn't available.
           * The result is a fully fogged quad, no matter what the Z coord is. This is on
           * a geforce 7400, 97.52 driver, Windows Vista, but probably hardware dependent.
           * These tests should be disabled if some other hardware behaves differently
           */
          {1, 1, D3DFOG_NONE, D3DFOG_NONE,
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_EXP, D3DFOG_NONE,
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_EXP2, D3DFOG_NONE,
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00,
          0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00, 0x0000ff00}},
  
          /* These use the Z coordinate with linear table fog */
          {1, 1, D3DFOG_NONE, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_EXP, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_EXP2, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
          {1, 1, D3DFOG_LINEAR, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
  
          /* Non-linear table fog without fog coord */
          {1, 1, D3DFOG_NONE, D3DFOG_EXP,
          {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
          0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
          {1, 1, D3DFOG_NONE, D3DFOG_EXP2,
          {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
          0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
  
          /* These tests fail on older Nvidia drivers */
          /* foggy vertex shader */
          {2, 0, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 0, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 0, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 0, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          {3, 0, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 0, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 0, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 0, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          /* foggy vertex shader and pixel shader. First 4 tests with vertex fog,
           * all using the fixed fog-coord linear fog
           */
          /* vs_1_1 with ps_1_1 */
          {2, 1, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 1, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 1, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 1, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          /* vs_2_0 with ps_1_1 */
          {3, 1, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 1, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 1, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 1, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          /* vs_1_1 with ps_2_0 */
          {2, 2, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 2, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 2, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {2, 2, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          /* vs_2_0 with ps_2_0 */
          {3, 2, D3DFOG_NONE, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 2, D3DFOG_EXP, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 2, D3DFOG_EXP2, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
          {3, 2, D3DFOG_LINEAR, D3DFOG_NONE,
          {0x00ff0000, 0x00fe0100, 0x00de2100, 0x00bf4000, 0x009f6000, 0x007f8000,
           0x005fa000, 0x003fc000, 0x001fe000, 0x0000ff00, 0x0000ff00}},
  
          /* These use table fog. Here the shader-provided fog coordinate is
           * ignored and the z coordinate used instead
           */
          {2, 1, D3DFOG_NONE, D3DFOG_EXP,
          {0x00ff0000, 0x00e71800, 0x00d12e00, 0x00bd4200, 0x00ab5400, 0x009b6400,
          0x008d7200, 0x007f8000, 0x00738c00, 0x00689700, 0x005ea100}},
          {2, 1, D3DFOG_NONE, D3DFOG_EXP2,
          {0x00fd0200, 0x00f50200, 0x00f50a00, 0x00e91600, 0x00d92600, 0x00c73800,
          0x00b24d00, 0x009c6300, 0x00867900, 0x00728d00, 0x005ea100}},
          {2, 1, D3DFOG_NONE, D3DFOG_LINEAR,
          {0x00ff0000, 0x00ff0000, 0x00df2000, 0x00bf4000, 0x009f6000, 0x007f8000,
          0x005fa000, 0x0040bf00, 0x0020df00, 0x0000ff00, 0x0000ff00}},
      };
      static const D3DMATRIX identity =
      {{{
          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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0) || caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No shader model 2 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      /* NOTE: Changing these values will not affect the tests with foggy vertex
       * shader, as the values are hardcoded in the shader. */
      start.f = 0.1f;
      end.f = 0.9f;
  
      /* 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 HD 6310, Windows 7) */
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
      ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code1, &vertex_shader[1]);
      ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code2, &vertex_shader[2]);
      ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code3, &vertex_shader[3]);
      ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]);
      ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code2, &pixel_shader[2]);
      ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
  
      /* Setup initial states: No lighting, fog on, fog color */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
      ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xff00ff00 /* A nice green */);
      ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
      ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE);
      ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE);
      ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr);
  
      /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too*/
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, start.i);
      ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, end.i);
      ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
  
      for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); i++)
      {
          hr = IDirect3DDevice9_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
          ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader[test_data[i].pshader]);
          ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog);
          ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog);
          ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr);
  
          for(j=0; j < 11; j++)
          {
              /* Don't use the whole zrange to prevent rounding errors */
              quad[0].position.z = 0.001f + (float)j / 10.02f;
              quad[1].position.z = 0.001f + (float)j / 10.02f;
              quad[2].position.z = 0.001f + (float)j / 10.02f;
              quad[3].position.z = 0.001f + (float)j / 10.02f;
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_BeginScene(device);
              ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
              ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
              hr = IDirect3DDevice9_EndScene(device);
              ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr);
  
              /* As the red and green component are the result of blending use 5% tolerance on the expected value */
              color = getPixelColor(device, 128, 240);
              ok(color_match(color, test_data[i].color[j], 13),
                  "fog vs%i ps%i fvm%i ftm%i %d: got color %08x, expected %08x +-5%%\n",
                  test_data[i].vshader, test_data[i].pshader, test_data[i].vfog, test_data[i].tfog, j, color, test_data[i].color[j]);
  
              IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          }
      }
  
      IDirect3DVertexShader9_Release(vertex_shader[1]);
      IDirect3DVertexShader9_Release(vertex_shader[2]);
      IDirect3DVertexShader9_Release(vertex_shader[3]);
      IDirect3DPixelShader9_Release(pixel_shader[1]);
      IDirect3DPixelShader9_Release(pixel_shader[2]);
      IDirect3DVertexDeclaration9_Release(vertex_declaration);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void generate_bumpmap_textures(IDirect3DDevice9 *device) {
      unsigned int i, x, y;
      HRESULT hr;
      IDirect3DTexture9 *texture[2] = {NULL, NULL};
      D3DLOCKED_RECT locked_rect;
  
      /* Generate the textures */
      for(i=0; i<2; i++)
      {
          hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, 0, i?D3DFMT_A8R8G8B8:D3DFMT_V8U8,
                                              D3DPOOL_MANAGED, &texture[i], NULL);
          ok(SUCCEEDED(hr), "CreateTexture failed (0x%08x)\n", hr);
  
          hr = IDirect3DTexture9_LockRect(texture[i], 0, &locked_rect, NULL, 0);
          ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
          for (y = 0; y < 128; ++y)
          {
              if(i)
              { /* Set up black texture with 2x2 texel white spot in the middle */
                  DWORD *ptr = (DWORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
                  for (x = 0; x < 128; ++x)
                  {
                      *ptr++ = D3DCOLOR_ARGB(0xff, x * 2, y * 2, 0);
                  }
              }
              else
              { /* Set up a displacement map which points away from the center parallel to the closest axis.
                 * (if multiplied with bumpenvmat)
                */
                  WORD *ptr = (WORD *)(((BYTE *)locked_rect.pBits) + (y * locked_rect.Pitch));
                  for (x = 0; x < 128; ++x)
                  {
                      if(abs(x-64)>abs(y-64))
                      {
                          if(x < 64)
                              *ptr++ = 0xc000;
                          else
                              *ptr++ = 0x4000;
                      }
                      else
                      {
                          if(y < 64)
                              *ptr++ = 0x0040;
                          else
                              *ptr++ = 0x00c0;
                      }
                  }
              }
          }
          hr = IDirect3DTexture9_UnlockRect(texture[i], 0);
          ok(SUCCEEDED(hr), "UnlockRect failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_SetTexture(device, i, (IDirect3DBaseTexture9 *)texture[i]);
          ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
  
          /* Disable texture filtering */
          hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MINFILTER, D3DTEXF_POINT);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
          hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSU failed (0x%08x)\n", hr);
          hr = IDirect3DDevice9_SetSamplerState(device, i, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_ADDRESSV failed (0x%08x)\n", hr);
      }
  }
  
  /* Test the behavior of the texbem instruction with normal 2D and projective
   * 2D textures. */
  static void texbem_test(void)
  {
      IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
      /* Use asymmetric matrix to test loading. */
      float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
      IDirect3DPixelShader9 *pixel_shader = NULL;
      IDirect3DTexture9 *texture1, *texture2;
      IDirect3DTexture9 *texture = NULL;
      D3DLOCKED_RECT locked_rect;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
      int i;
  
      static const DWORD pixel_shader_code[] =
      {
          0xffff0101,                         /* ps_1_1*/
          0x00000042, 0xb00f0000,             /* tex t0*/
          0x00000043, 0xb00f0001, 0xb0e40000, /* texbem t1, t0*/
          0x00000001, 0x800f0000, 0xb0e40001, /* mov r0, t1*/
          0x0000ffff
      };
      static const DWORD double_texbem_code[] =
      {
          0xffff0103,                                         /* ps_1_3           */
          0x00000042, 0xb00f0000,                             /* tex t0           */
          0x00000043, 0xb00f0001, 0xb0e40000,                 /* texbem t1, t0    */
          0x00000042, 0xb00f0002,                             /* tex t2           */
          0x00000043, 0xb00f0003, 0xb0e40002,                 /* texbem t3, t2    */
          0x00000002, 0x800f0000, 0xb0e40001, 0xb0e40003,     /* add r0, t1, t3   */
          0x0000ffff                                          /* end              */
      };
      static const float quad[][7] =
      {
          {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
          {-1.0f,  1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
          { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
          { 1.0f,  1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
      };
      static const float quad_proj[][9] =
      {
          {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,   0.0f,   0.0f, 0.0f, 128.0f},
          {-1.0f,  1.0f, 0.1f, 0.0f, 1.0f,   0.0f, 128.0f, 0.0f, 128.0f},
          { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 128.0f,   0.0f, 0.0f, 128.0f},
          { 1.0f,  1.0f, 0.1f, 1.0f, 1.0f, 128.0f, 128.0f, 0.0f, 128.0f},
      };
      static const float double_quad[] =
      {
          -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
          -1.0f,  1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
           1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
           1.0f,  1.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.5f, 0.0f, 0.0f, 0.5f, 0.5f,
      };
      static const D3DVERTEXELEMENT9 decl_elements[][4] =
      {
          {
              {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
              {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
              {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
              D3DDECL_END()
          },
          {
              {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
              {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
              {0, 20, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
              D3DDECL_END()
          },
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
      {
          skip("No ps_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      generate_bumpmap_textures(device);
  
      IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
      IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
      IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
  
      for(i=0; i<2; i++)
      {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
  
          if(i)
          {
              hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4|D3DTTFF_PROJECTED);
              ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
          }
  
          hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements[i], &vertex_declaration);
          ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
          ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &pixel_shader);
          ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
          ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
  
          if(!i)
              hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
          else
              hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_proj[0], sizeof(quad_proj[0]));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
  
          /* The Window 8 testbot (WARP) seems to use the transposed
           * D3DTSS_BUMPENVMAT matrix. */
          color = getPixelColor(device, 160, 240);
          ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00007e00, 4)),
                  "Got unexpected color 0x%08x.\n", color);
          color = getPixelColor(device, 480, 240);
          ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00fe7e00, 4)),
                  "Got unexpected color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 120);
          ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x0080fe00, 4)),
                  "Got unexpected color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 360);
          ok(color_match(color, 0x007e8000, 4) || broken(color_match(color, 0x00800000, 4)),
                  "Got unexpected color 0x%08x.\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
          hr = IDirect3DDevice9_SetPixelShader(device, NULL);
          ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
          IDirect3DPixelShader9_Release(pixel_shader);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
          ok(SUCCEEDED(hr), "SetVertexDeclaration failed (%08x)\n", hr);
          IDirect3DVertexDeclaration9_Release(vertex_declaration);
      }
  
      /* clean up */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
      ok(SUCCEEDED(hr), "SetTextureStageState D3DTSS_TEXTURETRANSFORMFLAGS failed (0x%08x)\n", hr);
  
      for(i=0; i<2; i++)
      {
          hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
          IDirect3DTexture9_Release(texture); /* For the GetTexture */
          hr = IDirect3DDevice9_SetTexture(device, i, NULL);
          ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
          IDirect3DTexture9_Release(texture);
      }
  
      /* Test double texbem */
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture1, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, double_texbem_code, &pixel_shader);
      ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
  
      hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
      ((signed char *) locked_rect.pBits)[0] = (-1.0 / 8.0) * 127;
      ((signed char *) locked_rect.pBits)[1] = ( 1.0 / 8.0) * 127;
  
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
  
      hr = IDirect3DTexture9_LockRect(texture1, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
      ((signed char *) locked_rect.pBits)[0] = (-2.0 / 8.0) * 127;
      ((signed char *) locked_rect.pBits)[1] = (-4.0 / 8.0) * 127;
      hr = IDirect3DTexture9_UnlockRect(texture1, 0);
      ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
  
      {
          /* Some data without any meaning, just to have an 8x8 array to see which element is picked */
  #define tex  0x00ff0000
  #define tex1 0x0000ff00
  #define origin 0x000000ff
          static const DWORD pixel_data[] = {
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, tex1      , 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, origin,     0x000000ff, tex       , 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
              0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff, 0x000000ff,
          };
  #undef tex1
  #undef tex2
  #undef origin
  
          hr = IDirect3DTexture9_LockRect(texture2, 0, &locked_rect, NULL, 0);
          ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
          for(i = 0; i < 8; i++) {
              memcpy(((char *) locked_rect.pBits) + i * locked_rect.Pitch, pixel_data + 8 * i, 8 * sizeof(DWORD));
          }
          hr = IDirect3DTexture9_UnlockRect(texture2, 0);
          ok(SUCCEEDED(hr), "LockRect failed (0x%08x)\n", hr);
      }
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) texture2);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 2, (IDirect3DBaseTexture9 *) texture1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 3, (IDirect3DBaseTexture9 *) texture2);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, pixel_shader);
      ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX4);
      ok(SUCCEEDED(hr), "Direct3DDevice9_SetPixelShader failed (0x%08x)\n", hr);
  
      bumpenvmat[0] =-1.0;  bumpenvmat[2] =  2.0;
      bumpenvmat[1] = 0.0;  bumpenvmat[3] =  0.0;
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
  
      bumpenvmat[0] = 1.5; bumpenvmat[2] =  0.0;
      bumpenvmat[1] = 0.0; bumpenvmat[3] =  0.5;
      hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#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, double_quad, sizeof(float) * 11);
      ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
      /* The Window 8 testbot (WARP) seems to use the transposed
       * D3DTSS_BUMPENVMAT matrix. */
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ffff00, 1) || broken(color_match(color, 0x0000ffff, 1)),
              "Got unexpected color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DPixelShader9_Release(pixel_shader);
      IDirect3DTexture9_Release(texture);
      IDirect3DTexture9_Release(texture1);
      IDirect3DTexture9_Release(texture2);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void z_range_test(void)
  {
      IDirect3DVertexShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          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},
      };
      static const struct
      {
          struct vec4 position;
          DWORD diffuse;
      }
      quad3[] =
      {
          {{640.0f, 240.0f, -1.1f, 1.0f}, 0xffffff00},
          {{640.0f, 480.0f, -1.1f, 1.0f}, 0xffffff00},
          {{  0.0f, 240.0f,  1.1f, 1.0f}, 0xffffff00},
          {{  0.0f, 480.0f,  1.1f, 1.0f}, 0xffffff00},
      },
      quad4[] =
      {
          {{640.0f, 240.0f, -1.1f, 1.0f}, 0xff00ff00},
          {{640.0f, 480.0f, -1.1f, 1.0f}, 0xff00ff00},
          {{  0.0f, 240.0f,  1.1f, 1.0f}, 0xff00ff00},
          {{  0.0f, 480.0f,  1.1f, 1.0f}, 0xff00ff00},
      };
      static const DWORD shader_code[] =
      {
          0xfffe0101,                                     /* vs_1_1           */
          0x0000001f, 0x80000000, 0x900f0000,             /* dcl_position v0  */
          0x00000001, 0xc00f0000, 0x90e40000,             /* mov oPos, v0     */
          0x00000001, 0xd00f0000, 0xa0e40000,             /* mov oD0, c0      */
          0x0000ffff                                      /* end              */
      };
      static const float color_const_1[] = {1.0f, 0.0f, 0.0f, 1.0f};
      static const float color_const_2[] = {0.0f, 0.0f, 1.0f, 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, hr %#x.\n", hr);
  
      /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0,
       * then call Present. Then clear the color buffer to make sure it has some defined content
       * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut
       * by the depth value. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
      ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
      ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      /* Test the untransformed vertex path */
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
      ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Test the transformed vertex path */
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
      ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
      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);
  
      /* Do not test the exact corner pixels, but go pretty close to them */
  
      /* Clipped because z > 1.0 */
      color = getPixelColor(device, 28, 238);
      ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
      color = getPixelColor(device, 28, 241);
      if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
          ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
      else
          ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
  
      /* Not clipped, > z buffer clear value(0.75).
       *
       * On the r500 driver on Windows D3DCMP_GREATER and D3DCMP_GREATEREQUAL are broken for depth
       * values > 0.5. The range appears to be distorted, apparently an incoming value of ~0.875 is
       * equal to a stored depth buffer value of 0.5. */
      color = getPixelColor(device, 31, 238);
      ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
      color = getPixelColor(device, 31, 241);
      ok(color_match(color, 0x00ffff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
      color = getPixelColor(device, 100, 238);
      ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
              "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
      color = getPixelColor(device, 100, 241);
      ok(color_match(color, 0x00ffff00, 0) || broken(color_match(color, 0x00ffffff, 0)),
              "Z range failed: Got color 0x%08x, expected 0x00ffff00.\n", color);
  
      /* Not clipped, < z buffer clear value */
      color = getPixelColor(device, 104, 238);
      ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
      color = getPixelColor(device, 104, 241);
      ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
      color = getPixelColor(device, 318, 238);
      ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
      color = getPixelColor(device, 318, 241);
      ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x0000ff00.\n", color);
  
      /* Clipped because z < 0.0 */
      color = getPixelColor(device, 321, 238);
      ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
      color = getPixelColor(device, 321, 241);
      if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
          ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
      else
          ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* Test the shader path */
      if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
      {
          skip("Vertex shaders not supported, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_1, 1);
      ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS);
      ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, color_const_2, 1);
      ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
      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);
  
      IDirect3DVertexShader9_Release(shader);
  
      /* Z < 1.0 */
      color = getPixelColor(device, 28, 238);
      ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
  
      /* 1.0 < z < 0.75 */
      color = getPixelColor(device, 31, 238);
      ok(color_match(color, 0x00ff0000, 0), "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
      color = getPixelColor(device, 100, 238);
      ok(color_match(color, 0x00ff0000, 0) || broken(color_match(color, 0x00ffffff, 0)),
              "Z range failed: Got color 0x%08x, expected 0x00ff0000.\n", color);
  
      /* 0.75 < z < 0.0 */
      color = getPixelColor(device, 104, 238);
      ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
      color = getPixelColor(device, 318, 238);
      ok(color_match(color, 0x000000ff, 0), "Z range failed: Got color 0x%08x, expected 0x000000ff.\n", color);
  
      /* 0.0 < z */
      color = getPixelColor(device, 321, 238);
      ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
  
      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);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fill_surface(IDirect3DSurface9 *surface, DWORD color, DWORD flags)
  {
      D3DSURFACE_DESC desc;
      D3DLOCKED_RECT l;
      HRESULT hr;
      unsigned int x, y;
      DWORD *mem;
  
      memset(&desc, 0, sizeof(desc));
      memset(&l, 0, sizeof(l));
      hr = IDirect3DSurface9_GetDesc(surface, &desc);
      ok(hr == D3D_OK, "IDirect3DSurface9_GetDesc failed with %08x\n", hr);
      hr = IDirect3DSurface9_LockRect(surface, &l, NULL, flags);
      ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed with %08x\n", hr);
      if(FAILED(hr)) return;
  
      for(y = 0; y < desc.Height; y++)
      {
          mem = (DWORD *) ((BYTE *) l.pBits + y * l.Pitch);
          for(x = 0; x < l.Pitch / sizeof(DWORD); x++)
          {
              mem[x] = color;
          }
      }
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed with %08x\n", hr);
  }
  
  static void stretchrect_test(void)
  {
      IDirect3DSurface9 *surf_tex_rt32, *surf_tex_rt64, *surf_tex_rt_dest64, *surf_tex_rt_dest640_480;
      IDirect3DSurface9 *surf_offscreen32, *surf_offscreen64, *surf_offscreen_dest64;
      IDirect3DTexture9 *tex_rt32, *tex_rt64, *tex_rt_dest64, *tex_rt_dest640_480;
      IDirect3DSurface9 *surf_tex32, *surf_tex64, *surf_tex_dest64;
      IDirect3DSurface9 *surf_rt32, *surf_rt64, *surf_rt_dest64;
      IDirect3DTexture9 *tex32, *tex64, *tex_dest64;
      IDirect3DSurface9 *surf_temp32, *surf_temp64;
      IDirect3DSurface9 *backbuffer;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const RECT src_rect = {0, 0, 640, 480};
      static const RECT src_rect_flipy = {0, 480, 640, 0};
      static const RECT dst_rect = {0, 0, 640, 480};
      static const RECT dst_rect_flipy = {0, 480, 640, 0};
      static const RECT src_rect64 = {0, 0, 64, 64};
      static const RECT src_rect64_flipy = {0, 64, 64, 0};
      static const RECT dst_rect64 = {0, 0, 64, 64};
      static const RECT dst_rect64_flipy = {0, 64, 64, 0};
  
      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;
      }
  
      /* Create our temporary surfaces in system memory. */
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp32, NULL);
      ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf_temp64, NULL);
      ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
  
      /* Create offscreen plain surfaces in D3DPOOL_DEFAULT. */
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen32, NULL);
      ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen64, NULL);
      ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &surf_offscreen_dest64, NULL);
      ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
  
      /* Create render target surfaces. */
      hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32,
              D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt32, NULL );
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64,
              D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt64, NULL );
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64,
              D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &surf_rt_dest64, NULL );
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
  
      /* Create render target textures. */
      hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt32, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt64, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest64, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_rt_dest640_480, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt32, 0, &surf_tex_rt32);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt64, 0, &surf_tex_rt64);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest64, 0, &surf_tex_rt_dest64);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_rt_dest640_480, 0, &surf_tex_rt_dest640_480);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
  
      /* Create regular textures in D3DPOOL_DEFAULT. */
      hr = IDirect3DDevice9_CreateTexture(device, 32, 32, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex32, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex64, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex_dest64, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex32, 0, &surf_tex32);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex64, 0, &surf_tex64);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_dest64, 0, &surf_tex_dest64);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
  
      /**********************************************************************
       * Tests for when the source parameter is an offscreen plain surface. *
       **********************************************************************/
  
      /* Fill the offscreen 64x64 surface with green. */
      fill_surface(surf_offscreen64, 0xff00ff00, 0);
  
      /* offscreenplain ==> offscreenplain, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_offscreen_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_offscreen_dest64, 32, 32);
      ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
              surf_offscreen_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_offscreen_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* offscreenplain ==> rendertarget texture, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 32, 32);
      ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* offscreenplain ==> rendertarget surface, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
      ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64_flipy,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, &src_rect64,
              surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* offscreenplain ==> texture, same size (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* Fill the smaller offscreen surface with red. */
      fill_surface(surf_offscreen32, 0xffff0000, 0);
  
      /* offscreenplain ==> offscreenplain, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* offscreenplain ==> rendertarget texture, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* offscreenplain ==> rendertarget surface, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* offscreenplain ==> texture, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_offscreen32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /*************************************************************
       * Tests for when the source parameter is a regular texture. *
       *************************************************************/
  
      /* Fill the surface of the regular texture with blue. */
      /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */
      fill_surface(surf_temp64, 0xff0000ff, 0);
      hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex64, NULL);
      ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
  
      /* texture ==> offscreenplain, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* texture ==> rendertarget texture, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 32, 32);
      ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* texture ==> rendertarget surface, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
      ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64_flipy,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, &src_rect64,
              surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* texture ==> texture, same size (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* Fill the surface of the smaller regular texture with red. */
      /* Can't fill the surf_tex directly because it's created in D3DPOOL_DEFAULT. */
      fill_surface(surf_temp32, 0xffff0000, 0);
      hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex32, NULL);
      ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
  
      /* texture ==> offscreenplain, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* texture ==> rendertarget texture, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* texture ==> rendertarget surface, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* texture ==> texture, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /******************************************************************
       * Tests for when the source parameter is a rendertarget texture. *
       ******************************************************************/
  
      /* Fill the surface of the rendertarget texture with white. */
      /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */
      fill_surface(surf_temp64, 0xffffffff, 0);
      hr = IDirect3DDevice9_UpdateSurface(device, surf_temp64, NULL, surf_tex_rt64, NULL);
      ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
  
      /* rendertarget texture ==> offscreenplain, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget texture ==> rendertarget texture, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 32, 32);
      ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget texture ==> rendertarget surface, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
      ok(color == 0xffffffff, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64_flipy,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, &src_rect64,
              surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget texture ==> texture, same size (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* Fill the surface of the smaller rendertarget texture with red. */
      /* Can't fill the surf_tex_rt directly because it's created in D3DPOOL_DEFAULT. */
      fill_surface(surf_temp32, 0xffff0000, 0);
      hr = IDirect3DDevice9_UpdateSurface(device, surf_temp32, NULL, surf_tex_rt32, NULL);
      ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
  
      /* rendertarget texture ==> offscreenplain, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget texture ==> rendertarget texture, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* rendertarget texture ==> rendertarget surface, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* rendertarget texture ==> texture, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_tex_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /******************************************************************
       * Tests for when the source parameter is a rendertarget surface. *
       ******************************************************************/
  
      /* Fill the surface of the rendertarget surface with black. */
      fill_surface(surf_rt64, 0xff000000, 0);
  
      /* rendertarget texture ==> offscreenplain, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget surface ==> rendertarget texture, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 32, 32);
      ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy,
              surf_tex_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
              surf_tex_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget surface ==> rendertarget surface, same size. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 32, 32);
      ok(color == 0xff000000, "Got unexpected color 0x%08x.\n", color);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
              surf_rt_dest64, &dst_rect64, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64_flipy,
              surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, &src_rect64,
              surf_rt_dest64, &dst_rect64_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget surface ==> texture, same size (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt64, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* Fill the surface of the smaller rendertarget texture with red. */
      fill_surface(surf_rt32, 0xffff0000, 0);
  
      /* rendertarget surface ==> offscreenplain, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_offscreen64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* rendertarget surface ==> rendertarget texture, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* We can't lock rendertarget textures, so copy to our temp surface first. */
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf_tex_rt_dest64, surf_temp64);
      ok(SUCCEEDED(hr), "Failed to get render target data, hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_temp64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* rendertarget surface ==> rendertarget surface, scaling. */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_rt_dest64, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      color = getPixelColorFromSurface(surf_rt_dest64, 48, 48);
      ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
  
      /* rendertarget surface ==> texture, scaling (should fail). */
      hr = IDirect3DDevice9_StretchRect(device, surf_rt32, NULL, surf_tex_dest64, NULL, D3DTEXF_NONE);
      todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* backbuffer ==> surface tests (no scaling). */
      /* Blit with NULL rectangles. */
      hr = IDirect3DDevice9_StretchRect(device, backbuffer, NULL, surf_tex_rt_dest640_480, NULL, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Blit without scaling. */
      hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect,
              surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE);
      ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through src_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect_flipy,
              surf_tex_rt_dest640_480, &dst_rect, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
      /* Flipping in y-direction through dst_rect, no scaling (not allowed). */
      hr = IDirect3DDevice9_StretchRect(device, backbuffer, &src_rect,
              surf_tex_rt_dest640_480, &dst_rect_flipy, D3DTEXF_NONE);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      /* TODO: Test format conversions. */
  
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DSurface9_Release(surf_rt32);
      IDirect3DSurface9_Release(surf_rt64);
      IDirect3DSurface9_Release(surf_rt_dest64);
      IDirect3DSurface9_Release(surf_temp32);
      IDirect3DSurface9_Release(surf_temp64);
      IDirect3DSurface9_Release(surf_offscreen32);
      IDirect3DSurface9_Release(surf_offscreen64);
      IDirect3DSurface9_Release(surf_offscreen_dest64);
      IDirect3DSurface9_Release(surf_tex_rt32);
      IDirect3DTexture9_Release(tex_rt32);
      IDirect3DSurface9_Release(surf_tex_rt64);
      IDirect3DTexture9_Release(tex_rt64);
      IDirect3DSurface9_Release(surf_tex_rt_dest64);
      IDirect3DTexture9_Release(tex_rt_dest64);
      IDirect3DSurface9_Release(surf_tex_rt_dest640_480);
      IDirect3DTexture9_Release(tex_rt_dest640_480);
      IDirect3DSurface9_Release(surf_tex32);
      IDirect3DTexture9_Release(tex32);
      IDirect3DSurface9_Release(surf_tex64);
      IDirect3DTexture9_Release(tex64);
      IDirect3DSurface9_Release(surf_tex_dest64);
      IDirect3DTexture9_Release(tex_dest64);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void maxmip_test(void)
  {
      IDirect3DTexture9 *texture;
      IDirect3DSurface9 *surface;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      DWORD ret;
  
      static const struct
      {
          struct
          {
              float x, y, z;
              float s, t;
          }
          v[4];
      }
      quads[] =
      {
          {{
              {-1.0, -1.0,  0.0,  0.0,  0.0},
              {-1.0,  0.0,  0.0,  0.0,  1.0},
              { 0.0, -1.0,  0.0,  1.0,  0.0},
              { 0.0,  0.0,  0.0,  1.0,  1.0},
          }},
          {{
              { 0.0, -1.0,  0.0,  0.0,  0.0},
              { 0.0,  0.0,  0.0,  0.0,  1.0},
              { 1.0, -1.0,  0.0,  1.0,  0.0},
              { 1.0,  0.0,  0.0,  1.0,  1.0},
          }},
          {{
              { 0.0,  0.0,  0.0,  0.0,  0.0},
              { 0.0,  1.0,  0.0,  0.0,  1.0},
              { 1.0,  0.0,  0.0,  1.0,  0.0},
              { 1.0,  1.0,  0.0,  1.0,  1.0},
          }},
          {{
              {-1.0,  0.0,  0.0,  0.0,  0.0},
              {-1.0,  1.0,  0.0,  0.0,  1.0},
              { 0.0,  0.0,  0.0,  1.0,  0.0},
              { 0.0,  1.0,  0.0,  1.0,  1.0},
          }},
      };
  
      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, hr %#x.\n", hr);
      if (!(caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP))
      {
          skip("No mipmap support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 3, 0,
              D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
      ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
      fill_surface(surface, 0xffff0000, 0);
      IDirect3DSurface9_Release(surface);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
      ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
      fill_surface(surface, 0xff00ff00, 0);
      IDirect3DSurface9_Release(surface);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
      ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
      fill_surface(surface, 0xff0000ff, 0);
      IDirect3DSurface9_Release(surface);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
      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);
  
      /* With mipmapping disabled, the max mip level is ignored, only level 0 is used */
      color = getPixelColor(device, 160, 360);
      ok(color == 0x00ff0000, "MaxMip 0, no mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x00ff0000, "MaxMip 1, no mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x00ff0000, "MaxMip 2, no mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00ff0000, "MaxMip 3, no mipfilter has color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 3);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
      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);
  
      /* Max Mip level 0-2 sample from the specified texture level, Max Mip
       * level 3 (> levels in texture) samples from the highest level in the
       * texture (level 2). */
      color = getPixelColor(device, 160, 360);
      ok(color == 0x00ff0000, "MaxMip 0, point mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x0000ff00, "MaxMip 1, point mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff, "MaxMip 2, point mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x000000ff, "MaxMip 3, point mipfilter has color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      /* Mipmapping OFF, LOD level smaller than MAXMIPLEVEL. LOD level limits */
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 0);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      ret = IDirect3DTexture9_SetLOD(texture, 1);
      ok(ret == 0, "Got unexpected LOD %u.\n", ret);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Mipmapping ON, LOD level smaller than max mip level. LOD level limits */
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 1);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      ret = IDirect3DTexture9_SetLOD(texture, 2);
      ok(ret == 1, "Got unexpected LOD %u.\n", ret);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[1], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Mipmapping ON, LOD level bigger than max mip level. MAXMIPLEVEL limits */
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      ret = IDirect3DTexture9_SetLOD(texture, 1);
      ok(ret == 2, "Got unexpected LOD %u.\n", ret);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[2], sizeof(*quads->v));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Mipmapping OFF, LOD level bigger than max mip level. LOD level limits */
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAXMIPLEVEL, 2);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      ret = IDirect3DTexture9_SetLOD(texture, 1);
      ok(ret == 1, "Got unexpected LOD %u.\n", ret);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[3], sizeof(*quads->v));
      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);
  
      /* Max Mip level 0-2 sample from the specified texture level, Max Mip
       * level 3 (> levels in texture) samples from the highest level in the
       * texture (level 2). */
      color = getPixelColor(device, 160, 360);
      ok(color == 0x0000ff00, "MaxMip 0, LOD 1, none mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x000000ff, "MaxMip 1, LOD 2, point mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff, "MaxMip 2, LOD 1, point mipfilter has color 0x%08x.\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x0000ff00, "MaxMip 2, LOD 1, none mipfilter has color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void release_buffer_test(void)
  {
      IDirect3DVertexBuffer9 *vb;
      IDirect3DIndexBuffer9 *ib;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
      BYTE *data;
      LONG ref;
  
      static const short indices[] = {3, 4, 5};
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0xffff0000},
          {{-1.0f,  1.0f, 0.1f}, 0xffff0000},
          {{ 1.0f,  1.0f, 0.1f}, 0xffff0000},
  
          {{-1.0f, -1.0f, 0.1f}, 0xff00ff00},
          {{-1.0f,  1.0f, 0.1f}, 0xff00ff00},
          {{ 1.0f,  1.0f, 0.1f}, 0xff00ff00},
      };
  
      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;
      }
  
      /* Index and vertex buffers should always be creatable */
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0,
              D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb, NULL);
      ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quad, sizeof(quad));
      hr = IDirect3DVertexBuffer9_Unlock(vb);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0,
              D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
      ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr);
      hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, indices, sizeof(indices));
      hr = IDirect3DIndexBuffer9_Unlock(ib);
      ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetIndices(device, ib);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad[0]));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
  
      /* Now destroy the bound index buffer and draw again */
      ref = IDirect3DIndexBuffer9_Release(ib);
      ok(ref == 0, "Index Buffer reference count is %08d\n", ref);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      /* Deliberately using minvertexindex = 0 and numVertices = 6 to prevent
       * D3D from making assumptions about the indices or vertices. */
      hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 3, 3, 0, 1);
      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, 160, 120);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1), "Got unexpected color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      /* Index buffer was already destroyed as part of the test */
      IDirect3DVertexBuffer9_Release(vb);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void float_texture_test(void)
  {
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      ULONG refcount;
      float *data;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 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;
      }
  
      if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_R32F) != D3D_OK)
      {
          skip("D3DFMT_R32F textures not supported\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_R32F, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
      data = lr.pBits;
      *data = 0.0;
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
      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, 240, 320);
      ok(color == 0x0000ffff, "R32F with value 0.0 has color %08x, expected 0x0000ffff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void g16r16_texture_test(void)
  {
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      ULONG refcount;
      DWORD *data;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 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;
      }
  
      if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_G16R16) != D3D_OK)
      {
          skip("D3DFMT_G16R16 textures not supported\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_G16R16, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
      data = lr.pBits;
      *data = 0x0f00f000;
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
      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, 240, 320);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xf0, 0x0f, 0xff), 1),
         "D3DFMT_G16R16 with value 0x00ffff00 has color %08x, expected 0x00f00fff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void check_rect(IDirect3DDevice9 *device, RECT r, const char *message)
  {
      LONG x_coords[2][2] =
      {
          {r.left - 1, r.left + 1},
          {r.right + 1, r.right - 1},
      };
      LONG y_coords[2][2] =
      {
          {r.top - 1, r.top + 1},
          {r.bottom + 1, r.bottom - 1}
      };
      unsigned int i, j, x_side, y_side;
  
      for (i = 0; i < 2; ++i)
      {
          for (j = 0; j < 2; ++j)
          {
              for (x_side = 0; x_side < 2; ++x_side)
              {
                  for (y_side = 0; y_side < 2; ++y_side)
                  {
                      unsigned int x = x_coords[i][x_side], y = y_coords[j][y_side];
                      DWORD color;
                      DWORD expected = (x_side == 1 && y_side == 1) ? 0x00ffffff : 0;
  
                      color = getPixelColor(device, x, y);
                      ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x\n",
                              message, x, y, color, expected);
                  }
              }
          }
      }
  }
  
  struct projected_textures_test_run
  {
      const char *message;
      DWORD flags;
      IDirect3DVertexDeclaration9 *decl;
      BOOL vs, ps;
      RECT rect;
  };
  
  static void projected_textures_test(IDirect3DDevice9 *device,
          struct projected_textures_test_run tests[4])
  {
      unsigned int i;
  
      static const DWORD vertex_shader[] =
      {
          0xfffe0101,                                     /* vs_1_1           */
          0x0000001f, 0x80000000, 0x900f0000,             /* dcl_position v0  */
          0x0000001f, 0x80000005, 0x900f0001,             /* dcl_texcoord0 v1 */
          0x00000001, 0xc00f0000, 0x90e40000,             /* mov oPos, v0     */
          0x00000001, 0xe00f0000, 0x90e40001,             /* mov oT0, v1      */
          0x0000ffff                                      /* end              */
      };
      static const DWORD pixel_shader[] =
      {
          0xffff0103,                                     /* ps_1_3           */
          0x00000042, 0xb00f0000,                         /* tex t0           */
          0x00000001, 0x800f0000, 0xb0e40000,             /* mov r0, t0       */
          0x0000ffff                                      /* end              */
      };
      IDirect3DVertexShader9 *vs = NULL;
      IDirect3DPixelShader9 *ps = NULL;
      IDirect3D9 *d3d;
      D3DCAPS9 caps;
      HRESULT hr;
  
      IDirect3DDevice9_GetDirect3D(device, &d3d);
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "GetDeviceCaps failed (%08x)\n", hr);
      IDirect3D9_Release(d3d);
  
      if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
      {
          hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader, &vs);
          ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr);
      }
      if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 3))
      {
          hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader, &ps);
          ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr);
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      for (i = 0; i < 4; ++i)
      {
          DWORD value = 0xdeadbeef;
          static const float proj_quads[] =
          {
              -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
              -1.0f,  0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
               0.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
               0.0f,  0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
  
               0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
               0.0f,  0.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
               1.0f, -1.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
               1.0f,  0.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
  
              -1.0f,  0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
              -1.0f,  1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
               0.0f,  0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
               0.0f,  1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
  
               0.0f,  0.0f, 0.1f, 0.0f, 0.0f, 4.0f, 6.0f,
               0.0f,  1.0f, 0.1f, 0.0f, 4.0f, 4.0f, 6.0f,
               1.0f,  0.0f, 0.1f, 4.0f, 0.0f, 4.0f, 6.0f,
               1.0f,  1.0f, 0.1f, 4.0f, 4.0f, 4.0f, 6.0f,
          };
  
          if (tests[i].vs)
          {
              if (!vs)
              {
                  skip("Vertex shaders not supported, skipping\n");
                  continue;
              }
              hr = IDirect3DDevice9_SetVertexShader(device, vs);
          }
          else
              hr = IDirect3DDevice9_SetVertexShader(device, NULL);
          ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
          if (tests[i].ps)
          {
              if (!ps)
              {
                  skip("Pixel shaders not supported, skipping\n");
                  continue;
              }
              hr = IDirect3DDevice9_SetPixelShader(device, ps);
          }
          else
              hr = IDirect3DDevice9_SetPixelShader(device, NULL);
          ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
  
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value);
          ok(SUCCEEDED(hr) && value == tests[i].flags,
                  "GetTextureStageState returned: hr %08x, value %08x.\n", hr, value);
  
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,
                  &proj_quads[i * 4 * 7], 7 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
      }
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      if (vs) IDirect3DVertexShader9_Release(vs);
      if (ps) IDirect3DPixelShader9_Release(ps);
  
      for (i = 0; i < 4; ++i)
      {
          if ((!tests[i].vs || vs) && (!tests[i].ps || ps))
              check_rect(device, tests[i].rect, tests[i].message);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  }
  
  static void texture_transform_flags_test(void)
  {
      HRESULT hr;
      IDirect3D9 *d3d;
      D3DFORMAT fmt = D3DFMT_X8R8G8B8;
      D3DCAPS9 caps;
      IDirect3DTexture9 *texture = NULL;
      IDirect3DVolumeTexture9 *volume = NULL;
      IDirect3DDevice9 *device;
      unsigned int x, y, z;
      D3DLOCKED_RECT lr;
      D3DLOCKED_BOX lb;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      UINT w, h;
      IDirect3DVertexDeclaration9 *decl, *decl2, *decl3, *decl4;
  
      static const D3DVERTEXELEMENT9 decl_elements[] = {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements2[] = {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT1, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements3[] = {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements4[] = {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
      static const unsigned char proj_texdata[] = {0x00, 0x00, 0x00, 0x00,
                                                   0x00, 0xff, 0x00, 0x00,
                                                   0x00, 0x00, 0x00, 0x00,
                                                   0x00, 0x00, 0x00, 0x00};
      static const D3DMATRIX identity =
      {{{
          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;
      }
  
      memset(&lr, 0, sizeof(lr));
      memset(&lb, 0, sizeof(lb));
      if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_A16B16G16R16) == D3D_OK)
          fmt = D3DFMT_A16B16G16R16;
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements2, &decl2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements3, &decl3);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements4, &decl4);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_SRGBTEXTURE) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MAGFILTER) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MINFILTER) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_NONE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_MIPFILTER) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSU) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSV) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSW, D3DTADDRESS_CLAMP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState(D3DSAMP_ADDRESSW) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLOROP) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState(D3DTSS_COLORARG1) returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState(D3DRS_LIGHTING) returned %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps returned %08x\n", hr);
      w = min(1024, caps.MaxTextureWidth);
      h = min(1024, caps.MaxTextureHeight);
      hr = IDirect3DDevice9_CreateTexture(device, w, h, 1,
                                          0, fmt, D3DPOOL_MANAGED, &texture, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
      if (!texture)
      {
          skip("Failed to create the test texture.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      /* Unfortunately there is no easy way to set up a texture coordinate passthrough
       * in d3d fixed function pipeline, so create a texture that has a gradient from 0.0 to
       * 1.0 in red and green for the x and y coords
       */
      hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect returned %08x\n", hr);
      for(y = 0; y < h; y++) {
          for(x = 0; x < w; x++) {
              double r_f = (double) y / (double) h;
              double g_f = (double) x / (double) w;
              if(fmt == D3DFMT_A16B16G16R16) {
                  unsigned short r, g;
                  unsigned short *dst = (unsigned short *) (((char *) lr.pBits) + y * lr.Pitch + x * 8);
                  r = (unsigned short) (r_f * 65536.0);
                  g = (unsigned short) (g_f * 65536.0);
                  dst[0] = r;
                  dst[1] = g;
                  dst[2] = 0;
                  dst[3] = 65535;
              } else {
                  unsigned char *dst = ((unsigned char *) lr.pBits) + y * lr.Pitch + x * 4;
                  unsigned char r = (unsigned char) (r_f * 255.0);
                  unsigned char g = (unsigned char) (g_f * 255.0);
                  dst[0] = 0;
                  dst[1] = g;
                  dst[2] = r;
                  dst[3] = 255;
              }
          }
      }
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
      if(SUCCEEDED(hr))
      {
          static const float quad1[] =
          {
              -1.0f, -1.0f, 0.1f, 1.0f, 1.0f,
              -1.0f,  0.0f, 0.1f, 1.0f, 1.0f,
               0.0f, -1.0f, 0.1f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f,
          };
          static const float quad2[] =
          {
              -1.0f,  0.0f, 0.1f, 1.0f, 1.0f,
              -1.0f,  1.0f, 0.1f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f,
               0.0f,  1.0f, 0.1f, 1.0f, 1.0f,
          };
          static const float quad3[] =
          {
               0.0f,  0.0f, 0.1f, 0.5f, 0.5f,
               0.0f,  1.0f, 0.1f, 0.5f, 0.5f,
               1.0f,  0.0f, 0.1f, 0.5f, 0.5f,
               1.0f,  1.0f, 0.1f, 0.5f, 0.5f,
          };
          static const float quad4[] =
          {
              320.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f,
              320.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f,
              640.0f, 480.0f, 0.1f, 1.0f, 0.0f, 1.0f,
              640.0f, 240.0f, 0.1f, 1.0f, 0.0f, 1.0f,
          };
          D3DMATRIX mat =
          {{{
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
          }}};
  
          /* What happens with the texture matrix if D3DTSS_TEXTURETRANSFORMFLAGS is disabled? */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* What happens with transforms enabled? */
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* What happens if 4 coords are used, but only 2 given ?*/
          U(mat).m[2][0] = 1.0f;
          U(mat).m[3][1] = 1.0f;
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* What happens with transformed geometry? This setup lead to 0/0 coords with untransformed
           * geometry. If the same applies to transformed vertices, the quad will be black, otherwise red,
           * due to the coords in the vertices. (turns out red, indeed)
           */
          memset(&mat, 0, sizeof(mat));
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
      }
      color = getPixelColor(device, 160, 360);
      ok(color_match(color, 0x00ffff00, 1), "quad 1 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color_match(color, 0x0000ff00, 1), "quad 3 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, 0x00ff0000, 1), "quad 4 has color %08x, expected 0x00ff0000\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
      if(SUCCEEDED(hr))
      {
          static const float quad1[] =
          {
              -1.0f, -1.0f, 0.1f, 0.8f, 0.2f,
              -1.0f,  0.0f, 0.1f, 0.8f, 0.2f,
               0.0f, -1.0f, 0.1f, 0.8f, 0.2f,
               0.0f,  0.0f, 0.1f, 0.8f, 0.2f,
          };
          static const float quad2[] =
          {
              -1.0f,  0.0f, 0.1f, 0.5f, 1.0f,
              -1.0f,  1.0f, 0.1f, 0.5f, 1.0f,
               0.0f,  0.0f, 0.1f, 0.5f, 1.0f,
               0.0f,  1.0f, 0.1f, 0.5f, 1.0f,
          };
          static const float quad3[] =
          {
               0.0f,  0.0f, 0.1f, 0.5f, 1.0f,
               0.0f,  1.0f, 0.1f, 0.5f, 1.0f,
               1.0f,  0.0f, 0.1f, 0.5f, 1.0f,
               1.0f,  1.0f, 0.1f, 0.5f, 1.0f,
          };
          static const float quad4[] =
          {
               0.0f, -1.0f, 0.1f, 0.8f, 0.2f,
               0.0f,  0.0f, 0.1f, 0.8f, 0.2f,
               1.0f, -1.0f, 0.1f, 0.8f, 0.2f,
               1.0f,  0.0f, 0.1f, 0.8f, 0.2f,
          };
          D3DMATRIX mat =
          {{{
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 1.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
          }}};
  
          /* What happens to the default 1 in the 3rd coordinate if it is disabled? */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers
           * it behaves like COUNT2 because normal textures require 2 coords. */
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* Just to be sure, the same as quad2 above */
          memset(&mat, 0, sizeof(mat));
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not
           * used? And what happens to the first? */
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
      }
      color = getPixelColor(device, 160, 360);
      ok(color_match(color, 0x00ff0000, 1), "quad 1 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000, "quad 2 has color %08x, expected 0x0000000\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color_match(color, 0x00ff8000, 1) || color == 0x00000000,
         "quad 3 has color %08x, expected 0x00ff8000\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, 0x0033cc00, 1) || color_match(color, 0x00ff0000, 1),
         "quad 4 has color %08x, expected 0x0033cc00\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DTexture9_Release(texture);
  
      /* Test projected textures, without any fancy matrices */
      hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, D3DFMT_L8, D3DPOOL_MANAGED, &texture, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
      if (SUCCEEDED(hr))
      {
          struct projected_textures_test_run projected_tests_1[4] =
          {
              {
                  "D3DTTFF_COUNT4 | D3DTTFF_PROJECTED - bottom left",
                  D3DTTFF_COUNT4 | D3DTTFF_PROJECTED,
                  decl3,
                  FALSE, TRUE,
                  {120, 300, 240, 390},
              },
              {
                  "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED - bottom right",
                  D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
                  decl3,
                  FALSE, TRUE,
                  {400, 360, 480, 420},
              },
              /* Try with some invalid values */
              {
                  "0xffffffff (draws like COUNT4 | PROJECTED) - top left",
                  0xffffffff,
                  decl3,
                  FALSE, TRUE,
                  {120, 60, 240, 150}
              },
              {
                  "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (draws non-projected) - top right",
                  D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
                  decl4,
                  FALSE, TRUE,
                  {340, 210, 360, 225},
              }
          };
          struct projected_textures_test_run projected_tests_2[4] =
          {
              {
                  "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED, texcoord has 4 components) - bottom left",
                  D3DTTFF_PROJECTED,
                  decl3,
                  FALSE, TRUE,
                  {120, 300, 240, 390},
              },
              {
                  "D3DTTFF_PROJECTED (like COUNT3 | PROJECTED, texcoord has only 3 components) - bottom right",
                  D3DTTFF_PROJECTED,
                  decl,
                  FALSE, TRUE,
                  {400, 360, 480, 420},
              },
              {
                  "0xffffffff (like COUNT3 | PROJECTED, texcoord has only 3 components) - top left",
                  0xffffffff,
                  decl,
                  FALSE, TRUE,
                  {80, 120, 160, 180},
              },
              {
                  "D3DTTFF_COUNT1 (draws non-projected) - top right",
                  D3DTTFF_COUNT1,
                  decl4,
                  FALSE, TRUE,
                  {340, 210, 360, 225},
              }
          };
          struct projected_textures_test_run projected_tests_3[4] =
          {
              {
                  "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom left",
                  D3DTTFF_PROJECTED,
                  decl3,
                  TRUE, FALSE,
                  {120, 300, 240, 390},
              },
              {
                  "D3DTTFF_COUNT3 | D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - bottom right",
                  D3DTTFF_COUNT3 | D3DTTFF_PROJECTED,
                  decl3,
                  TRUE, TRUE,
                  {440, 300, 560, 390},
              },
              {
                  "0xffffffff (like COUNT4 | PROJECTED) - top left",
                  0xffffffff,
                  decl3,
                  TRUE, TRUE,
                  {120, 60, 240, 150},
              },
              {
                  "D3DTTFF_PROJECTED (like COUNT4 | PROJECTED) - top right",
                  D3DTTFF_PROJECTED,
                  decl3,
                  FALSE, FALSE,
                  {440, 60, 560, 150},
              },
          };
  
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
  
          hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
          ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed with %08x\n", hr);
          for(x = 0; x < 4; x++) {
              memcpy(((BYTE *) lr.pBits) + lr.Pitch * x, proj_texdata + 4 * x, 4 * sizeof(proj_texdata[0]));
          }
          hr = IDirect3DTexture9_UnlockRect(texture, 0);
          ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
  
          projected_textures_test(device, projected_tests_1);
          projected_textures_test(device, projected_tests_2);
          projected_textures_test(device, projected_tests_3);
  
          hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
          IDirect3DTexture9_Release(texture);
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff203040, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      /* Use a smaller volume texture than the biggest possible size for memory and performance reasons
       * Thus watch out if sampling from texels between 0 and 1.
       */
      hr = IDirect3DDevice9_CreateVolumeTexture(device, 32, 32, 32, 1, 0, fmt, D3DPOOL_MANAGED, &volume, 0);
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL,
         "IDirect3DDevice9_CreateVolumeTexture failed with %08x\n", hr);
      if(!volume) {
          skip("Failed to create a volume texture\n");
          goto out;
      }
  
      hr = IDirect3DVolumeTexture9_LockBox(volume, 0, &lb, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DVolumeTexture9_LockBox failed with %08x\n", hr);
      for(z = 0; z < 32; z++) {
          for(y = 0; y < 32; y++) {
              for(x = 0; x < 32; x++) {
                  char size = (fmt == D3DFMT_A16B16G16R16 ? 8 : 4);
                  void *mem = ((char *)  lb.pBits) + y * lb.RowPitch + z * lb.SlicePitch + x * size;
                  float r_f = (float) x / 31.0;
                  float g_f = (float) y / 31.0;
                  float b_f = (float) z / 31.0;
  
                  if(fmt == D3DFMT_A16B16G16R16) {
                      unsigned short *mem_s = mem;
                      mem_s[0]  = r_f * 65535.0;
                      mem_s[1]  = g_f * 65535.0;
                      mem_s[2]  = b_f * 65535.0;
                      mem_s[3]  = 65535;
                  } else {
                      unsigned char *mem_c = mem;
                      mem_c[0]  = b_f * 255.0;
                      mem_c[1]  = g_f * 255.0;
                      mem_c[2]  = r_f * 255.0;
                      mem_c[3]  = 255;
                  }
              }
          }
      }
      hr = IDirect3DVolumeTexture9_UnlockBox(volume, 0);
      ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) volume);
      ok(hr == D3D_OK, "IDirect3DVolumeTexture9_UnlockBox failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
      if(SUCCEEDED(hr))
      {
          static const float quad1[] =
          {
              -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
              -1.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
          };
          static const float quad2[] =
          {
              -1.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
              -1.0f,  1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f,  1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
          };
          static const float quad3[] =
          {
               0.0f,  0.0f, 0.1f, 0.0f, 0.0f,
               0.0f,  1.0f, 0.1f, 0.0f, 0.0f,
               1.0f,  0.0f, 0.1f, 0.0f, 0.0f,
               1.0f,  1.0f, 0.1f, 0.0f, 0.0f,
          };
          static const float quad4[] =
          {
               0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               1.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
          };
          D3DMATRIX mat =
          {{{
              1.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 1.0f, 0.0f,
              0.0f, 1.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 1.0f,
          }}};
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
  
          /* Draw a quad with all 3 coords enabled. Nothing fancy. v and w are swapped, but have the same
           * values
           */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* Now disable the w coordinate. Does that change the input, or the output. The coordinates
           * are swapped by the matrix. If it changes the input, the v coord will be missing(green),
           * otherwise the w will be missing(blue).
           * turns out that on nvidia cards the blue color is missing, so it is an output modification.
           * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* D3DTTFF_COUNT1. Set a NULL matrix, and count1, pass in all values as 1.0. Nvidia has count1 ==
           * disable. ATI extends it up to the amount of values needed for the volume texture
           */
          memset(&mat, 0, sizeof(mat));
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
      }
  
      color = getPixelColor(device, 160, 360);
      ok(color == 0x00ffffff, "quad 1 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00ffff00 /* NV*/ || color == 0x00ffffff /* ATI */,
         "quad 2 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff, "quad 3 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x00ffffff || color == 0x0000ff00, "quad 4 has color %08x, expected 0x00ffffff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff303030, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene failed with %08x\n", hr);
      if(SUCCEEDED(hr))
      {
          static const float quad1[] =
          {
              -1.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
              -1.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f, -1.0f, 0.1f, 1.0f, 1.0f, 1.0f,
               0.0f,  0.0f, 0.1f, 1.0f, 1.0f, 1.0f,
          };
          static const float quad2[] =
          {
              -1.0f,  0.0f, 0.1f,
              -1.0f,  1.0f, 0.1f,
               0.0f,  0.0f, 0.1f,
               0.0f,  1.0f, 0.1f,
          };
          static const float quad3[] =
          {
               0.0f,  0.0f, 0.1f, 1.0f,
               0.0f,  1.0f, 0.1f, 1.0f,
               1.0f,  0.0f, 0.1f, 1.0f,
               1.0f,  1.0f, 0.1f, 1.0f,
          };
          static const D3DMATRIX mat =
          {{{
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 1.0f, 0.0f, 0.0f,
          }}};
          static const D3DMATRIX mat2 =
          {{{
              0.0f, 0.0f, 0.0f, 1.0f,
              1.0f, 0.0f, 0.0f, 0.0f,
              0.0f, 1.0f, 0.0f, 0.0f,
              0.0f, 0.0f, 1.0f, 0.0f,
          }}};
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
  
          /* Default values? 4 coords used, 3 passed. What happens to the 4th?
           * Use COUNT3 because newer Nvidia drivers return black when there are more (output) coords
           * than being used by the texture(volume tex -> 3). Again, as shown in earlier test the COUNTx
           * affects the post-transformation output, so COUNT3 plus the matrix above is OK for testing the
           * 4th *input* coordinate.
           */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* None passed */
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &identity);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          /* 4 used, 1 passed */
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl2);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, &mat2);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 4 * sizeof(float));
          ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr);
      }
      color = getPixelColor(device, 160, 360);
      ok(color == 0x0000ff00, "quad 1 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000, "quad 2 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x00ff0000, "quad 3 has color %08x, expected 0x00ff0000\n", color);
      /* Quad4: unused */
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DVolumeTexture9_Release(volume);
  
  out:
      IDirect3DVertexDeclaration9_Release(decl);
      IDirect3DVertexDeclaration9_Release(decl2);
      IDirect3DVertexDeclaration9_Release(decl3);
      IDirect3DVertexDeclaration9_Release(decl4);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void texdepth_test(void)
  {
      IDirect3DPixelShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const float texdepth_test_data1[] = { 0.25f,  2.0f, 0.0f, 0.0f};
      static const float texdepth_test_data2[] = { 0.25f,  0.5f, 0.0f, 0.0f};
      static const float texdepth_test_data3[] = {-1.00f,  0.1f, 0.0f, 0.0f};
      static const float texdepth_test_data4[] = {-0.25f, -0.5f, 0.0f, 0.0f};
      static const float texdepth_test_data5[] = { 1.00f, -0.1f, 0.0f, 0.0f};
      static const float texdepth_test_data6[] = { 1.00f,  0.5f, 0.0f, 0.0f};
      static const float texdepth_test_data7[] = { 0.50f,  0.0f, 0.0f, 0.0f};
      static const DWORD shader_code[] =
      {
          0xffff0104,                                                                 /* ps_1_4               */
          0x00000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000,     /* def c1, 0, 0, 1, 1   */
          0x00000001, 0x800f0005, 0xa0e40000,                                         /* mov r5, c0           */
          0x0000fffd,                                                                 /* phase                */
          0x00000057, 0x800f0005,                                                     /* texdepth r5          */
          0x00000001, 0x800f0000, 0xa0e40001,                                         /* mov r0, c1           */
          0x0000ffff                                                                  /* end                  */
      };
      static const float vertex[] =
      {
          -1.0f, -1.0f, 0.0f,
          -1.0f,  1.0f, 0.0f,
           1.0f, -1.0f, 1.0f,
           1.0f,  1.0f, 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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
      {
          skip("No ps_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr);
  
      /* Fill the depth buffer with a gradient */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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);
  
      /* Now perform the actual tests. Same geometry, but with the shader */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 158, 240);
      ok(color == 0x000000ff, "Pixel 158(25%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 162, 240);
      ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 318, 240);
      ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 322, 240);
      ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 1, 240);
      ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 318, 240);
      ok(color == 0x000000ff, "Pixel 318(50%% - 2 pixel) has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 322, 240);
      ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 1, 240);
      ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 638, 240);
      ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 3 * sizeof(float));
      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, 638, 240);
      ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DPixelShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void texkill_test(void)
  {
      IDirect3DPixelShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const float vertex[] =
      {
          /*                   bottom top    right  left */
          -1.0f, -1.0f, 1.0f, -0.1f,  0.9f,  0.9f, -0.1f,
          -1.0f,  1.0f, 1.0f, -0.1f,  0.9f, -0.1f,  0.9f,
           1.0f, -1.0f, 0.0f,  0.9f, -0.1f,  0.9f, -0.1f,
           1.0f,  1.0f, 0.0f,  0.9f, -0.1f, -0.1f,  0.9f,
      };
      static const DWORD shader_code_11[] =
      {
          0xffff0101,                                                             /* ps_1_1                     */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 1.0, 0.0, 0.0, 1.0 */
          0x00000041, 0xb00f0000,                                                 /* texkill t0                 */
          0x00000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                 */
          0x0000ffff                                                              /* end                        */
      };
      static const DWORD shader_code_20[] =
      {
          0xffff0200,                                                             /* ps_2_0                     */
          0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                     */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x3f800000, 0x3f800000, /* def c0, 0.0, 0.0, 1.0, 1.0 */
          0x01000041, 0xb00f0000,                                                 /* texkill t0                 */
          0x02000001, 0x800f0800, 0xa0e40000,                                     /* mov oC0, c0                */
          0x0000ffff                                                              /* end                        */
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
      {
          skip("No ps_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEXCOORDSIZE4(0) | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
      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, 63, 46);
      ok(color == 0x0000ff00, "Pixel 63/46 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 66, 46);
      ok(color == 0x0000ff00, "Pixel 66/64 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 63, 49);
      ok(color == 0x0000ff00, "Pixel 63/49 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 66, 49);
      ok(color == 0x00ff0000, "Pixel 66/49 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 578, 46);
      ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 575, 46);
      ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 578, 49);
      ok(color == 0x0000ff00, "Pixel 578/49 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 575, 49);
      ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 63, 430);
      ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 63, 433);
      ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 66, 433);
      ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 66, 430);
      ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 578, 430);
      ok(color == 0x0000ff00, "Pixel 578/46 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 578, 433);
      ok(color == 0x0000ff00, "Pixel 575/64 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 575, 433);
      ok(color == 0x00ff0000, "Pixel 578/49 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 575, 430);
      ok(color == 0x00ff0000, "Pixel 575/49 has color %08x, expected 0x00ff0000\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
      IDirect3DPixelShader9_Release(shader);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      if (FAILED(IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader)))
      {
          skip("Failed to create 2.0 test shader, most likely not supported.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, vertex, 7 * sizeof(float));
      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, 63, 46);
      ok(color == 0x00ffff00, "Pixel 63/46 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 66, 46);
      ok(color == 0x00ffff00, "Pixel 66/64 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 63, 49);
      ok(color == 0x00ffff00, "Pixel 63/49 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 66, 49);
      ok(color == 0x000000ff, "Pixel 66/49 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 578, 46);
      ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 575, 46);
      ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 578, 49);
      ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 575, 49);
      ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 63, 430);
      ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 63, 433);
      ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 66, 433);
      ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 66, 430);
      ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 578, 430);
      ok(color == 0x00ffff00, "Pixel 578/46 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 578, 433);
      ok(color == 0x00ffff00, "Pixel 575/64 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 575, 433);
      ok(color == 0x00ffff00, "Pixel 578/49 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 575, 430);
      ok(color == 0x000000ff, "Pixel 575/49 has color %08x, expected 0x000000ff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DPixelShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void x8l8v8u8_test(void)
  {
      IDirect3DPixelShader9 *shader2;
      IDirect3DPixelShader9 *shader;
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code[] =
      {
          0xffff0101,                             /* ps_1_1       */
          0x00000042, 0xb00f0000,                 /* tex t0       */
          0x00000001, 0x800f0000, 0xb0e40000,     /* mov r0, t0   */
          0x0000ffff                              /* end          */
      };
      static const DWORD shader_code2[] =
      {
          0xffff0101,                             /* ps_1_1       */
          0x00000042, 0xb00f0000,                 /* tex t0       */
          0x00000001, 0x800f0000, 0xb0ff0000,     /* mov r0, t0.w */
          0x0000ffff                              /* end          */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.5f, 0.5f,
          -1.0f,  1.0f, 0.1f, 0.5f, 0.5f,
           1.0f, -1.0f, 0.1f, 0.5f, 0.5f,
           1.0f,  1.0f, 0.1f, 0.5f, 0.5f,
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
      {
          skip("No ps_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0,  D3DRTYPE_TEXTURE, D3DFMT_X8L8V8U8)))
      {
          skip("No D3DFMT_X8L8V8U8 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8L8V8U8, D3DPOOL_MANAGED, &texture, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed (%08x)\n", hr);
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DTexture9_LockRect(texture, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed (%08x)\n", hr);
      *((DWORD *) lr.pBits) = 0x11ca3141;
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code2, &shader2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateShader failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed (%08x)\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, 5 * sizeof(float));
      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, 578, 430);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x82, 0x62, 0xca), 1),
         "D3DFMT_X8L8V8U8 = 0x112131ca returns color %08x, expected 0x008262ca\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader2);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed (%08x)\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, 5 * sizeof(float));
      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, 578, 430);
      ok(color == 0x00ffffff, "w component of D3DFMT_X8L8V8U8 = 0x11ca3141 returns color %08x\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DPixelShader9_Release(shader);
      IDirect3DPixelShader9_Release(shader2);
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void autogen_mipmap_test(void)
  {
      IDirect3DTexture9 *texture = NULL;
      IDirect3DSurface9 *surface;
      IDirect3DDevice9 *device;
      unsigned int x, y;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const RECT r1 = {256, 256, 512, 512};
      static const RECT r2 = {512, 256, 768, 512};
      static const RECT r3 = {256, 512, 512, 768};
      static const RECT r4 = {512, 512, 768, 768};
      static const float quad[] =
      {
          -0.5f, -0.5f, 0.1f, 0.0f, 0.0f,
          -0.5f,  0.5f, 0.1f, 0.0f, 1.0f,
           0.5f, -0.5f, 0.1f, 1.0f, 0.0f,
           0.5f,  0.5f, 0.1f, 1.0f, 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;
      }
  
      if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, D3DUSAGE_AUTOGENMIPMAP,  D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8) != D3D_OK)
      {
          skip("No autogenmipmap support.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffff00, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      /* Make the mipmap big, so that a smaller mipmap is used
       */
      hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 0, D3DUSAGE_AUTOGENMIPMAP,
                                          D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
  
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel returned %08x\n", hr);
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DSurface9_LockRect returned %08x\n", hr);
      for(y = 0; y < 1024; y++) {
          for(x = 0; x < 1024; x++) {
              DWORD *dst = (DWORD *) (((BYTE *) lr.pBits) + y * lr.Pitch + x * 4);
              POINT pt;
  
              pt.x = x;
              pt.y = y;
              if(PtInRect(&r1, pt)) {
                  *dst = 0xffff0000;
              } else if(PtInRect(&r2, pt)) {
                  *dst = 0xff00ff00;
              } else if(PtInRect(&r3, pt)) {
                  *dst = 0xff0000ff;
              } else if(PtInRect(&r4, pt)) {
                  *dst = 0xff000000;
              } else {
                  *dst = 0xffffffff;
              }
          }
      }
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect returned %08x\n", hr);
      IDirect3DSurface9_Release(surface);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
      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);
      IDirect3DTexture9_Release(texture);
  
      color = getPixelColor(device, 200, 200);
      ok(color == 0x00ffffff, "pixel 200/200 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 280, 200);
      ok(color == 0x000000ff, "pixel 280/200 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 360, 200);
      ok(color == 0x00000000, "pixel 360/200 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 440, 200);
      ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 200, 270);
      ok(color == 0x00ffffff, "pixel 200/270 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 280, 270);
      ok(color == 0x00ff0000, "pixel 280/270 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 360, 270);
      ok(color == 0x0000ff00, "pixel 360/270 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 440, 270);
      ok(color == 0x00ffffff, "pixel 440/200 has color %08x, expected 0x00ffffff\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_constant_clamp_vs(void)
  {
      IDirect3DVertexShader9 *shader_11, *shader_11_2, *shader_20, *shader_20_2;
      IDirect3DVertexDeclaration9 *decl;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code_11[] =
      {
          0xfffe0101,                                         /* vs_1_1           */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
          0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
          0x0000ffff                                          /* end              */
      };
      static const DWORD shader_code_11_2[] =
      {
          0xfffe0101,                                         /* vs_1_1           */
          0x00000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000, /* dcl ... */
          0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* dcl ... */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
          0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x00000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
          0x0000ffff                                          /* end              */
      };
      static const DWORD shader_code_20[] =
      {
          0xfffe0200,                                         /* vs_2_0           */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
          0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
          0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
          0x0000ffff                                          /* end              */
      };
      static const DWORD shader_code_20_2[] =
      {
          0xfffe0200,                                         /* vs_2_0           */
          0x05000051, 0xa00f0001, 0x3fa00000, 0xbf000000, 0xbfc00000, 0x3f800000,
          0x05000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000,
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0  */
          0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x03000002, 0xd00f0000, 0x80e40001, 0xa0e40002,     /* add oD0, r1, c2  */
          0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0     */
          0x0000ffff                                          /* end              */
      };
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0, 0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          D3DDECL_END()
      };
      static const float quad1[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
      };
      static const float quad2[] =
      {
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
      };
      static const float quad3[] =
      {
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float quad4[] =
      {
          -1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
      };
      static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
      static const float test_data_c2[4] = {-0.50f,  1.25f,  2.00f, 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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
      {
          skip("No vs_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11, &shader_11);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_11_2, &shader_11_2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20, &shader_20);
      if(FAILED(hr)) shader_20 = NULL;
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code_20_2, &shader_20_2);
      if(FAILED(hr)) shader_20_2 = NULL;
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, test_data_c1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, test_data_c2, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_11);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_11_2);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      if (shader_20)
      {
          hr = IDirect3DDevice9_SetVertexShader(device, shader_20);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      }
  
      if (shader_20_2)
      {
          hr = IDirect3DDevice9_SetVertexShader(device, shader_20_2);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
          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, 160, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
         "quad 1 has color %08x, expected 0x00bfbf80\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
         "quad 2 has color %08x, expected 0x00bfbf80\n", color);
      if(shader_20) {
          color = getPixelColor(device, 480, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
             "quad 3 has color %08x, expected 0x00bfbf80\n", color);
      }
      if(shader_20_2) {
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
             "quad 4 has color %08x, expected 0x00bfbf80\n", color);
      }
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DVertexDeclaration9_Release(decl);
      if(shader_20_2) IDirect3DVertexShader9_Release(shader_20_2);
      if(shader_20) IDirect3DVertexShader9_Release(shader_20);
      IDirect3DVertexShader9_Release(shader_11_2);
      IDirect3DVertexShader9_Release(shader_11);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void constant_clamp_ps_test(void)
  {
      IDirect3DPixelShader9 *shader_11, *shader_12, *shader_14, *shader_20;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code_11[] =
      {
          0xffff0101,                                         /* ps_1_1           */
          0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
          0x0000ffff                                          /* end              */
      };
      static const DWORD shader_code_12[] =
      {
          0xffff0102,                                         /* ps_1_2           */
          0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
          0x0000ffff                                          /* end              */
      };
      /* Skip 1.3 shaders because we have only 4 quads (ok, could make them
       * smaller if needed). 1.2 and 1.4 shaders behave the same, so it's
       * unlikely that 1.3 shaders are different. During development of this
       * test, 1.3 shaders were verified too. */
      static const DWORD shader_code_14[] =
      {
          0xffff0104,                                         /* ps_1_4           */
          /* Try to make one constant local. It gets clamped too, although the
           * binary contains the bigger numbers. */
          0x00000051, 0xa00f0002, 0xbf000000, 0x3fa00000, 0x40000000, 0x3f800000, /* def c2, -0.5, 1.25, 2, 1 */
          0x00000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x00000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
          0x0000ffff                                          /* end              */
      };
      static const DWORD shader_code_20[] =
      {
          0xffff0200,                                         /* ps_2_0           */
          0x02000001, 0x800f0001, 0xa0e40001,                 /* mov r1, c1       */
          0x03000002, 0x800f0000, 0x80e40001, 0xa0e40002,     /* add r0, r1, c2   */
          0x02000001, 0x800f0800, 0x80e40000,                 /* mov oC0, r0      */
          0x0000ffff                                          /* end              */
      };
      static const float quad1[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
      };
      static const float quad2[] =
      {
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
      };
      static const float quad3[] =
      {
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float quad4[] =
      {
          -1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
      };
      static const float test_data_c1[4] = { 1.25f, -0.50f, -1.50f, 1.0f};
      static const float test_data_c2[4] = {-0.50f,  1.25f,  2.00f, 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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
      {
          skip("No ps_1_4 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_20, &shader_20);
      if(FAILED(hr)) shader_20 = NULL;
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      if (shader_20)
      {
          hr = IDirect3DDevice9_SetPixelShader(device, shader_20);
          ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 3 * sizeof(float));
          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, 160, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
         "quad 1 has color %08x, expected 0x00808000\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
         "quad 2 has color %08x, expected 0x00808000\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x80, 0x80, 0x00), 1),
         "quad 3 has color %08x, expected 0x00808000\n", color);
      if(shader_20) {
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0xbf, 0x80), 1),
             "quad 4 has color %08x, expected 0x00bfbf80\n", color);
      }
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      if(shader_20) IDirect3DPixelShader9_Release(shader_20);
      IDirect3DPixelShader9_Release(shader_14);
      IDirect3DPixelShader9_Release(shader_12);
      IDirect3DPixelShader9_Release(shader_11);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void dp2add_ps_test(void)
  {
      IDirect3DPixelShader9 *shader_dp2add_sat;
      IDirect3DPixelShader9 *shader_dp2add;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      /* DP2ADD is defined as:  (src0.r * src1.r) + (src0.g * src1.g) + src2.
       * One D3D restriction of all shader instructions except SINCOS is that no more than 2
       * source tokens can be constants.  So, for this exercise, we move contents of c0 to
       * r0 first.
       * The result here for the r,g,b components should be roughly 0.5:
       *   (0.5 * 0.5) + (0.5 * 0.5) + 0.0 = 0.5 */
      static const DWORD shader_code_dp2add[] =  {
          0xffff0200,                                                             /* ps_2_0                       */
          0x05000051, 0xa00f0000, 0x3f000000, 0x3f000000, 0x3f800000, 0x00000000, /* def c0, 0.5, 0.5, 1.0, 0     */
  
          0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                   */
          0x0400005a, 0x80070000, 0x80000000, 0x80000000, 0x80ff0000,             /* dp2add r0.rgb, r0, r0, r0.a  */
  
          0x02000001, 0x80080000, 0xa0aa0000,                                     /* mov r0.a, c0.b               */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
          0x0000ffff                                                              /* end                          */
      };
  
      /* Test the _sat modifier, too.  Result here should be:
       *   DP2: (-0.5 * -0.5) + (-0.5 * -0.5) + 2.0 = 2.5
       *      _SAT: ==> 1.0
       *   ADD: (1.0 + -0.5) = 0.5
       */
      static const DWORD shader_code_dp2add_sat[] =  {
          0xffff0200,                                                             /* ps_2_0                           */
          0x05000051, 0xa00f0000, 0xbf000000, 0xbf000000, 0x3f800000, 0x40000000, /* def c0, -0.5, -0.5, 1.0, 2.0     */
  
          0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                       */
          0x0400005a, 0x80170000, 0x80000000, 0x80000000, 0x80ff0000,             /* dp2add_sat r0.rgb, r0, r0, r0.a  */
          0x03000002, 0x80070000, 0x80e40000, 0xa0000000,                         /* add r0.rgb, r0, c0.r             */
  
          0x02000001, 0x80080000, 0xa0aa0000,                                     /* mov r0.a, c0.b                   */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                      */
          0x0000ffff                                                              /* end                              */
      };
      static const float quad[] =
      {
          -1.0f,   -1.0f,   0.1f,
          -1.0f,    1.0f,   0.1f,
           1.0f,   -1.0f,   0.1f,
           1.0f,    1.0f,   0.1f,
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No ps_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add, &shader_dp2add);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_dp2add_sat, &shader_dp2add_sat);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add);
      ok(SUCCEEDED(hr), "Failed to create pixel shader, 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, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      color = getPixelColor(device, 360, 240);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
      IDirect3DPixelShader9_Release(shader_dp2add);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_dp2add_sat);
      ok(SUCCEEDED(hr), "Failed to create pixel shader, 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, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw primitive, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      color = getPixelColor(device, 360, 240);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x7f, 0x7f), 1), "Got unexpected color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present frame, hr %#x.\n", hr);
      IDirect3DPixelShader9_Release(shader_dp2add_sat);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void cnd_test(void)
  {
      IDirect3DPixelShader9 *shader_11_coissue_2, *shader_12_coissue_2, *shader_13_coissue_2, *shader_14_coissue_2;
      IDirect3DPixelShader9 *shader_11_coissue, *shader_12_coissue, *shader_13_coissue, *shader_14_coissue;
      IDirect3DPixelShader9 *shader_11, *shader_12, *shader_13, *shader_14;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      DWORD color;
      HRESULT hr;
  
      /* ps 1.x shaders are rather picky with writemasks and source swizzles.
       * The dp3 is used to copy r0.r to all components of r1, then copy r1.a to
       * r0.a. Essentially it does a mov r0.a, r0.r, which isn't allowed as-is
       * in 1.x pixel shaders. */
      static const DWORD shader_code_11[] =
      {
          0xffff0101,                                                                 /* ps_1_1               */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
          0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
          0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, ???(t0)      */
          0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3 r1, r0, c0       */
          0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
          0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
          0x0000ffff                                                                  /* end                  */
      };
      static const DWORD shader_code_12[] =
      {
          0xffff0102,                                                                 /* ps_1_2               */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
          0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
          0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, t0           */
          0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3 r1, r0, c0       */
          0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
          0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
          0x0000ffff                                                                  /* end                  */
      };
      static const DWORD shader_code_13[] =
      {
          0xffff0103,                                                                 /* ps_1_3               */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000,     /* def c0, 1, 0, 0, 0   */
          0x00000040, 0xb00f0000,                                                     /* texcoord t0          */
          0x00000001, 0x800f0000, 0xb0e40000,                                         /* mov r0, t0           */
          0x00000008, 0x800f0001, 0x80e40000, 0xa0e40000,                             /* dp3, r1, r0, c0      */
          0x00000001, 0x80080000, 0x80ff0001,                                         /* mov r0.a, r1.a       */
          0x00000050, 0x800f0000, 0x80ff0000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0.a, c1, c2 */
          0x0000ffff                                                                  /* end                  */
      };
      static const DWORD shader_code_14[] =
      {
          0xffff0104,                                                                 /* ps_1_3               */
          0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000,     /* def c0, 0, 0, 0, 1   */
          0x00000040, 0x80070000, 0xb0e40000,                                         /* texcrd r0, t0        */
          0x00000001, 0x80080000, 0xa0ff0000,                                         /* mov r0.a, c0.a       */
          0x00000050, 0x800f0000, 0x80e40000, 0xa0e40001, 0xa0e40002,                 /* cnd r0, r0, c1, c2   */
          0x0000ffff                                                                  /* end                  */
      };
  
      /* Special fun: The coissue flag on cnd: Apparently cnd always selects the 2nd source,
       * as if the src0 comparison against 0.5 always evaluates to true. The coissue flag isn't
       * set by the compiler, it was added manually after compilation. Note that the COISSUE
       * flag on a color(.xyz) operation is only allowed after an alpha operation. DirectX doesn't
       * have proper docs, but GL_ATI_fragment_shader explains the pairing of color and alpha ops
       * well enough.
       *
       * The shader attempts to test the range [-1;1] against coissued cnd, which is a bit tricky.
       * The input from t0 is [0;1]. 0.5 is subtracted, then we have to multiply with 2. Since
       * constants are clamped to [-1;1], a 2.0 is constructed by adding c0.r(=1.0) to c0.r into r1.r,
       * then r1(2.0, 0.0, 0.0, 0.0) is passed to dp3(explained above).
       */
      static const DWORD shader_code_11_coissue[] =
      {
          0xffff0101,                                                             /* ps_1_1                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
          0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.xyz, r0.a, c1, c2*/
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_11_coissue_2[] =
      {
          0xffff0101,                                                             /* ps_1_1                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x800f0000, 0x80e40001,                                     /* mov r0, r1               */
          0x00000001, 0x80070000, 0x80ff0001,                                     /* mov r0.xyz, r1.a         */
          0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.a, r0.a, c1, c2  */
          0x00000001, 0x80070000, 0x80ff0000,                                     /* mov r0.xyz, r0.a         */
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_12_coissue[] =
      {
          0xffff0102,                                                             /* ps_1_2                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
          0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.xyz, r0.a, c1, c2*/
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_12_coissue_2[] =
      {
          0xffff0102,                                                             /* ps_1_2                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x800f0000, 0x80e40001,                                     /* mov r0, r1               */
          0x00000001, 0x80070000, 0x80ff0001,                                     /* mov r0.xyz, r1.a         */
          0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.a, r0.a, c1, c2  */
          0x00000001, 0x80070000, 0x80ff0000,                                     /* mov r0.xyz, r0.a         */
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_13_coissue[] =
      {
          0xffff0103,                                                             /* ps_1_3                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x80080000, 0x80ff0001,                                     /* mov r0.a, r1.a           */
          0x40000050, 0x80070000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.xyz, r0.a, c1, c2*/
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_13_coissue_2[] =
      {
          0xffff0103,                                                             /* ps_1_3                   */
          0x00000051, 0xa00f0000, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 1, 0, 0, 0       */
          0x00000051, 0xa00f0003, 0x3f000000, 0x3f000000, 0x3f000000, 0x00000000, /* def c3, 0.5, 0.5, 0.5, 0 */
          0x00000040, 0xb00f0000,                                                 /* texcoord t0              */
          0x00000001, 0x800f0000, 0xb0e40000,                                     /* mov r0, t0               */
          0x00000003, 0x800f0000, 0x80e40000, 0xa0e40003,                         /* sub r0, r0, c3           */
          0x00000002, 0x800f0001, 0xa0e40000, 0xa0e40000,                         /* add r1, c0, c0           */
          0x00000008, 0x800f0001, 0x80e40000, 0x80e40001,                         /* dp3 r1, r0, r1           */
          0x00000001, 0x800f0000, 0x80e40001,                                     /* mov r0, r1               */
          0x00000001, 0x80070000, 0x80ff0001,                                     /* mov r0.xyz, r1.a         */
          0x40000050, 0x80080000, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.a, r0.a, c1, c2  */
          0x00000001, 0x80070000, 0x80ff0000,                                     /* mov r0.xyz, r0.a         */
          0x0000ffff                                                              /* end                      */
      };
      /* ps_1_4 does not have a different cnd behavior, just pass the [0;1]
       * texcrd result to cnd, it will compare against 0.5. */
      static const DWORD shader_code_14_coissue[] =
      {
          0xffff0104,                                                             /* ps_1_4                   */
          0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1       */
          0x00000040, 0x80070000, 0xb0e40000,                                     /* texcrd r0.xyz, t0        */
          0x00000001, 0x80080000, 0xa0ff0000,                                     /* mov r0.a, c0.a           */
          0x40000050, 0x80070000, 0x80e40000, 0xa0e40001, 0xa0e40002,             /* +cnd r0.xyz, r0, c1, c2  */
          0x0000ffff                                                              /* end                      */
      };
      static const DWORD shader_code_14_coissue_2[] =
      {
          0xffff0104,                                                             /* ps_1_4                   */
          0x00000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1       */
          0x00000040, 0x80070000, 0xb0e40000,                                     /* texcrd r0.xyz, t0        */
          0x00000001, 0x80080000, 0x80000000,                                     /* mov r0.a, r0.x           */
          0x00000001, 0x80070001, 0xa0ff0000,                                     /* mov r1.xyz, c0.a         */
          0x40000050, 0x80080001, 0x80ff0000, 0xa0e40001, 0xa0e40002,             /* +cnd r1.a, r0.a, c1, c2  */
          0x00000001, 0x80070000, 0x80ff0001,                                     /* mov r0.xyz, r1.a         */
          0x00000001, 0x80080000, 0xa0ff0000,                                     /* mov r0.a, c0.a           */
          0x0000ffff                                                              /* end                      */
      };
      static const float quad1[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
          -1.0f,  0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
           0.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
           0.0f,  0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
      };
      static const float quad2[] =
      {
           0.0f, -1.0f, 0.1f, 0.0f, 0.0f, 1.0f,
           0.0f,  0.0f, 0.1f, 0.0f, 1.0f, 0.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f,
           1.0f,  0.0f, 0.1f, 1.0f, 1.0f, 0.0f,
      };
      static const float quad3[] =
      {
           0.0f,  0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
           0.0f,  1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
           1.0f,  0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
      };
      static const float quad4[] =
      {
          -1.0f,  0.0f, 0.1f, 0.0f, 0.0f, 1.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f, 0.0f,
           0.0f,  0.0f, 0.1f, 1.0f, 0.0f, 1.0f,
           0.0f,  1.0f, 0.1f, 1.0f, 1.0f, 0.0f,
      };
      static const float test_data_c1[4] = {0.0f, 0.0f, 0.0f, 0.0f};
      static const float test_data_c2[4] = {1.0f, 1.0f, 1.0f, 1.0f};
      static const float test_data_c1_coi[4] = {0.0f, 1.0f, 0.0f, 0.0f};
      static const float test_data_c2_coi[4] = {1.0f, 0.0f, 1.0f, 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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4))
      {
          skip("No ps_1_4 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11, &shader_11);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12, &shader_12);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13, &shader_13);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14, &shader_14);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_11);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_12);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_13);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
      ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_14);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
      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);
  
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
  
      /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */
      color = getPixelColor(device, 158, 118);
      ok(color == 0x00ff00ff, "pixel 158, 118 has color %08x, expected 0x00ff00ff\n", color);
      color = getPixelColor(device, 162, 118);
      ok(color == 0x000000ff, "pixel 162, 118 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 158, 122);
      ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 122);
      ok(color == 0x0000ffff, "pixel 162, 122 has color %08x, expected 0x0000ffff\n", color);
  
      /* 1.1 shader. All 3 components get set, based on the .w comparison */
      color = getPixelColor(device, 158, 358);
      ok(color == 0x00ffffff, "pixel 158, 358 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 358);
      ok(color_match(color, 0x00000000, 1), "pixel 162, 358 has color 0x%08x, expected 0x00000000.\n", color);
      color = getPixelColor(device, 158, 362);
      ok(color == 0x00ffffff, "pixel 158, 362 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 362);
      ok(color_match(color, 0x00000000, 1), "pixel 162, 362 has color 0x%08x, expected 0x00000000.\n", color);
  
      /* 1.2 shader */
      color = getPixelColor(device, 478, 358);
      ok(color == 0x00ffffff, "pixel 478, 358 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 482, 358);
      ok(color_match(color, 0x00000000, 1), "pixel 482, 358 has color 0x%08x, expected 0x00000000.\n", color);
      color = getPixelColor(device, 478, 362);
      ok(color == 0x00ffffff, "pixel 478, 362 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 482, 362);
      ok(color_match(color, 0x00000000, 1), "pixel 482, 362 has color 0x%08x, expected 0x00000000.\n", color);
  
      /* 1.3 shader */
      color = getPixelColor(device, 478, 118);
      ok(color == 0x00ffffff, "pixel 478, 118 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 482, 118);
      ok(color_match(color, 0x00000000, 1), "pixel 482, 118 has color 0x%08x, expected 0x00000000.\n", color);
      color = getPixelColor(device, 478, 122);
      ok(color == 0x00ffffff, "pixel 478, 122 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 482, 122);
      ok(color_match(color, 0x00000000, 1), "pixel 482, 122 has color 0x%08x, expected 0x00000000.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 1, test_data_c1_coi, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 2, test_data_c2_coi, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
      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);
  
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
  
      /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind
       * that we swapped the values in c1 and c2 to make the other tests return some color
       */
      color = getPixelColor(device, 158, 118);
      ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 118);
      ok(color == 0x0000ffff, "pixel 162, 118 has color %08x, expected 0x0000ffff\n", color);
      color = getPixelColor(device, 158, 122);
      ok(color == 0x00ff00ff, "pixel 162, 122 has color %08x, expected 0x00ff00ff\n", color);
      color = getPixelColor(device, 162, 122);
      ok(color == 0x000000ff, "pixel 162, 122 has color %08x, expected 0x000000ff\n", color);
  
      /* 1.1 shader. coissue flag changed the semantic of cnd, c1 is always selected
       * (The Win7 nvidia driver always selects c2)
       */
      color = getPixelColor(device, 158, 358);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 158, 358 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 162, 358);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 162, 358 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 158, 362);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 158, 362 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 162, 362);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 162, 362 has color %08x, expected 0x0000ff00\n", color);
  
      /* 1.2 shader */
      color = getPixelColor(device, 478, 358);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 478, 358 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 482, 358);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 482, 358 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 478, 362);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 478, 362 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 482, 362);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 482, 362 has color %08x, expected 0x0000ff00\n", color);
  
      /* 1.3 shader */
      color = getPixelColor(device, 478, 118);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 478, 118 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 482, 118);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 482, 118 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 478, 122);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 478, 122 has color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 482, 122);
      ok(color_match(color, 0x0000ff00, 1) || broken(color_match(color, 0x00ff00ff, 1)),
          "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      /* Retest with the coissue flag on the alpha instruction instead. This
       * works "as expected". The Windows 8 testbot (WARP) seems to handle this
       * the same as coissue on .rgb. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_11_coissue_2);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_12_coissue_2);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_13_coissue_2);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, shader_14_coissue_2);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float));
      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);
  
      /* 1.4 shader */
      color = getPixelColor(device, 158, 118);
      ok(color == 0x00ffffff, "pixel 158, 118 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 118);
      ok(color == 0x00000000, "pixel 162, 118 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 158, 122);
      ok(color == 0x00ffffff, "pixel 162, 122 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 162, 122);
      ok(color == 0x00000000, "pixel 162, 122 has color %08x, expected 0x00000000\n", color);
  
      /* 1.1 shader */
      color = getPixelColor(device, 238, 358);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 238, 358 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 242, 358);
      ok(color_match(color, 0x00000000, 1),
          "pixel 242, 358 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 238, 362);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 238, 362 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 242, 362);
      ok(color_match(color, 0x00000000, 1),
          "pixel 242, 362 has color %08x, expected 0x00000000\n", color);
  
      /* 1.2 shader */
      color = getPixelColor(device, 558, 358);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 558, 358 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 562, 358);
      ok(color_match(color, 0x00000000, 1),
          "pixel 562, 358 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 558, 362);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 558, 362 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 562, 362);
      ok(color_match(color, 0x00000000, 1),
          "pixel 562, 362 has color %08x, expected 0x00000000\n", color);
  
      /* 1.3 shader */
      color = getPixelColor(device, 558, 118);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 558, 118 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 562, 118);
      ok(color_match(color, 0x00000000, 1),
          "pixel 562, 118 has color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 558, 122);
      ok(color_match(color, 0x00ffffff, 1) || broken(color_match(color, 0x00000000, 1)),
          "pixel 558, 122 has color %08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 562, 122);
      ok(color_match(color, 0x00000000, 1),
          "pixel 562, 122 has color %08x, expected 0x00000000\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DPixelShader9_Release(shader_14_coissue_2);
      IDirect3DPixelShader9_Release(shader_13_coissue_2);
      IDirect3DPixelShader9_Release(shader_12_coissue_2);
      IDirect3DPixelShader9_Release(shader_11_coissue_2);
      IDirect3DPixelShader9_Release(shader_14_coissue);
      IDirect3DPixelShader9_Release(shader_13_coissue);
      IDirect3DPixelShader9_Release(shader_12_coissue);
      IDirect3DPixelShader9_Release(shader_11_coissue);
      IDirect3DPixelShader9_Release(shader_14);
      IDirect3DPixelShader9_Release(shader_13);
      IDirect3DPixelShader9_Release(shader_12);
      IDirect3DPixelShader9_Release(shader_11);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void nested_loop_test(void)
  {
      IDirect3DVertexShader9 *vshader;
      IDirect3DPixelShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code[] =
      {
          0xffff0300,                                                             /* ps_3_0               */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0, 0, 0, 1   */
          0x05000051, 0xa00f0001, 0x3d000000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1/32, 0, 0, 0*/
          0x05000030, 0xf00f0000, 0x00000004, 0x00000000, 0x00000002, 0x00000000, /* defi i0, 4, 0, 2, 0  */
          0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0           */
          0x0200001b, 0xf0e40800, 0xf0e40000,                                     /* loop aL, i0          */
          0x0200001b, 0xf0e40800, 0xf0e40000,                                     /* loop aL, i0          */
          0x03000002, 0x800f0000, 0x80e40000, 0xa0e40001,                         /* add r0, r0, c1       */
          0x0000001d,                                                             /* endloop              */
          0x0000001d,                                                             /* endloop              */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0          */
          0x0000ffff                                                              /* end                  */
      };
      static const DWORD vshader_code[] =
      {
          0xfffe0300,                                                             /* vs_3_0               */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0      */
          0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0      */
          0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0           */
          0x0000ffff                                                              /* end                  */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No shader model 3 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x0000ff00, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\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, 3 * sizeof(float));
      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, 360, 240);
      ok(color_match(color, 0x00800000, 1),
              "Nested loop test returned color 0x%08x, expected 0x00800000.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DPixelShader9_Release(shader);
      IDirect3DVertexShader9_Release(vshader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void pretransformed_varying_test(void)
  {
      /* dcl_position: fails to compile */
      static const DWORD blendweight_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000001, 0x900f0000,     /* dcl_blendweight, v0      */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD blendindices_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000002, 0x900f0000,     /* dcl_blendindices, v0     */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD normal_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000003, 0x900f0000,     /* dcl_normal, v0           */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      /* psize: fails? */
      static const DWORD texcoord0_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000005, 0x900f0000,     /* dcl_texcoord0, v0        */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD tangent_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000006, 0x900f0000,     /* dcl_tangent, v0          */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD binormal_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x80000007, 0x900f0000,     /* dcl_binormal, v0         */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      /* tessfactor: fails */
      /* positiont: fails */
      static const DWORD color_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x8000000a, 0x900f0000,     /* dcl_color0, v0           */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD fog_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x8000000b, 0x900f0000,     /* dcl_fog, v0              */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD depth_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x8000000c, 0x900f0000,     /* dcl_depth, v0            */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      static const DWORD specular_code[] =
      {
          0xffff0300,                             /* ps_3_0                   */
          0x0200001f, 0x8001000a, 0x900f0000,     /* dcl_color1, v0           */
          0x02000001, 0x800f0800, 0x90e40000,     /* mov oC0, v0              */
          0x0000ffff                              /* end                      */
      };
      /* sample: fails */
  
      static const struct
      {
          const char *name;
          const DWORD *shader_code;
          DWORD color;
          BOOL todo;
      }
      tests[] =
      {
          {"blendweight",     blendweight_code,   0x00191919, TRUE },
          {"blendindices",    blendindices_code,  0x00333333, TRUE },
          {"normal",          normal_code,        0x004c4c4c, TRUE },
          {"texcoord0",       texcoord0_code,     0x00808c8c, FALSE},
          {"tangent",         tangent_code,       0x00999999, TRUE },
          {"binormal",        binormal_code,      0x00b2b2b2, TRUE },
          {"color",           color_code,         0x00e6e6e6, FALSE},
          {"fog",             fog_code,           0x00666666, TRUE },
          {"depth",           depth_code,         0x00cccccc, TRUE },
          {"specular",        specular_code,      0x004488ff, FALSE},
      };
      /* Declare a monster vertex type :-) */
      static const D3DVERTEXELEMENT9 decl_elements[] = {
          {0,   0,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT,      0},
          {0,  16,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDWEIGHT,    0},
          {0,  32,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BLENDINDICES,   0},
          {0,  48,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL,         0},
          {0,  64,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_FOG,            0},
          {0,  80,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
          {0,  96,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TANGENT,        0},
          {0, 112,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_BINORMAL,       0},
          {0, 128,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_DEPTH,          0},
          {0, 144,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          {0, 148,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          1},
          D3DDECL_END()
      };
  
      static const struct
      {
          float pos_x,        pos_y,      pos_z,      rhw;
          float weight_1,     weight_2,   weight_3,   weight_4;
          float index_1,      index_2,    index_3,    index_4;
          float normal_1,     normal_2,   normal_3,   normal_4;
          float fog_1,        fog_2,      fog_3,      fog_4;
          float texcoord_1,   texcoord_2, texcoord_3, texcoord_4;
          float tangent_1,    tangent_2,  tangent_3,  tangent_4;
          float binormal_1,   binormal_2, binormal_3, binormal_4;
          float depth_1,      depth_2,    depth_3,    depth_4;
          D3DCOLOR diffuse;
          D3DCOLOR specular;
      }
      data[] =
      {
          {
              0.0f,   0.0f,   0.1f,   1.0f,
              0.1f,   0.1f,   0.1f,   0.1f,
              0.2f,   0.2f,   0.2f,   0.2f,
              0.3f,   0.3f,   0.3f,   0.3f,
              0.4f,   0.4f,   0.4f,   0.4f,
              0.5f,   0.55f,  0.55f,  0.55f,
              0.6f,   0.6f,   0.6f,   0.7f,
              0.7f,   0.7f,   0.7f,   0.6f,
              0.8f,   0.8f,   0.8f,   0.8f,
              0xe6e6e6e6, /* 0.9 * 256 */
              0x224488ff, /* Nothing special */
          },
          {
              640.0f, 0.0f,   0.1f,   1.0f,
              0.1f,   0.1f,   0.1f,   0.1f,
              0.2f,   0.2f,   0.2f,   0.2f,
              0.3f,   0.3f,   0.3f,   0.3f,
              0.4f,   0.4f,   0.4f,   0.4f,
              0.5f,   0.55f,  0.55f,  0.55f,
              0.6f,   0.6f,   0.6f,   0.7f,
              0.7f,   0.7f,   0.7f,   0.6f,
              0.8f,   0.8f,   0.8f,   0.8f,
              0xe6e6e6e6, /* 0.9 * 256 */
              0x224488ff, /* Nothing special */
          },
          {
              0.0f,   480.0f, 0.1f,   1.0f,
              0.1f,   0.1f,   0.1f,   0.1f,
              0.2f,   0.2f,   0.2f,   0.2f,
              0.3f,   0.3f,   0.3f,   0.3f,
              0.4f,   0.4f,   0.4f,   0.4f,
              0.5f,   0.55f,  0.55f,  0.55f,
              0.6f,   0.6f,   0.6f,   0.7f,
              0.7f,   0.7f,   0.7f,   0.6f,
              0.8f,   0.8f,   0.8f,   0.8f,
              0xe6e6e6e6, /* 0.9 * 256 */
              0x224488ff, /* Nothing special */
          },
          {
             640.0f,  480.0f, 0.1f,   1.0f,
             0.1f,    0.1f,   0.1f,   0.1f,
             0.2f,    0.2f,   0.2f,   0.2f,
             0.3f,    0.3f,   0.3f,   0.3f,
             0.4f,    0.4f,   0.4f,   0.4f,
             0.5f,    0.55f,  0.55f,  0.55f,
             0.6f,    0.6f,   0.6f,   0.7f,
             0.7f,    0.7f,   0.7f,   0.6f,
             0.8f,    0.8f,   0.8f,   0.8f,
             0xe6e6e6e6, /* 0.9 * 256 */
             0x224488ff, /* Nothing special */
          },
      };
      IDirect3DVertexDeclaration9 *decl;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      unsigned int i;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No shader model 3 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetVertexDeclaration(device, decl);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr);
      for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
      {
          IDirect3DPixelShader9 *shader;
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
          hr = IDirect3DDevice9_CreatePixelShader(device, tests[i].shader_code, &shader);
          ok(SUCCEEDED(hr), "Failed to create pixel shader for test %s, hr %#x.\n", tests[i].name, hr);
  
          hr = IDirect3DDevice9_SetPixelShader(device, shader);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, data, sizeof(*data));
          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);
  
          /* This isn't a weekend's job to fix, ignore the problem for now.
           * Needs a replacement pipeline. */
          color = getPixelColor(device, 360, 240);
          if (tests[i].todo)
              todo_wine ok(color_match(color, tests[i].color, 1)
                      || broken(color_match(color, 0x00000000, 1)
                      && tests[i].shader_code == blendindices_code),
                      "Test %s returned color 0x%08x, expected 0x%08x (todo).\n",
                      tests[i].name, color, tests[i].color);
          else
              ok(color_match(color, tests[i].color, 1),
                      "Test %s returned color 0x%08x, expected 0x%08x.\n",
                      tests[i].name, color, tests[i].color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
          hr = IDirect3DDevice9_SetPixelShader(device, NULL);
          ok(SUCCEEDED(hr), "Failed to set pixel shader for test %s, hr %#x.\n", tests[i].name, hr);
          IDirect3DPixelShader9_Release(shader);
      }
  
      IDirect3DVertexDeclaration9_Release(decl);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_compare_instructions(void)
  {
      IDirect3DVertexShader9 *shader_slt_scalar;
      IDirect3DVertexShader9 *shader_sge_scalar;
      IDirect3DVertexShader9 *shader_slt_vec;
      IDirect3DVertexShader9 *shader_sge_vec;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_sge_vec_code[] =
      {
          0xfffe0101,                                         /* vs_1_1                   */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
          0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
          0x0000000d, 0xd00f0000, 0x80e40000, 0xa0e40001,     /* sge oD0, r0, c1          */
          0x0000ffff                                          /* end                      */
      };
      static const DWORD shader_slt_vec_code[] =
      {
          0xfffe0101,                                         /* vs_1_1                   */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
          0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
          0x0000000c, 0xd00f0000, 0x80e40000, 0xa0e40001,     /* slt oD0, r0, c1          */
          0x0000ffff                                          /* end                      */
      };
      static const DWORD shader_sge_scalar_code[] =
      {
          0xfffe0101,                                         /* vs_1_1                   */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
          0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
          0x0000000d, 0xd0010000, 0x80000000, 0xa0550001,     /* slt oD0.r, r0.r, c1.b    */
          0x0000000d, 0xd0020000, 0x80550000, 0xa0aa0001,     /* slt oD0.g, r0.g, c1.r    */
          0x0000000d, 0xd0040000, 0x80aa0000, 0xa0000001,     /* slt oD0.b, r0.b, c1.g    */
          0x0000ffff                                          /* end                      */
      };
      static const DWORD shader_slt_scalar_code[] =
      {
          0xfffe0101,                                         /* vs_1_1                   */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0          */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0             */
          0x00000001, 0x800f0000, 0xa0e40000,                 /* mov r0, c0               */
          0x0000000c, 0xd0010000, 0x80000000, 0xa0aa0001,     /* slt oD0.r, r0.r, c1.b    */
          0x0000000c, 0xd0020000, 0x80550000, 0xa0000001,     /* slt oD0.g, r0.g, c1.r    */
          0x0000000c, 0xd0040000, 0x80aa0000, 0xa0550001,     /* slt oD0.b, r0.b, c1.g    */
          0x0000ffff                                          /* end                      */
      };
      static const float quad1[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
      };
      static const float quad2[] =
      {
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
      };
      static const float quad3[] =
      {
          -1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
      };
      static const float quad4[] =
      {
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float const0[4] = {0.8f, 0.2f, 0.2f, 0.2f};
      static const float const1[4] = {0.2f, 0.8f, 0.2f, 0.2f};
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1))
      {
          skip("No vs_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_vec_code, &shader_slt_vec);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_scalar_code, &shader_sge_scalar);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_slt_scalar_code, &shader_slt_scalar);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
      ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, const1, 1);
      ok(SUCCEEDED(hr), "SetVertexShaderConstantF failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_vec);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_vec);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2,  quad2, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_sge_scalar);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, const0, 1);
      ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader_slt_scalar);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
      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, 160, 360);
      ok(color == 0x00ff00ff, "Compare test: Quad 1(sge vec) returned color 0x%08x, expected 0x00ff00ff\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x0000ff00, "Compare test: Quad 2(slt vec) returned color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00ffffff, "Compare test: Quad 3(sge scalar) returned color 0x%08x, expected 0x00ffffff\n", color);
      color = getPixelColor(device, 480, 160);
      ok(color == 0x000000ff, "Compare test: Quad 4(slt scalar) returned color 0x%08x, expected 0x000000ff\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DVertexShader9_Release(shader_sge_vec);
      IDirect3DVertexShader9_Release(shader_slt_vec);
      IDirect3DVertexShader9_Release(shader_sge_scalar);
      IDirect3DVertexShader9_Release(shader_slt_scalar);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_vshader_input(void)
  {
      IDirect3DVertexDeclaration9 *decl_twotexcrd, *decl_onetexcrd, *decl_twotex_wrongidx, *decl_twotexcrd_rightorder;
      IDirect3DVertexDeclaration9 *decl_texcoord_color, *decl_color_color, *decl_color_ubyte, *decl_color_float;
      IDirect3DVertexShader9 *swapped_shader, *texcoord_color_shader, *color_color_shader;
      D3DADAPTER_IDENTIFIER9 identifier;
      IDirect3DPixelShader9 *ps;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      unsigned int i;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
      BOOL warp;
  
      static const DWORD swapped_shader_code_3[] =
      {
          0xfffe0300,                                         /* vs_3_0               */
          0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
          0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
          0x0200001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
          0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
          0x02000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
          0x03000002, 0xe00f0001, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD swapped_shader_code_1[] =
      {
          0xfffe0101,                                         /* vs_1_1               */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0000001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
          0x0000001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov o0, v0           */
          0x00000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
          0x00000002, 0xd00f0000, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD swapped_shader_code_2[] =
      {
          0xfffe0200,                                         /* vs_2_0               */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord0 v1     */
          0x0200001f, 0x80010005, 0x900f0002,                 /* dcl_texcoord1 v2     */
          0x02000001, 0xc00f0000, 0x90e40000,                 /* mov o0, v0           */
          0x02000001, 0x800f0001, 0x90e40001,                 /* mov r1, v1           */
          0x03000002, 0xd00f0000, 0x80e40001, 0x91e40002,     /* sub o1, r1, v2       */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD texcoord_color_shader_code_3[] =
      {
          0xfffe0300,                                         /* vs_3_0               */
          0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
          0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
          0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
          0x02000001, 0xe00f0001, 0x90e40001,                 /* mov o1, v1           */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD texcoord_color_shader_code_2[] =
      {
          0xfffe0200,                                         /* vs_2_0               */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
          0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
          0x02000001, 0xd00f0000, 0x90e40001,                 /* mov oD0, v1          */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD texcoord_color_shader_code_1[] =
      {
          0xfffe0101,                                         /* vs_1_1               */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0000001f, 0x80000005, 0x900f0001,                 /* dcl_texcoord v1      */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
          0x00000001, 0xd00f0000, 0x90e40001,                 /* mov oD0, v1          */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD color_color_shader_code_3[] =
      {
          0xfffe0300,                                         /* vs_3_0               */
          0x0200001f, 0x80000000, 0xe00f0000,                 /* dcl_position o0      */
          0x0200001f, 0x8000000a, 0xe00f0001,                 /* dcl_color o1         */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
          0x02000001, 0xe00f0000, 0x90e40000,                 /* mov o0, v0           */
          0x03000005, 0xe00f0001, 0xa0e40000, 0x90e40001,     /* mul o1, c0, v1       */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD color_color_shader_code_2[] =
      {
          0xfffe0200,                                         /* vs_2_0               */
          0x0200001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0200001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
          0x02000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
          0x03000005, 0xd00f0000, 0xa0e40000, 0x90e40001,     /* mul oD0, c0, v1      */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD color_color_shader_code_1[] =
      {
          0xfffe0101,                                         /* vs_1_1               */
          0x0000001f, 0x80000000, 0x900f0000,                 /* dcl_position v0      */
          0x0000001f, 0x8000000a, 0x900f0001,                 /* dcl_color v1         */
          0x00000001, 0xc00f0000, 0x90e40000,                 /* mov oPos, v0         */
          0x00000005, 0xd00f0000, 0xa0e40000, 0x90e40001,     /* mul oD0, c0, v1      */
          0x0000ffff                                          /* end                  */
      };
      static const DWORD ps3_code[] =
      {
          0xffff0300,                                         /* ps_3_0               */
          0x0200001f, 0x8000000a, 0x900f0000,                 /* dcl_color0 v0        */
          0x02000001, 0x800f0800, 0x90e40000,                 /* mov oC0, v0          */
          0x0000ffff                                          /* end                  */
      };
      static const float quad1[] =
      {
          -1.0f, -1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
          -1.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
           0.0f, -1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
           0.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
      };
      static const float quad2[] =
      {
           0.0f, -1.0f, 0.1f,  1.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           0.0f,  0.0f, 0.1f,  1.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           1.0f, -1.0f, 0.1f,  1.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           1.0f,  0.0f, 0.1f,  1.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
      };
      static const float quad3[] =
      {
          -1.0f,  0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f,  1.0f, -1.0f,  0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f,  0.0f, -1.0f,  1.0f, 0.0f,
           0.0f,  0.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f,  1.0f,  0.0f,  0.0f, 0.0f,
           0.0f,  1.0f, 0.1f, -1.0f, 0.0f, 0.0f, 0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
      };
      static const float quad4[] =
      {
           0.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
           0.0f,  1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
           1.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
           1.0f,  1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.5f, 0.0f,
      };
      static const float quad1_modified[] =
      {
          -1.0f, -1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f, -1.0f,  0.0f,  0.0f, 0.0f,
          -1.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f,  0.0f, -1.0f, 0.0f,
           0.0f, -1.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f,  0.0f, -1.0f,  0.0f, 0.0f,
           0.0f,  0.0f, 0.1f,  1.0f, 0.0f, 1.0f, 0.0f, -1.0f, -1.0f, -1.0f, 0.0f,
      };
      static const float quad2_modified[] =
      {
           0.0f, -1.0f, 0.1f,  0.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           0.0f,  0.0f, 0.1f,  0.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           1.0f, -1.0f, 0.1f,  0.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
           1.0f,  0.0f, 0.1f,  0.0f, 0.0f, 0.0f, 0.0f,  0.0f,  0.0f,  0.0f, 0.0f,
      };
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1_color[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x00ff8040},
          {{-1.0f,  0.0f, 0.1f}, 0x00ff8040},
          {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
          {{ 0.0f,  0.0f, 0.1f}, 0x00ff8040},
      },
      quad2_color[] =
      {
          {{ 0.0f, -1.0f, 0.1f}, 0x00ff8040},
          {{ 0.0f,  0.0f, 0.1f}, 0x00ff8040},
          {{ 1.0f, -1.0f, 0.1f}, 0x00ff8040},
          {{ 1.0f,  0.0f, 0.1f}, 0x00ff8040},
      },
      quad3_color[] =
      {
          {{-1.0f,  0.0f, 0.1f}, 0x00ff8040},
          {{-1.0f,  1.0f, 0.1f}, 0x00ff8040},
          {{ 0.0f,  0.0f, 0.1f}, 0x00ff8040},
          {{ 0.0f,  1.0f, 0.1f}, 0x00ff8040},
      };
      static const float quad4_color[] =
      {
           0.0f,  0.0f, 0.1f,  1.0f, 1.0f, 0.0f, 0.0f,
           0.0f,  1.0f, 0.1f,  1.0f, 1.0f, 0.0f, 0.0f,
           1.0f,  0.0f, 0.1f,  1.0f, 1.0f, 0.0f, 1.0f,
           1.0f,  1.0f, 0.1f,  1.0f, 1.0f, 0.0f, 1.0f,
      };
      static const D3DVERTEXELEMENT9 decl_elements_twotexcrd[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
          {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_rightorder[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
          {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_onetexcrd[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_twotexcrd_wrongidx[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       1},
          {0,  28,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       2},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_texcoord_color[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,       0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_color_color[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_color_ubyte[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_UBYTE4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_color_float[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const float normalize[4] = {1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f, 1.0f / 256.0f};
      static const float no_normalize[4] = {1.0f, 1.0f, 1.0f, 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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No vs_3_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3D9_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier);
      ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
      warp = !strcmp(identifier.Description, "Microsoft Basic Render Driver");
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd, &decl_twotexcrd);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_onetexcrd, &decl_onetexcrd);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_wrongidx, &decl_twotex_wrongidx);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_twotexcrd_rightorder, &decl_twotexcrd_rightorder);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_texcoord_color, &decl_texcoord_color);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_color, &decl_color_color);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_ubyte, &decl_color_ubyte);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_color_float, &decl_color_float);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexDeclaration returned %08x\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, ps3_code, &ps);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader returned %08x\n", hr);
  
      for (i = 1; i <= 3; ++i)
      {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
          if(i == 3) {
              hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
              hr = IDirect3DDevice9_SetPixelShader(device, ps);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
          } else if(i == 2){
              hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_2, &swapped_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
          } else if(i == 1) {
              hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_1, &swapped_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
          }
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(float) * 11);
          if (i == 3 || i == 2)
              ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
          else if (i == 1)
              /* Succeeds or fails, depending on SW or HW vertex processing. */
              ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd_rightorder);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotex_wrongidx);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(float) * 11);
          if (i == 3 || i == 2)
              ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
          else if (i == 1)
              ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
          if(i == 3 || i == 2) {
              color = getPixelColor(device, 160, 360);
              ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
                 "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
  
              /* The last value of the read but undefined stream is used, it is 0x00. The defined input is vec4(1, 0, 0, 0) */
              color = getPixelColor(device, 480, 360);
              /* On the Windows 8 testbot (WARP) the draw succeeds, but uses
               * mostly random data as input. */
              ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
                      "Got unexpected color 0x%08x for quad 2 (1crd).\n", color);
              color = getPixelColor(device, 160, 120);
              /* Same as above, accept both the last used value and 0.0 for the undefined streams */
              ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
                 "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
  
              color = getPixelColor(device, 480, 160);
              ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
          } else if(i == 1) {
              color = getPixelColor(device, 160, 360);
              ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x80), 1),
                 "Input test: Quad 1(2crd) returned color 0x%08x, expected 0x00ffff80\n", color);
              color = getPixelColor(device, 480, 360);
              /* Accept the clear color as well in this case, since SW VP
               * returns an error. On the Windows 8 testbot (WARP) the draw
               * succeeds, but uses mostly random data as input. */
              ok(color == 0x00ffff00 || color == 0x00ff0000 || broken(warp),
                      "Got unexpected color 0x%08x for quad 2 (1crd).\n", color);
              color = getPixelColor(device, 160, 120);
              ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x80), 1) || color == D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00),
                 "Input test: Quad 3(2crd-wrongidx) returned color 0x%08x, expected 0x00ff0080\n", color);
              color = getPixelColor(device, 480, 160);
              ok(color == 0x00000000, "Input test: Quad 4(2crd-rightorder) returned color 0x%08x, expected 0x00000000\n", color);
          }
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
          /* Now find out if the whole streams are re-read, or just the last
           * active value for the vertices is used. */
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShader(device, swapped_shader);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_twotexcrd);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 3, quad1_modified, sizeof(float) * 11);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_onetexcrd);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_modified, sizeof(float) * 11);
          if (i == 3 || i == 2)
              ok(SUCCEEDED(hr), "Failed to draw, i %u, hr %#x.\n", i, hr);
          else if (i == 1)
              /* Succeeds or fails, depending on SW or HW vertex processing. */
              ok(hr == D3DERR_INVALIDCALL || hr == D3D_OK, "Got unexpected hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
          color = getPixelColor(device, 480, 350);
          /* vs_1_1 may fail, accept the clear color. Some drivers also set the undefined streams to 0, accept that
           * as well.
           *
           * NOTE: This test fails on the reference rasterizer. In the refrast, the 4 vertices have different colors,
           * i.e., the whole old stream is read, and not just the last used attribute. Some games require that this
           * does *not* happen, otherwise they can crash because of a read from a bad pointer, so do not accept the
           * refrast's result.
           *
           * A test app for this behavior is Half Life 2 Episode 2 in dxlevel 95, and related games(Portal, TF2).
           */
          ok(color == 0x000000ff || color == 0x00808080 || color == 0x00000000
                  || broken(color_match(color, D3DCOLOR_ARGB(0x00, 0x0b, 0x75, 0x80), 1)),
                  "Got unexpected color 0x%08x for quad 2 (different colors).\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
          IDirect3DDevice9_SetVertexShader(device, NULL);
          IDirect3DDevice9_SetPixelShader(device, NULL);
          IDirect3DDevice9_SetVertexDeclaration(device, NULL);
  
          IDirect3DVertexShader9_Release(swapped_shader);
      }
  
      for (i = 1; i <= 3; ++i)
      {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
          if(i == 3) {
              hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
              hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_3, &color_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
              hr = IDirect3DDevice9_SetPixelShader(device, ps);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr);
          } else if(i == 2){
              hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_2, &texcoord_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
              hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_2, &color_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
          } else if(i == 1) {
              hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_1, &texcoord_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
              hr = IDirect3DDevice9_CreateVertexShader(device, color_color_shader_code_1, &color_color_shader);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
          }
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShader(device, texcoord_color_shader);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_texcoord_color);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShader(device, color_color_shader);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, normalize, 1);
          ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_ubyte);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, no_normalize, 1);
          ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_color);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, decl_color_float);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7);
          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);
  
          IDirect3DDevice9_SetVertexShader(device, NULL);
          IDirect3DDevice9_SetVertexDeclaration(device, NULL);
          IDirect3DDevice9_SetPixelShader(device, NULL);
  
          color = getPixelColor(device, 160, 360);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
             "Input test: Quad 1(color-texcoord) returned color 0x%08x, expected 0x00ff8040\n", color);
          color = getPixelColor(device, 480, 360);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x40, 0x80, 0xff), 1),
             "Input test: Quad 2(color-ubyte) returned color 0x%08x, expected 0x004080ff\n", color);
          color = getPixelColor(device, 160, 120);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x80, 0x40), 1),
             "Input test: Quad 3(color-color) returned color 0x%08x, expected 0x00ff8040\n", color);
          color = getPixelColor(device, 480, 160);
          ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1),
             "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
          IDirect3DVertexShader9_Release(texcoord_color_shader);
          IDirect3DVertexShader9_Release(color_color_shader);
      }
  
      IDirect3DVertexDeclaration9_Release(decl_twotexcrd);
      IDirect3DVertexDeclaration9_Release(decl_onetexcrd);
      IDirect3DVertexDeclaration9_Release(decl_twotex_wrongidx);
      IDirect3DVertexDeclaration9_Release(decl_twotexcrd_rightorder);
  
      IDirect3DVertexDeclaration9_Release(decl_texcoord_color);
      IDirect3DVertexDeclaration9_Release(decl_color_color);
      IDirect3DVertexDeclaration9_Release(decl_color_ubyte);
      IDirect3DVertexDeclaration9_Release(decl_color_float);
  
      IDirect3DPixelShader9_Release(ps);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void srgbtexture_test(void)
  {
      /* Fill a texture with 0x7f (~ .5), and then turn on the D3DSAMP_SRGBTEXTURE
       * texture stage state to render a quad using that texture.  The resulting
       * color components should be 0x36 (~ 0.21), per this formula:
       *    linear_color = ((srgb_color + 0.055) / 1.055) ^ 2.4
       * This is true where srgb_color > 0.04045. */
      struct IDirect3DTexture9 *texture;
      struct IDirect3DSurface9 *surface;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.0f, 0.0f, 1.0f,
          -1.0f,  1.0f, 0.0f, 0.0f, 0.0f,
           1.0f, -1.0f, 0.0f, 1.0f, 1.0f,
           1.0f,  1.0f, 0.0f, 1.0f, 0.0f,
      };
  
      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;
      }
  
      if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8) != D3D_OK)
      {
          skip("D3DFMT_A8R8G8B8 textures with SRGBREAD not supported.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
  
      fill_surface(surface, 0xff7f7f7f, 0);
      IDirect3DSurface9_Release(surface);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, TRUE);
      ok(SUCCEEDED(hr), "Failed to set sampler state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float));
      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, 320, 240);
      ok(color_match(color, 0x00363636, 1), "sRGB quad has color 0x%08x, expected 0x00363636.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void shademode_test(void)
  {
      /* Render a quad and try all of the different fixed function shading models. */
      DWORD color0_gouraud = 0, color1_gouraud = 0;
      DWORD primtype = D3DPT_TRIANGLESTRIP;
      IDirect3DVertexBuffer9 *vb_strip;
      IDirect3DVertexBuffer9 *vb_list;
      DWORD shademode = D3DSHADE_FLAT;
      IDirect3DDevice9 *device;
      DWORD color0, color1;
      void *data = NULL;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
      HRESULT hr;
      UINT i, j;
  
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad_strip[] =
      {
          {{-1.0f, -1.0f, 0.0f}, 0xffff0000},
          {{-1.0f,  1.0f, 0.0f}, 0xff00ff00},
          {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
          {{ 1.0f,  1.0f, 0.0f}, 0xffffffff},
      },
      quad_list[] =
      {
          {{-1.0f, -1.0f, 0.0f}, 0xffff0000},
          {{-1.0f,  1.0f, 0.0f}, 0xff00ff00},
          {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
  
          {{ 1.0f, -1.0f, 0.0f}, 0xff0000ff},
          {{-1.0f,  1.0f, 0.0f}, 0xff00ff00},
          {{ 1.0f,  1.0f, 0.0f}, 0xffffffff},
      };
  
      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_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quad_strip, sizeof(quad_strip));
      hr = IDirect3DVertexBuffer9_Unlock(vb_strip);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb_list, 0, sizeof(quad_list), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quad_list, sizeof(quad_list));
      hr = IDirect3DVertexBuffer9_Unlock(vb_list);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
  
      /* Try it first with a TRIANGLESTRIP.  Do it with different geometry because
       * the color fixups we have to do for FLAT shading will be dependent on that. */
      hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_strip, 0, sizeof(quad_strip[0]));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
  
      /* First loop uses a TRIANGLESTRIP geometry, 2nd uses a TRIANGLELIST */
      for (j=0; j<2; j++) {
  
          /* Inner loop just changes the D3DRS_SHADEMODE */
          for (i=0; i<3; i++) {
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
              hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SHADEMODE, shademode);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
              hr = IDirect3DDevice9_BeginScene(device);
              ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
              hr = IDirect3DDevice9_DrawPrimitive(device, primtype, 0, 2);
              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);
  
              /* Sample two spots from the output */
              color0 = getPixelColor(device, 100, 100); /* Inside first triangle */
              color1 = getPixelColor(device, 500, 350); /* Inside second triangle */
              switch(shademode) {
                  case D3DSHADE_FLAT:
                      /* Should take the color of the first vertex of each triangle */
                      if (0)
                      {
                          /* This test depends on EXT_provoking_vertex being
                           * available. This extension is currently (20090810)
                           * not common enough to let the test fail if it isn't
                           * present. */
                          ok(color0 == 0x00ff0000, "FLAT shading has color0 %08x, expected 0x00ff0000\n", color0);
                          ok(color1 == 0x0000ff00, "FLAT shading has color1 %08x, expected 0x0000ff00\n", color1);
                      }
                      shademode = D3DSHADE_GOURAUD;
                      break;
                  case D3DSHADE_GOURAUD:
                      /* Should be an interpolated blend */
  
                      ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
                         "GOURAUD shading has color0 %08x, expected 0x00dca28\n", color0);
                      ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
                         "GOURAUD shading has color1 %08x, expected 0x000d45c7\n", color1);
  
                      color0_gouraud = color0;
                      color1_gouraud = color1;
  
                      shademode = D3DSHADE_PHONG;
                      break;
                  case D3DSHADE_PHONG:
                      /* Should be the same as GOURAUD, since no hardware implements this */
                      ok(color_match(color0, D3DCOLOR_ARGB(0x00, 0x0d, 0xca, 0x28), 2),
                         "PHONG shading has color0 %08x, expected 0x000dca28\n", color0);
                      ok(color_match(color1, D3DCOLOR_ARGB(0x00, 0x0d, 0x45, 0xc7), 2),
                         "PHONG shading has color1 %08x, expected 0x000d45c7\n", color1);
  
                      ok(color0 == color0_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
                              color0_gouraud, color0);
                      ok(color1 == color1_gouraud, "difference between GOURAUD and PHONG shading detected: %08x %08x\n",
                              color1_gouraud, color1);
                      break;
              }
          }
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
          /* Now, do it all over again with a TRIANGLELIST */
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb_list, 0, sizeof(quad_list[0]));
          ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
          primtype = D3DPT_TRIANGLELIST;
          shademode = D3DSHADE_FLAT;
      }
  
      IDirect3DVertexBuffer9_Release(vb_strip);
      IDirect3DVertexBuffer9_Release(vb_list);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_blend(void)
  {
      IDirect3DSurface9 *backbuffer, *offscreen;
      IDirect3DTexture9 *offscreenTexture;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          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},
      };
      static const float composite_quad[][5] =
      {
          { 0.0f, -1.0f, 0.1f, 0.0f, 1.0f},
          { 0.0f,  1.0f, 0.1f, 0.0f, 0.0f},
          { 1.0f, -1.0f, 0.1f, 1.0f, 1.0f},
          { 1.0f,  1.0f, 0.1f, 1.0f, 0.0f},
      };
  
      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;
      }
  
      /* Clear the render target with alpha = 0.5 */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
      ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
  
      hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
      ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %#08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      /* Draw two quads, one with src alpha blending, one with dest alpha
       * blending. */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Switch to the offscreen buffer, and redo the testing. The offscreen
       * render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA
       * "don't work" on render targets without alpha channel, they give
       * essentially ZERO and ONE blend factors. */
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
  
      /* Render the offscreen texture onto the frame buffer to be able to
       * compare it regularly. Disable alpha blending for the final
       * composition. */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) offscreenTexture);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5);
      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, 160, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
         "SRCALPHA on frame buffer returned color %08x, expected 0x00bf4000\n", color);
  
      color = getPixelColor(device, 160, 120);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x7f, 0x00, 0x80), 2),
         "DSTALPHA on frame buffer returned color %08x, expected 0x007f0080\n", color);
  
      color = getPixelColor(device, 480, 360);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1),
         "SRCALPHA on texture returned color %08x, expected 0x00bf4000\n", color);
  
      color = getPixelColor(device, 480, 120);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff), 1),
         "DSTALPHA on texture returned color %08x, expected 0x000000ff\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DTexture9_Release(offscreenTexture);
      IDirect3DSurface9_Release(offscreen);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fixed_function_decl_test(void)
  {
      IDirect3DVertexDeclaration9 *dcl_float = NULL, *dcl_short = NULL, *dcl_ubyte = NULL, *dcl_color = NULL;
      IDirect3DVertexDeclaration9 *dcl_color_2 = NULL, *dcl_ubyte_2 = NULL, *dcl_positiont;
      IDirect3DVertexBuffer9 *vb, *vb2;
      IDirect3DDevice9 *device;
      BOOL s_ok, ub_ok, f_ok;
      DWORD color, size, i;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      void *data;
      HRESULT hr;
  
      static const D3DVERTEXELEMENT9 decl_elements_d3dcolor[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_d3dcolor_2streams[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {1,   0,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_ubyte4n[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_UBYTE4N,  D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_ubyte4n_2streams[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {1,   0,  D3DDECLTYPE_UBYTE4N,  D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_short4[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_USHORT4N, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_float[] = {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const D3DVERTEXELEMENT9 decl_elements_positiont[] = {
          {0,   0,  D3DDECLTYPE_FLOAT4,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITIONT,      0},
          {0,  16,  D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1[] =                  /* D3DCOLOR */
      {
          {{-1.0f, -1.0f, 0.1f}, 0x00ffff00},
          {{-1.0f,  0.0f, 0.1f}, 0x00ffff00},
          {{ 0.0f, -1.0f, 0.1f}, 0x00ffff00},
          {{ 0.0f,  0.0f, 0.1f}, 0x00ffff00},
      },
      quad2[] =                  /* UBYTE4N */
      {
          {{-1.0f,  0.0f, 0.1f}, 0x00ffff00},
          {{-1.0f,  1.0f, 0.1f}, 0x00ffff00},
          {{ 0.0f,  0.0f, 0.1f}, 0x00ffff00},
          {{ 0.0f,  1.0f, 0.1f}, 0x00ffff00},
      };
      static const struct
      {
          struct vec3 position;
          struct { unsigned short x, y, z, w; } color;
      }
      quad3[] =                  /* USHORT4N */
      {
          {{0.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
          {{0.0f,  0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
          {{1.0f, -1.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
          {{1.0f,  0.0f, 0.1f}, {0x0000, 0x0000, 0xffff, 0xffff}},
      };
      static const struct
      {
          struct vec3 position;
          struct vec4 color;
      }
      quad4[] =
      {
          {{0.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
          {{0.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
          {{1.0f, 0.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
          {{1.0f, 1.0f, 0.1f}, {1.0f, 0.0f, 0.0f, 0.0f}},
      };
      static const DWORD colors[] =
      {
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
          0x00ff0000,   0x0000ff00,     0x000000ff,   0x00ffffff,
      };
      static const float quads[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
  
           0.0f, -1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
  
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
  
          -1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           0.0f,  0.0f, 0.1f,
           0.0f,  1.0f, 0.1f,
      };
      static const struct
      {
          struct vec4 position;
          DWORD diffuse;
      }
      quad_transformed[] =
      {
          {{ 90.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00},
          {{570.0f, 110.0f, 0.1f, 2.0f}, 0x00ffff00},
          {{ 90.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00},
          {{570.0f, 300.0f, 0.1f, 2.0f}, 0x00ffff00},
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "GetDeviceCaps failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
      ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor, &dcl_color);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_short4, &dcl_short);
      ok(SUCCEEDED(hr) || hr == E_FAIL, "CreateVertexDeclaration failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_float, &dcl_float);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
      if(caps.DeclTypes & D3DDTCAPS_UBYTE4N) {
          hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n_2streams, &dcl_ubyte_2);
          ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
          hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_ubyte4n, &dcl_ubyte);
          ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
      } else {
          trace("D3DDTCAPS_UBYTE4N not supported\n");
          dcl_ubyte_2 = NULL;
          dcl_ubyte = NULL;
      }
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_d3dcolor_2streams, &dcl_color_2);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements_positiont, &dcl_positiont);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (%08x)\n", hr);
  
      size = max(sizeof(quad1), max(sizeof(quad2), max(sizeof(quad3), max(sizeof(quad4), sizeof(quads)))));
      hr = IDirect3DDevice9_CreateVertexBuffer(device, size,
                                               0, 0, D3DPOOL_MANAGED, &vb, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
      if (dcl_color)
      {
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      }
  
      /* Tests with non-standard fixed function types fail on the refrast. The
       * ATI driver partially accepts them, the NVIDIA driver accepts them all.
       * All those differences even though we're using software vertex
       * processing. Doh! */
      if (dcl_ubyte)
      {
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          ub_ok = SUCCEEDED(hr);
      }
  
      if (dcl_short)
      {
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0]));
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          s_ok = SUCCEEDED(hr);
      }
  
      if (dcl_float)
      {
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0]));
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          f_ok = SUCCEEDED(hr);
      }
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      if(dcl_short) {
          color = getPixelColor(device, 480, 360);
          ok(color == 0x000000ff || !s_ok,
             "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
      }
      if(dcl_ubyte) {
          color = getPixelColor(device, 160, 120);
          ok(color == 0x0000ffff || !ub_ok,
             "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
      }
      if(dcl_color) {
          color = getPixelColor(device, 160, 360);
          ok(color == 0x00ffff00,
             "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
      }
      if(dcl_float) {
          color = getPixelColor(device, 480, 120);
          ok(color == 0x00ff0000 || !f_ok,
             "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
      }
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* The following test with vertex buffers doesn't serve to find out new
       * information from windows. It is a plain regression test because wined3d
       * uses different codepaths for attribute conversion with vertex buffers.
       * It makes sure that the vertex buffer one works, while the above tests
       * whether the immediate mode code works. */
      f_ok = FALSE; s_ok = FALSE; ub_ok = FALSE;
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      if (dcl_color)
      {
          hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad1), &data, 0);
          ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
          memcpy(data, quad1, sizeof(quad1));
          hr = IDirect3DVertexBuffer9_Unlock(vb);
          ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad1[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      }
  
      if (dcl_ubyte)
      {
          hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad2), &data, 0);
          ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
          memcpy(data, quad2, sizeof(quad2));
          hr = IDirect3DVertexBuffer9_Unlock(vb);
          ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad2[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          ub_ok = SUCCEEDED(hr);
      }
  
      if (dcl_short)
      {
          hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad3), &data, 0);
          ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
          memcpy(data, quad3, sizeof(quad3));
          hr = IDirect3DVertexBuffer9_Unlock(vb);
          ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_short);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad3[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          s_ok = SUCCEEDED(hr);
      }
  
      if (dcl_float)
      {
          hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad4), &data, 0);
          ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr);
          memcpy(data, quad4, sizeof(quad4));
          hr = IDirect3DVertexBuffer9_Unlock(vb);
          ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_float);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad4[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          f_ok = SUCCEEDED(hr);
      }
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetStreamSource(device, 0, NULL, 0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed (%08x)\n", hr);
  
      if(dcl_short) {
          color = getPixelColor(device, 480, 360);
          ok(color == 0x000000ff || !s_ok,
             "D3DDECLTYPE_USHORT4N returned color %08x, expected 0x000000ff\n", color);
      }
      if(dcl_ubyte) {
          color = getPixelColor(device, 160, 120);
          ok(color == 0x0000ffff || !ub_ok,
             "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x0000ffff\n", color);
      }
      if(dcl_color) {
          color = getPixelColor(device, 160, 360);
          ok(color == 0x00ffff00,
             "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ffff00\n", color);
      }
      if(dcl_float) {
          color = getPixelColor(device, 480, 120);
          ok(color == 0x00ff0000 || !f_ok,
             "D3DDECLTYPE_FLOAT4 returned color %08x, expected 0x00ff0000\n", color);
      }
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad_transformed), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quad_transformed, sizeof(quad_transformed));
      hr = IDirect3DVertexBuffer9_Unlock(vb);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_positiont);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(quad_transformed[0]));
      ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
      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, 88, 108);
      ok(color == 0x000000ff,
         "pixel 88/108 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 92, 108);
      ok(color == 0x000000ff,
         "pixel 92/108 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 88, 112);
      ok(color == 0x000000ff,
         "pixel 88/112 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 92, 112);
      ok(color == 0x00ffff00,
         "pixel 92/112 has color %08x, expected 0x00ffff00\n", color);
  
      color = getPixelColor(device, 568, 108);
      ok(color == 0x000000ff,
         "pixel 568/108 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 572, 108);
      ok(color == 0x000000ff,
         "pixel 572/108 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 568, 112);
      ok(color == 0x00ffff00,
         "pixel 568/112 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 572, 112);
      ok(color == 0x000000ff,
         "pixel 572/112 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 88, 298);
      ok(color == 0x000000ff,
         "pixel 88/298 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 92, 298);
      ok(color == 0x00ffff00,
         "pixel 92/298 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 88, 302);
      ok(color == 0x000000ff,
         "pixel 88/302 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 92, 302);
      ok(color == 0x000000ff,
         "pixel 92/302 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 568, 298);
      ok(color == 0x00ffff00,
         "pixel 568/298 has color %08x, expected 0x00ffff00\n", color);
      color = getPixelColor(device, 572, 298);
      ok(color == 0x000000ff,
         "pixel 572/298 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 568, 302);
      ok(color == 0x000000ff,
         "pixel 568/302 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 572, 302);
      ok(color == 0x000000ff,
         "pixel 572/302 has color %08x, expected 0x000000ff\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* This test is pointless without those two declarations: */
      if((!dcl_color_2) || (!dcl_ubyte_2)) {
          skip("color-ubyte switching test declarations aren't supported\n");
          goto out;
      }
  
      hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quads), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quads, sizeof(quads));
      hr = IDirect3DVertexBuffer9_Unlock(vb);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(colors),
                                               0, 0, D3DPOOL_MANAGED, &vb2, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(colors), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, colors, sizeof(colors));
      hr = IDirect3DVertexBuffer9_Unlock(vb2);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed (%08x)\n", hr);
  
      for(i = 0; i < 2; i++) {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
          hr = IDirect3DDevice9_SetStreamSource(device, 0, vb, 0, sizeof(float) * 3);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
          if(i == 0) {
              hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 0, sizeof(DWORD) * 4);
          } else {
              hr = IDirect3DDevice9_SetStreamSource(device, 1, vb2, 8, sizeof(DWORD) * 4);
          }
          ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed with %08x\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          ub_ok = SUCCEEDED(hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_color_2);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4, 2);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, dcl_ubyte_2);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 8, 2);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
          ub_ok = (SUCCEEDED(hr) && ub_ok);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
          if(i == 0) {
              color = getPixelColor(device, 480, 360);
              ok(color == 0x00ff0000,
                 "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x00ff0000\n", color);
              color = getPixelColor(device, 160, 120);
              ok(color == 0x00ffffff,
                  "Unused quad returned color %08x, expected 0x00ffffff\n", color);
              color = getPixelColor(device, 160, 360);
              ok(color == 0x000000ff || !ub_ok,
                 "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
              color = getPixelColor(device, 480, 120);
              ok(color == 0x000000ff || !ub_ok,
                 "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x000000ff\n", color);
          } else {
              color = getPixelColor(device, 480, 360);
              ok(color == 0x000000ff,
                 "D3DDECLTYPE_D3DCOLOR returned color %08x, expected 0x000000ff\n", color);
              color = getPixelColor(device, 160, 120);
              ok(color == 0x00ffffff,
                 "Unused quad returned color %08x, expected 0x00ffffff\n", color);
              color = getPixelColor(device, 160, 360);
              ok(color == 0x00ff0000 || !ub_ok,
                 "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
              color = getPixelColor(device, 480, 120);
              ok(color == 0x00ff0000 || !ub_ok,
                 "D3DDECLTYPE_UBYTE4N returned color %08x, expected 0x00ff0000\n", color);
          }
          IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      }
  
      IDirect3DVertexBuffer9_Release(vb2);
  out:
      IDirect3DVertexBuffer9_Release(vb);
      if(dcl_float) IDirect3DVertexDeclaration9_Release(dcl_float);
      if(dcl_short) IDirect3DVertexDeclaration9_Release(dcl_short);
      if(dcl_ubyte) IDirect3DVertexDeclaration9_Release(dcl_ubyte);
      if(dcl_color) IDirect3DVertexDeclaration9_Release(dcl_color);
      if(dcl_color_2) IDirect3DVertexDeclaration9_Release(dcl_color_2);
      if(dcl_ubyte_2) IDirect3DVertexDeclaration9_Release(dcl_ubyte_2);
      if(dcl_positiont) IDirect3DVertexDeclaration9_Release(dcl_positiont);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_vshader_float16(void)
  {
      IDirect3DVertexDeclaration9 *vdecl = NULL;
      IDirect3DVertexBuffer9 *buffer = NULL;
      IDirect3DVertexShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      void *data;
      HRESULT hr;
  
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0,   0,  D3DDECLTYPE_FLOAT3,   D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,       0},
          {0,  12,  D3DDECLTYPE_FLOAT16_4,D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR,          0},
          D3DDECL_END()
      };
      static const DWORD shader_code[] =
      {
          0xfffe0101,                             /* vs_1_1           */
          0x0000001f, 0x80000000, 0x900f0000,     /* dcl_position v0  */
          0x0000001f, 0x8000000a, 0x900f0001,     /* dcl_color v1     */
          0x00000001, 0xc00f0000, 0x90e40000,     /* mov oPos, v0     */
          0x00000001, 0xd00f0000, 0x90e40001,     /* mov oD0, v1      */
          0x0000ffff,
      };
      static const struct vertex_float16color
      {
          float x, y, z;
          DWORD c1, c2;
      }
      quad[] =
      {
          { -1.0,   -1.0,     0.1,        0x3c000000, 0x00000000 }, /* green */
          { -1.0,    0.0,     0.1,        0x3c000000, 0x00000000 },
          {  0.0,   -1.0,     0.1,        0x3c000000, 0x00000000 },
          {  0.0,    0.0,     0.1,        0x3c000000, 0x00000000 },
  
          {  0.0,   -1.0,     0.1,        0x00003c00, 0x00000000 }, /* red */
          {  0.0,    0.0,     0.1,        0x00003c00, 0x00000000 },
          {  1.0,   -1.0,     0.1,        0x00003c00, 0x00000000 },
          {  1.0,    0.0,     0.1,        0x00003c00, 0x00000000 },
  
          {  0.0,    0.0,     0.1,        0x00000000, 0x00003c00 }, /* blue */
          {  0.0,    1.0,     0.1,        0x00000000, 0x00003c00 },
          {  1.0,    0.0,     0.1,        0x00000000, 0x00003c00 },
          {  1.0,    1.0,     0.1,        0x00000000, 0x00003c00 },
  
          { -1.0,    0.0,     0.1,        0x00000000, 0x3c000000 }, /* alpha */
          { -1.0,    1.0,     0.1,        0x00000000, 0x3c000000 },
          {  0.0,    0.0,     0.1,        0x00000000, 0x3c000000 },
          {  0.0,    1.0,     0.1,        0x00000000, 0x3c000000 },
      };
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No vs_3_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff102030, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vdecl);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vdecl);
      ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  0, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  4, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad +  8, sizeof(quad[0]));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad + 12, sizeof(quad[0]));
      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, 480, 360);
      ok(color == 0x00ff0000,
         "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000,
         "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 160, 360);
      ok(color == 0x0000ff00,
         "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff,
         "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff102030, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0,
                                               D3DPOOL_MANAGED, &buffer, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexBuffer failed, hr=%08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(buffer, 0, sizeof(quad), &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed, hr=%08x\n", hr);
      memcpy(data, quad, sizeof(quad));
      hr = IDirect3DVertexBuffer9_Unlock(buffer);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSource(device, 0, buffer, 0, sizeof(quad[0]));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  0, 2);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  4, 2);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP,  8, 2);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 12, 2);
      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, 480, 360);
      ok(color == 0x00ff0000,
         "Input 0x00003c00, 0x00000000 returned color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000,
         "Input 0x00000000, 0x3c000000 returned color %08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 160, 360);
      ok(color == 0x0000ff00,
         "Input 0x3c000000, 0x00000000 returned color %08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff,
         "Input 0x00000000, 0x00003c00 returned color %08x, expected 0x000000ff\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      IDirect3DVertexDeclaration9_Release(vdecl);
      IDirect3DVertexShader9_Release(shader);
      IDirect3DVertexBuffer9_Release(buffer);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void conditional_np2_repeat_test(void)
  {
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT rect;
      unsigned int x, y;
      DWORD *dst, color;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, -0.2f, -0.2f,
          -1.0f,  1.0f, 0.1f, -0.2f,  1.2f,
           1.0f, -1.0f, 0.1f,  1.2f, -0.2f,
           1.0f,  1.0f, 0.1f,  1.2f,  1.2f,
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
      if (caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL)
      {
          /* NP2 conditional requires the POW2 flag. Check that while we're at it */
          ok(caps.TextureCaps & D3DPTEXTURECAPS_POW2,
                  "Card has conditional NP2 support without power of two restriction set\n");
      }
      else if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
      {
          skip("No conditional NP2 support, skipping conditional NP2 tests\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      else
      {
          skip("Card has unconditional NP2 support, skipping conditional NP2 tests\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 10, 10, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
  
      memset(&rect, 0, sizeof(rect));
      hr = IDirect3DTexture9_LockRect(texture, 0, &rect, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
      for(y = 0; y < 10; y++) {
          for(x = 0; x < 10; x++) {
              dst = (DWORD *) ((BYTE *) rect.pBits + y * rect.Pitch + x * sizeof(DWORD));
              if(x == 0 || x == 9 || y == 0 || y == 9) {
                  *dst = 0x00ff0000;
              } else {
                  *dst = 0x000000ff;
              }
          }
      }
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetSamplerState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\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(float) * 5);
      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,    1,  1);
      ok(color == 0x00ff0000, "NP2: Pixel   1,  1 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 639, 479);
      ok(color == 0x00ff0000, "NP2: Pixel 639, 479 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 135, 101);
      ok(color == 0x00ff0000, "NP2: Pixel 135, 101 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 140, 101);
      ok(color == 0x00ff0000, "NP2: Pixel 140, 101 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 135, 105);
      ok(color == 0x00ff0000, "NP2: Pixel 135, 105 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 140, 105);
      ok(color == 0x000000ff, "NP2: Pixel 140, 105 has color %08x, expected 0x000000ff\n", color);
  
      color = getPixelColor(device, 135, 376);
      ok(color == 0x00ff0000, "NP2: Pixel 135, 376 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 140, 376);
      ok(color == 0x000000ff, "NP2: Pixel 140, 376 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 135, 379);
      ok(color == 0x00ff0000, "NP2: Pixel 135, 379 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 140, 379);
      ok(color == 0x00ff0000, "NP2: Pixel 140, 379 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 500, 101);
      ok(color == 0x00ff0000, "NP2: Pixel 500, 101 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 504, 101);
      ok(color == 0x00ff0000, "NP2: Pixel 504, 101 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 500, 105);
      ok(color == 0x000000ff, "NP2: Pixel 500, 105 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 504, 105);
      ok(color == 0x00ff0000, "NP2: Pixel 504, 105 has color %08x, expected 0x00ff0000\n", color);
  
      color = getPixelColor(device, 500, 376);
      ok(color == 0x000000ff, "NP2: Pixel 500, 376 has color %08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 504, 376);
      ok(color == 0x00ff0000, "NP2: Pixel 504, 376 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 500, 380);
      ok(color == 0x00ff0000, "NP2: Pixel 500, 380 has color %08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 504, 380);
      ok(color == 0x00ff0000, "NP2: Pixel 504, 380 has color %08x, expected 0x00ff0000\n", color);
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void vface_register_test(void)
  {
      IDirect3DSurface9 *surface, *backbuffer;
      IDirect3DVertexShader9 *vshader;
      IDirect3DPixelShader9 *shader;
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code[] =
      {
          0xffff0300,                                                             /* ps_3_0                     */
          0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
          0x05000051, 0xa00f0001, 0x3f800000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.0, 0.0, 0.0, 0.0 */
          0x0200001f, 0x80000000, 0x900f1001,                                     /* dcl vFace                  */
          0x02000001, 0x800f0001, 0xa0e40001,                                     /* mov r1, c1                 */
          0x04000058, 0x800f0000, 0x90e41001, 0xa0e40000, 0x80e40001,             /* cmp r0, vFace, c0, r1      */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                */
          0x0000ffff                                                              /* END                        */
      };
      static const DWORD vshader_code[] =
      {
          0xfffe0300,                                                             /* vs_3_0               */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0      */
          0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0      */
          0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0           */
          0x0000ffff                                                              /* end                  */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
  
           1.0f, -1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
          -1.0f,  0.0f, 0.1f,
  
          -1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f,  0.0f, 0.1f,
  
           1.0f,  0.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float blit[] =
      {
           0.0f, -1.0f, 0.1f, 0.0f, 0.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           0.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No shader model 3 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
      ok(SUCCEEDED(hr), "Failed to set cull mode, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      /* First, draw to the texture and the back buffer to test both offscreen and onscreen cases */
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, quad, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      /* Blit the texture onto the back buffer to make it visible */
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
      ok(SUCCEEDED(hr), "Failed to set texture, 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_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, blit, sizeof(float) * 5);
      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, 160, 360);
      ok(color == 0x00ff0000, "vFace: Onscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x0000ff00, "vFace: Onscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      IDirect3DPixelShader9_Release(shader);
      IDirect3DVertexShader9_Release(vshader);
      IDirect3DSurface9_Release(surface);
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fixed_function_bumpmap_test(void)
  {
      IDirect3DVertexDeclaration9 *vertex_declaration;
      IDirect3DTexture9 *texture, *tex1, *tex2;
      D3DLOCKED_RECT locked_rect;
      IDirect3DDevice9 *device;
      BOOL L6V5U5_supported;
      float scale, offset;
      IDirect3D9 *d3d;
      unsigned int i;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const float quad[][7] =
      {
          {-1.0f, -1.0f, 0.1f, 0.0f, 0.0f, 0.0f, 0.0f},
          {-1.0f,  1.0f, 0.1f, 0.0f, 1.0f, 0.0f, 1.0f},
          { 1.0f, -1.0f, 0.1f, 1.0f, 0.0f, 1.0f, 0.0f},
          { 1.0f,  1.0f, 0.1f, 1.0f, 1.0f, 1.0f, 1.0f},
      };
      static const D3DVERTEXELEMENT9 decl_elements[] =
      {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          {0, 20, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 1},
          D3DDECL_END()
      };
      /* use asymmetric matrix to test loading */
      static const float bumpenvmat[4] = {0.0f, 0.5f, -0.5f, 0.0f};
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
      if (!(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAP))
      {
          skip("D3DTEXOPCAPS_BUMPENVMAP not set, skipping bumpmap tests\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      /* This check is disabled, some Windows drivers do not handle
       * D3DUSAGE_QUERY_LEGACYBUMPMAP properly. They report that it is not
       * supported, but after that bump mapping works properly. So just test if
       * the format is generally supported, and check the BUMPENVMAP flag. */
      L6V5U5_supported = SUCCEEDED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_L6V5U5));
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_V8U8)))
      {
          skip("D3DFMT_V8U8 not supported for legacy bump mapping\n");
          IDirect3DDevice9_Release(device);
          return;
      }
  
      /* Generate the textures */
      generate_bumpmap_textures(device);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAP);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_CURRENT );
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed (0x%08x)\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
      ok(SUCCEEDED(hr), "SetVertexDeclaration failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0]));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed (0x%08x)\n", hr);
  
      color = getPixelColor(device, 240, 60);
      ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 400, 60);
      ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 80, 180);
      ok(color_match(color, 0x005ea000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 560, 180);
      ok(color_match(color, 0x009ea000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 80, 300);
      ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 560, 300);
      ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 240, 420);
      ok(color_match(color, 0x005e6000, 4), "Got unexpected color 0x%08x.\n", color);
      color = getPixelColor(device, 400, 420);
      ok(color_match(color, 0x009e6000, 4), "Got unexpected color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      for(i = 0; i < 2; i++) {
          hr = IDirect3DDevice9_GetTexture(device, i, (IDirect3DBaseTexture9 **) &texture);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_GetTexture failed (0x%08x)\n", hr);
          IDirect3DTexture9_Release(texture); /* For the GetTexture */
          hr = IDirect3DDevice9_SetTexture(device, i, NULL);
          ok(SUCCEEDED(hr), "SetTexture failed (0x%08x)\n", hr);
          IDirect3DTexture9_Release(texture); /* To destroy it */
      }
  
      if (!L6V5U5_supported || !(caps.TextureOpCaps & D3DTEXOPCAPS_BUMPENVMAPLUMINANCE))
      {
          skip("L6V5U5 / D3DTOP_BUMPENVMAPLUMINANCE not supported, skipping tests.\n");
          IDirect3DVertexDeclaration9_Release(vertex_declaration);
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      /* This test only tests the luminance part. The bumpmapping part was already tested above and
       * would only make this test more complicated
       */
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_L6V5U5, D3DPOOL_MANAGED, &tex1, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
  
      memset(&locked_rect, 0, sizeof(locked_rect));
      hr = IDirect3DTexture9_LockRect(tex1, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
      *((DWORD *)locked_rect.pBits) = 0x4000; /* L = 0.25, V = 0.0, U = 0.0 */
      hr = IDirect3DTexture9_UnlockRect(tex1, 0);
      ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
  
      memset(&locked_rect, 0, sizeof(locked_rect));
      hr = IDirect3DTexture9_LockRect(tex2, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
      *((DWORD *)locked_rect.pBits) = 0x00ff80c0;
      hr = IDirect3DTexture9_UnlockRect(tex2, 0);
      ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture failed (%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BUMPENVMAPLUMINANCE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      scale = 2.0;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      offset = 0.1;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\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[0], sizeof(quad[0]));
      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, 320, 240);
      /* red:   1.0  * (0.25 * 2.0 + 0.1) = 1.0  * 0.6 = 0.6  = 0x99
       * green: 0.5  * (0.25 * 2.0 + 0.1) = 0.5  * 0.6 = 0.3  = 0x4c
       * green: 0.75 * (0.25 * 2.0 + 0.1) = 0.75 * 0.6 = 0.45 = 0x72
       */
      ok(color_match(color, 0x00994c72, 5), "bumpmap failed: Got color 0x%08x, expected 0x00994c72.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      /* Check a result scale factor > 1.0 */
      scale = 10;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      offset = 10;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\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[0], sizeof(quad[0]));
      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, 320, 240);
      ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      /* Check clamping in the scale factor calculation */
      scale = 1000;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLSCALE, *((DWORD *)&scale));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\n", hr);
      offset = -1;
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_BUMPENVLOFFSET, *((DWORD *)&offset));
      ok(SUCCEEDED(hr), "SetTextureStageState failed (%08x)\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[0], sizeof(quad[0]));
      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, 320, 240);
      ok(color_match(color, 0x00ff80c0, 1), "bumpmap failed: Got color 0x%08x, expected 0x00ff80c0.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DTexture9_Release(tex1);
      IDirect3DTexture9_Release(tex2);
      IDirect3DVertexDeclaration9_Release(vertex_declaration);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void stencil_cull_test(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      static const float quad1[] =
      {
          -1.0,   -1.0,   0.1,
           0.0,   -1.0,   0.1,
          -1.0,    0.0,   0.1,
           0.0,    0.0,   0.1,
      };
      static const float quad2[] =
      {
           0.0,   -1.0,   0.1,
           1.0,   -1.0,   0.1,
           0.0,    0.0,   0.1,
           1.0,    0.0,   0.1,
      };
      static const float quad3[] =
      {
          0.0,    0.0,   0.1,
          1.0,    0.0,   0.1,
          0.0,    1.0,   0.1,
          1.0,    1.0,   0.1,
      };
      static const float quad4[] =
      {
          -1.0,    0.0,   0.1,
           0.0,    0.0,   0.1,
          -1.0,    1.0,   0.1,
           0.0,    1.0,   0.1,
      };
      struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      painter[] =
      {
          {{-1.0f, -1.0f, 0.0f}, 0x00000000},
          {{ 1.0f, -1.0f, 0.0f}, 0x00000000},
          {{-1.0f,  1.0f, 0.0f}, 0x00000000},
          {{ 1.0f,  1.0f, 0.0f}, 0x00000000},
      };
      static const WORD indices_cw[]  = {0, 1, 3};
      static const WORD indices_ccw[] = {0, 2, 3};
      unsigned int i;
      DWORD color;
  
      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("Cannot create a device with a D24S8 stencil buffer.\n");
          DestroyWindow(window);
          IDirect3D9_Release(d3d);
          return;
      }
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr);
      if (!(caps.StencilCaps & D3DSTENCILCAPS_TWOSIDED))
      {
          skip("No two sided stencil support\n");
          goto cleanup;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
      ok(hr == D3D_OK, "Failed to disable Z test, %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(hr == D3D_OK, "Failed to disable lighting, %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_DECR);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_REPLACE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, 0x3);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILFAIL, D3DSTENCILOP_REPLACE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILZFAIL, D3DSTENCILOP_DECR);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CCW_STENCILPASS, D3DSTENCILOP_INCR);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      /* First pass: Fill the stencil buffer with some values... */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
              1 /* PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
      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);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILPASS, D3DSTENCILOP_KEEP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFUNC, D3DCMP_EQUAL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      /* 2nd pass: Make the stencil values visible */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      for (i = 0; i < 16; ++i)
      {
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
  
          painter[0].diffuse = (i * 16); /* Creates shades of blue */
          painter[1].diffuse = (i * 16);
          painter[2].diffuse = (i * 16);
          painter[3].diffuse = (i * 16);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, painter, sizeof(painter[0]));
          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);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
      color = getPixelColor(device, 160, 420);
      ok(color == 0x00000030, "CCW triangle, twoside FALSE, cull cw, replace, has color 0x%08x, expected 0x00000030\n", color);
      color = getPixelColor(device, 160, 300);
      ok(color == 0x00000080, "CW triangle, twoside FALSE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
  
      color = getPixelColor(device, 480, 420);
      ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull off, incr, has color 0x%08x, expected 0x00000090\n", color);
      color = getPixelColor(device, 480, 300);
      ok(color == 0x00000030, "CW triangle, twoside TRUE, cull off, replace, has color 0x%08x, expected 0x00000030\n", color);
  
      color = getPixelColor(device, 160, 180);
      ok(color == 0x00000080, "CCW triangle, twoside TRUE, cull ccw, culled, has color 0x%08x, expected 0x00000080\n", color);
      color = getPixelColor(device, 160, 60);
      ok(color == 0x00000030, "CW triangle, twoside TRUE, cull ccw, replace, has color 0x%08x, expected 0x00000030\n", color);
  
      color = getPixelColor(device, 480, 180);
      ok(color == 0x00000090, "CCW triangle, twoside TRUE, cull cw, incr, has color 0x%08x, expected 0x00000090\n", color);
      color = getPixelColor(device, 480, 60);
      ok(color == 0x00000080, "CW triangle, twoside TRUE, cull cw, culled, has color 0x%08x, expected 0x00000080\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
  cleanup:
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void vpos_register_test(void)
  {
      IDirect3DSurface9 *surface = NULL, *backbuffer;
      IDirect3DPixelShader9 *shader, *shader_frac;
      IDirect3DVertexShader9 *vshader;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
      DWORD *pos;
  
      static const DWORD shader_code[] =
      {
          0xffff0300,                                                             /* ps_3_0                     */
          0x0200001f, 0x80000000, 0x90031000,                                     /* dcl vPos.xy                */
          0x03000002, 0x80030000, 0x90541000, 0xa1fe0000,                         /* sub r0.xy, vPos.xy, c0.zw  */
          0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                 */
          0x02000001, 0x80080002, 0xa0550000,                                     /* mov r2.a, c0.y             */
          0x02000001, 0x80010002, 0xa0550000,                                     /* mov r2.r, c0.y             */
          0x04000058, 0x80020002, 0x80000000, 0x80000001, 0x80550001,             /* cmp r2.g, r0.x, r1.x, r1.y */
          0x04000058, 0x80040002, 0x80550000, 0x80000001, 0x80550001,             /* cmp r2.b, r0.y, r1.x, r1.y */
          0x02000001, 0x800f0800, 0x80e40002,                                     /* mov oC0, r2                */
          0x0000ffff                                                              /* end                        */
      };
      static const DWORD shader_frac_code[] =
      {
          0xffff0300,                                                             /* ps_3_0                     */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, /* def c0, 0.0, 0.0, 0.0, 0.0 */
          0x0200001f, 0x80000000, 0x90031000,                                     /* dcl vPos.xy                */
          0x02000001, 0x800f0000, 0xa0e40000,                                     /* mov r0, c0                 */
          0x02000013, 0x80030000, 0x90541000,                                     /* frc r0.xy, vPos.xy         */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                */
          0x0000ffff                                                              /* end                        */
      };
      static const DWORD vshader_code[] =
      {
          0xfffe0300,                                                             /* vs_3_0               */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0      */
          0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0      */
          0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0           */
          0x0000ffff                                                              /* end                  */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 1.0f,
      };
      float constant[4] = {1.0, 0.0, 320, 240};
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No shader model 3 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_frac_code, &shader_frac);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, vshader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
      ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
      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);
  
      /* This has to be pixel exact */
      color = getPixelColor(device, 319, 239);
      ok(color == 0x00000000, "vPos: Pixel 319,239 has color 0x%08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 320, 239);
      ok(color == 0x0000ff00, "vPos: Pixel 320,239 has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 319, 240);
      ok(color == 0x000000ff, "vPos: Pixel 319,240 has color 0x%08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 320, 240);
      ok(color == 0x0000ffff, "vPos: Pixel 320,240 has color 0x%08x, expected 0x0000ffff\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 32, 32, D3DFMT_X8R8G8B8, 0, 0, TRUE,
                                               &surface, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateRenderTarget failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      constant[2] = 16; constant[3] = 16;
      hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, constant, 1);
      ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, surface);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
      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);
  
      hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
      ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
  
      pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
      color = *pos & 0x00ffffff;
      ok(color == 0x00000000, "Pixel 14/14 has color 0x%08x, expected 0x00000000\n", color);
      pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 18 * sizeof(DWORD));
      color = *pos & 0x00ffffff;
      ok(color == 0x0000ff00, "Pixel 14/18 has color 0x%08x, expected 0x0000ff00\n", color);
      pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 14 * sizeof(DWORD));
      color = *pos & 0x00ffffff;
      ok(color == 0x000000ff, "Pixel 18/14 has color 0x%08x, expected 0x000000ff\n", color);
      pos = (DWORD *) (((BYTE *) lr.pBits) + 18 * lr.Pitch + 18 * sizeof(DWORD));
      color = *pos & 0x00ffffff;
      ok(color == 0x0000ffff, "Pixel 18/18 has color 0x%08x, expected 0x0000ffff\n", color);
  
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
  
      /* Test the fraction value of vPos. This is tested with the offscreen target and not the backbuffer to
       * have full control over the multisampling setting inside this test
       */
      hr = IDirect3DDevice9_SetPixelShader(device, shader_frac);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(float) * 5);
      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);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
  
      hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, D3DLOCK_READONLY);
      ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr=%08x\n", hr);
  
      pos = (DWORD *) (((BYTE *) lr.pBits) + 14 * lr.Pitch + 14 * sizeof(DWORD));
      color = *pos & 0x00ffffff;
      ok(color == 0x00000000, "vPos fraction test has color 0x%08x, expected 0x00000000\n", color);
  
      hr = IDirect3DSurface9_UnlockRect(surface);
      ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
      IDirect3DPixelShader9_Release(shader);
      IDirect3DPixelShader9_Release(shader_frac);
      IDirect3DVertexShader9_Release(vshader);
      if(surface) IDirect3DSurface9_Release(surface);
      IDirect3DSurface9_Release(backbuffer);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static BOOL point_match(IDirect3DDevice9 *device, UINT x, UINT y, UINT r)
  {
      D3DCOLOR color;
  
      color = D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff);
      if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE;
  
      ++r;
      color = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff);
      if (!color_match(getPixelColor(device, x + r, y), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x - r, y), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x, y + r), color, 1)) return FALSE;
      if (!color_match(getPixelColor(device, x, y - r), color, 1)) return FALSE;
  
      return TRUE;
  }
  
  static void pointsize_test(void)
  {
      float ptsize, ptsizemax_orig, ptsizemin_orig;
      IDirect3DSurface9 *rt, *backbuffer;
      IDirect3DTexture9 *tex1, *tex2;
      IDirect3DDevice9 *device;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const RECT rect = {0, 0, 128, 128};
      static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000};
      static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00};
      static const float vertices[] =
      {
           64.0f, 64.0f, 0.1f,
          128.0f, 64.0f, 0.1f,
          192.0f, 64.0f, 0.1f,
          256.0f, 64.0f, 0.1f,
          320.0f, 64.0f, 0.1f,
          384.0f, 64.0f, 0.1f,
          448.0f, 64.0f, 0.1f,
          512.0f, 64.0f, 0.1f,
      };
      /* Transforms the coordinate system [-1.0;1.0]x[-1.0;1.0] to
       * [0.0;0.0]x[640.0;480.0]. Z is untouched. */
      D3DMATRIX matrix =
      {{{
          2.0f / 640.0f,          0.0f, 0.0f,  0.0f,
                   0.0f, -2.0 / 480.0f, 0.0f,  0.0f,
                   0.0f,          0.0f, 1.0f,  0.0f,
                  -1.0f,          1.0f, 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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed hr=%08x\n", hr);
      if(caps.MaxPointSize < 32.0) {
          skip("MaxPointSize < 32.0, skipping(MaxPointsize = %f)\n", caps.MaxPointSize);
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      ptsize = 15.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      ptsize = 31.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      ptsize = 30.75f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      if (caps.MaxPointSize >= 63.0f)
      {
          ptsize = 63.0f;
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          ptsize = 62.75f;
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3);
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      }
  
      ptsize = 1.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig);
      ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig);
      ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr);
  
      /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */
      ptsize = 15.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      ptsize = 1.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
  
      /* pointsize < pointsize_min < pointsize_max?
       * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */
      ptsize = 1.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      ptsize = 15.0f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n");
      ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n");
      ok(point_match(device, 192, 64, 15), "point_match(192, 64, 15) failed, expected point size 31.\n");
  
      if (caps.MaxPointSize >= 63.0)
      {
          ok(point_match(device, 256, 64, 31), "point_match(256, 64, 31) failed, expected point size 63.\n");
          ok(point_match(device, 384, 64, 31), "point_match(384, 64, 31) failed, expected point size 63.\n");
      }
  
      ok(point_match(device, 320, 64, 0), "point_match(320, 64, 0) failed, expected point size 1.\n");
      /* ptsize = 15, ptsize_max = 1 --> point has size 1 */
      ok(point_match(device, 448, 64, 0), "point_match(448, 64, 0) failed, expected point size 1.\n");
      /* ptsize = 1, ptsize_max = default(64), ptsize_min = 15 --> point has size 15 */
      ok(point_match(device, 512, 64, 7), "point_match(512, 64, 7) failed, expected point size 15.\n");
  
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      /* The following code tests point sprites with two textures, to see if each texture coordinate unit
       * generates texture coordinates for the point(result: Yes, it does)
       *
       * However, not all GL implementations support point sprites(they need GL_ARB_point_sprite), but there
       * is no point sprite cap bit in d3d because native d3d software emulates point sprites. Until the
       * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them.
       */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed hr=%08x\n", hr);
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DTexture9_LockRect(tex1, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
      memcpy(lr.pBits, tex1_data, sizeof(tex1_data));
      hr = IDirect3DTexture9_UnlockRect(tex1, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
      memset(&lr, 0, sizeof(lr));
      hr = IDirect3DTexture9_LockRect(tex2, 0, &lr, NULL, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_LockRect failed hr=%08x\n", hr);
      memcpy(lr.pBits, tex2_data, sizeof(tex2_data));
      hr = IDirect3DTexture9_UnlockRect(tex2, 0);
      ok(hr == D3D_OK, "IDirect3DTexture9_UnlockRect failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 1, (IDirect3DBaseTexture9 *) tex2);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed hr=%08x\n", hr);
      ptsize = 32.0;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, *((DWORD *) (&ptsize)));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
      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, 64-4, 64-4);
      ok(color == 0x00ff0000, "pSprite: Pixel (64-4),(64-4) has color 0x%08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 64-4, 64+4);
      ok(color == 0x00000000, "pSprite: Pixel (64-4),(64+4) has color 0x%08x, expected 0x00000000\n", color);
      color = getPixelColor(device, 64+4, 64+4);
      ok(color == 0x0000ff00, "pSprite: Pixel (64+4),(64+4) has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 64+4, 64-4);
      ok(color == 0x00ffff00, "pSprite: Pixel (64+4),(64-4) has color 0x%08x, expected 0x00ffff00\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      U(matrix).m[0][0] =  1.0f / 64.0f;
      U(matrix).m[1][1] = -1.0f / 64.0f;
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &matrix);
      ok(SUCCEEDED(hr), "SetTransform failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL );
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3);
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, rt, &rect, backbuffer, &rect, D3DTEXF_NONE);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DSurface9_Release(rt);
  
      color = getPixelColor(device, 64-4, 64-4);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00), 0),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      color = getPixelColor(device, 64+4, 64-4);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 0),
              "Expected color 0x00ffff00, got 0x%08x.\n", color);
      color = getPixelColor(device, 64-4, 64+4);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00), 0),
              "Expected color 0x00000000, got 0x%08x.\n", color);
      color = getPixelColor(device, 64+4, 64+4);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      IDirect3DTexture9_Release(tex1);
      IDirect3DTexture9_Release(tex2);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void multiple_rendertargets_test(void)
  {
      IDirect3DSurface9 *surf1, *surf2, *backbuf, *readback;
      IDirect3DPixelShader9 *ps1, *ps2;
      IDirect3DTexture9 *tex1, *tex2;
      IDirect3DVertexShader9 *vs;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
      UINT i, j;
  
      static const DWORD vshader_code[] =
      {
          0xfffe0300,                                                             /* vs_3_0                     */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0            */
          0x0200001f, 0x80000000, 0xe00f0000,                                     /* dcl_position o0            */
          0x02000001, 0xe00f0000, 0x90e40000,                                     /* mov o0, v0                 */
          0x0000ffff                                                              /* end                        */
      };
      static const DWORD pshader_code1[] =
      {
          0xffff0300,                                                             /* ps_3_0                     */
          0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
          0x02000001, 0x800f0800, 0xa0e40000,                                     /* mov oC0, c0                */
          0x0000ffff                                                              /* end                        */
      };
      static const DWORD pshader_code2[] =
      {
          0xffff0300,                                                             /* ps_3_0                     */
          0x05000051, 0xa00f0000, 0x00000000, 0x3f800000, 0x00000000, 0x00000000, /* def c0, 0.0, 1.0, 0.0, 0.0 */
          0x05000051, 0xa00f0001, 0x00000000, 0x00000000, 0x3f800000, 0x00000000, /* def c1, 0.0, 0.0, 1.0, 0.0 */
          0x02000001, 0x800f0800, 0xa0e40000,                                     /* mov oC0, c0                */
          0x02000001, 0x800f0801, 0xa0e40001,                                     /* mov oC1, c1                */
          0x0000ffff                                                              /* end                        */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float texquad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           0.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           0.0f,  1.0f, 0.1f, 1.0f, 1.0f,
  
           0.0f, -1.0f, 0.1f, 0.0f, 0.0f,
           0.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 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, hr %#x.\n", hr);
      if (caps.NumSimultaneousRTs < 2)
      {
          skip("Only 1 simultaneous render target supported, skipping MRT test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (caps.PixelShaderVersion < D3DPS_VERSION(3, 0) || caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No shader model 3 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 16, 16,
              D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL);
      ok(SUCCEEDED(hr), "CreateOffscreenPlainSurface failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex1, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 16, 16, 1, D3DUSAGE_RENDERTARGET,
              D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, vshader_code, &vs);
      ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code1, &ps1);
      ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, pshader_code2, &ps2);
      ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuf);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr=%08x\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex1, 0, &surf1);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex2, 0, &surf2);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, vs);
      ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, surf1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 1, surf2);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      color = getPixelColorFromSurface(readback, 8, 8);
      ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
              "Expected color 0x000000ff, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      color = getPixelColorFromSurface(readback, 8, 8);
      ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
              "Expected color 0x000000ff, got 0x%08x.\n", color);
  
      /* Render targets not written by the pixel shader should be unmodified. */
      hr = IDirect3DDevice9_SetPixelShader(device, ps1);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      color = getPixelColorFromSurface(readback, 8, 8);
      ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
              "Expected color 0xff00ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      for (i = 6; i < 10; ++i)
      {
          for (j = 6; j < 10; ++j)
          {
              color = getPixelColorFromSurface(readback, j, i);
              ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff), 0),
                      "Expected color 0xff0000ff, got 0x%08x at %u, %u.\n", color, j, i);
          }
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x,\n", hr);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf1, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      color = getPixelColorFromSurface(readback, 8, 8);
      ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_GetRenderTargetData(device, surf2, readback);
      ok(SUCCEEDED(hr), "GetRenderTargetData failed, hr %#x.\n", hr);
      color = getPixelColorFromSurface(readback, 8, 8);
      ok(color_match(color, D3DCOLOR_ARGB(0xff, 0x00, 0xff, 0x00), 0),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_SetPixelShader(device, ps2);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, 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, 3 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, 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_SetVertexShader(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuf);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 1, NULL);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex1);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[0], 5 * sizeof(float));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) tex2);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &texquad[20], 5 * sizeof(float));
      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, 160, 240);
      ok(color == 0x0000ff00, "Texture 1(output color 1) has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 240);
      ok(color == 0x000000ff, "Texture 2(output color 2) has color 0x%08x, expected 0x000000ff\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      IDirect3DPixelShader9_Release(ps2);
      IDirect3DPixelShader9_Release(ps1);
      IDirect3DVertexShader9_Release(vs);
      IDirect3DTexture9_Release(tex1);
      IDirect3DTexture9_Release(tex2);
      IDirect3DSurface9_Release(surf1);
      IDirect3DSurface9_Release(surf2);
      IDirect3DSurface9_Release(backbuf);
      IDirect3DSurface9_Release(readback);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void pixelshader_blending_test(void)
  {
      IDirect3DSurface9 *backbuffer = NULL, *offscreen = NULL;
      IDirect3DTexture9 *offscreenTexture = NULL;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      int fmt_index;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          const char *fmtName;
          D3DFORMAT textureFormat;
          D3DCOLOR resultColorBlending;
          D3DCOLOR resultColorNoBlending;
      }
      test_formats[] =
      {
          {"D3DFMT_G16R16",           D3DFMT_G16R16,          0x001818ff, 0x002010ff},
          {"D3DFMT_R16F",             D3DFMT_R16F,            0x0018ffff, 0x0020ffff},
          {"D3DFMT_G16R16F",          D3DFMT_G16R16F,         0x001818ff, 0x002010ff},
          {"D3DFMT_A16B16G16R16F",    D3DFMT_A16B16G16R16F,   0x00181800, 0x00201000},
          {"D3DFMT_R32F",             D3DFMT_R32F,            0x0018ffff, 0x0020ffff},
          {"D3DFMT_G32R32F",          D3DFMT_G32R32F,         0x001818ff, 0x002010ff},
          {"D3DFMT_A32B32G32R32F",    D3DFMT_A32B32G32R32F,   0x00181800, 0x00201000},
      };
      static const float quad[][5] =
      {
          {-0.5f, -0.5f, 0.1f, 0.0f, 0.0f},
          {-0.5f,  0.5f, 0.1f, 0.0f, 1.0f},
          { 0.5f, -0.5f, 0.1f, 1.0f, 0.0f},
          { 0.5f,  0.5f, 0.1f, 1.0f, 1.0f},
      };
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      /* Quad with R=0x10, G=0x20 */
      quad1[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x80102000},
          {{-1.0f,  1.0f, 0.1f}, 0x80102000},
          {{ 1.0f, -1.0f, 0.1f}, 0x80102000},
          {{ 1.0f,  1.0f, 0.1f}, 0x80102000},
      },
      /* Quad with R=0x20, G=0x10 */
      quad2[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x80201000},
          {{-1.0f,  1.0f, 0.1f}, 0x80201000},
          {{ 1.0f, -1.0f, 0.1f}, 0x80201000},
          {{ 1.0f,  1.0f, 0.1f}, 0x80201000},
      };
  
      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_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "Can't get back buffer, hr = %08x\n", hr);
  
      for (fmt_index = 0; fmt_index < sizeof(test_formats) / sizeof(*test_formats); ++fmt_index)
      {
          D3DFORMAT fmt = test_formats[fmt_index].textureFormat;
  
          if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
                  D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, fmt) != D3D_OK)
          {
              skip("%s textures not supported as render targets.\n", test_formats[fmt_index].fmtName);
              continue;
          }
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
          ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr);
  
          hr = IDirect3DDevice9_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, fmt, D3DPOOL_DEFAULT, &offscreenTexture, NULL);
          ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %08x\n", hr);
          if(!offscreenTexture) {
              continue;
          }
  
          hr = IDirect3DTexture9_GetSurfaceLevel(offscreenTexture, 0, &offscreen);
          ok(hr == D3D_OK, "Can't get offscreen surface, hr = %08x\n", hr);
          if(!offscreen) {
              continue;
          }
  
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
          ok(hr == D3D_OK, "SetFVF failed, hr = %08x\n", hr);
  
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
          ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
          ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
          hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MINFILTER failed (0x%08x)\n", hr);
          hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
          ok(SUCCEEDED(hr), "SetSamplerState D3DSAMP_MAGFILTER failed (0x%08x)\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
          ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
  
          /* Below we will draw two quads with different colors and try to blend
           * them together. The result color is compared with the expected
           * outcome. */
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen);
          ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00ffffff, 1.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
  
          /* Draw a quad using color 0x0010200. */
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_ONE);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_ZERO);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          /* Draw a quad using color 0x0020100. */
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0]));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          /* We don't want to blend the result on the backbuffer. */
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
  
          /* Prepare rendering the 'blended' texture quad to the backbuffer. */
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
          ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)offscreenTexture);
          ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
          ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
          /* This time with the texture. */
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0]));
          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);
  
          if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
                  D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, fmt) == D3D_OK)
          {
              /* Compare the color of the center quad with our expectation. */
              color = getPixelColor(device, 320, 240);
              ok(color_match(color, test_formats[fmt_index].resultColorBlending, 1),
                      "Offscreen failed for %s: Got color 0x%08x, expected 0x%08x.\n",
                      test_formats[fmt_index].fmtName, color, test_formats[fmt_index].resultColorBlending);
          }
          else
          {
              /* No pixel shader blending is supported so expect garbage. The
               * type of 'garbage' depends on the driver version and OS. E.g. on
               * G16R16 ATI reports (on old r9600 drivers) 0x00ffffff and on
               * modern ones 0x002010ff which is also what NVIDIA reports. On
               * Vista NVIDIA seems to report 0x00ffffff on Geforce7 cards. */
              color = getPixelColor(device, 320, 240);
              ok((color == 0x00ffffff) || (color == test_formats[fmt_index].resultColorNoBlending),
                      "Offscreen failed for %s: Got unexpected color 0x%08x, expected no color blending.\n",
                      test_formats[fmt_index].fmtName, color);
          }
          IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
          IDirect3DDevice9_SetTexture(device, 0, NULL);
          if(offscreenTexture) {
              IDirect3DTexture9_Release(offscreenTexture);
          }
          if(offscreen) {
              IDirect3DSurface9_Release(offscreen);
          }
      }
  
      IDirect3DSurface9_Release(backbuffer);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void tssargtemp_test(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x00ff0000},
          {{-1.0f,  1.0f, 0.1f}, 0x00ff0000},
          {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000},
          {{ 1.0f,  1.0f, 0.1f}, 0x00ff0000},
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with %08x\n", hr);
      if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) {
          skip("D3DPMISCCAPS_TSSARGTEMP not supported\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_RESULTARG, D3DTA_TEMP);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_ADD);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG1, D3DTA_CURRENT);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 2, D3DTSS_COLORARG2, D3DTA_TEMP);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(hr == D3D_OK, "SetTextureStageState failed, hr = %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x0000ff00);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed, hr = %08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\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[0]));
      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, 320, 240);
      ok(color == 0x00ffff00, "TSSARGTEMP test returned color 0x%08x, expected 0x00ffff00\n", color);
      IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  /* Drawing Indexed Geometry with instances*/
  static void stream_test(void)
  {
      IDirect3DVertexDeclaration9 *pDecl = NULL;
      IDirect3DVertexShader9 *shader = NULL;
      IDirect3DVertexBuffer9 *vb3 = NULL;
      IDirect3DVertexBuffer9 *vb2 = NULL;
      IDirect3DVertexBuffer9 *vb = NULL;
      IDirect3DIndexBuffer9 *ib = NULL;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      unsigned i;
      HRESULT hr;
      BYTE *data;
      DWORD ind;
  
      static const struct testdata
      {
          DWORD idxVertex; /* number of instances in the first stream */
          DWORD idxColor; /* number of instances in the second stream */
          DWORD idxInstance; /* should be 1 ?? */
          DWORD color1; /* color 1 instance */
          DWORD color2; /* color 2 instance */
          DWORD color3; /* color 3 instance */
          DWORD color4; /* color 4 instance */
          WORD strVertex; /* specify which stream to use 0-2*/
          WORD strColor;
          WORD strInstance;
      }
      testcases[]=
      {
          {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  0 */
          {3, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /*  1 */
          {2, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /*  2 */
          {1, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /*  3 */
          {4, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  4 */
          {4, 2, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  5 */
          {4, 1, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  6 */
          {4, 0, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 1, 2}, /*  7 */
          {3, 3, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ffffff, 0, 1, 2}, /*  8 */
          {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 0, 2}, /*  9 */
          {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0, 2, 1}, /* 10 */
          {4, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 3, 1}, /* 11 */
          {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 2, 0, 1}, /* 12 */
          {4, 4, 1, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 1, 2, 3}, /* 13 */
  #if 0
          /* This draws one instance on some machines, no instance on others. */
          {0, 4, 1, 0x00ff0000, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0, 1, 2}, /* 14 */
          /* This case is handled in a stand alone test,
           * SetStreamSourceFreq(0, (D3DSTREAMSOURCE_INSTANCEDATA | 1)) has to
           * return D3DERR_INVALIDCALL. */
          {4, 4, 1, 0x00ffffff, 0x00ffffff, 0x00ffffff, 0x00ffffff, 2, 1, 0}, /* 15 */
  #endif
      };
      static const DWORD shader_code[] =
      {
          0xfffe0101,                                     /* vs_1_1 */
          0x0000001f, 0x80000000, 0x900f0000,             /* dcl_position v0 */
          0x0000001f, 0x8000000a, 0x900f0001,             /* dcl_color0 v1 */
          0x0000001f, 0x80000005, 0x900f0002,             /* dcl_texcoord v2 */
          0x00000001, 0x800f0000, 0x90e40000,             /* mov r0, v0 */
          0x00000002, 0xc00f0000, 0x80e40000, 0x90e40002, /* add oPos, r0, v2 */
          0x00000001, 0xd00f0000, 0x90e40001,             /* mov oD0, v1 */
          0x0000ffff
      };
      static const float quad[][3] =
      {
          {-0.5f, -0.5f,  1.1f}, /*0 */
          {-0.5f,  0.5f,  1.1f}, /*1 */
          { 0.5f, -0.5f,  1.1f}, /*2 */
          { 0.5f,  0.5f,  1.1f}, /*3 */
      };
      static const float vertcolor[][4] =
      {
          {1.0f, 0.0f, 0.0f, 1.0f}, /*0 */
          {1.0f, 0.0f, 0.0f, 1.0f}, /*1 */
          {1.0f, 0.0f, 0.0f, 1.0f}, /*2 */
          {1.0f, 0.0f, 0.0f, 1.0f}, /*3 */
      };
      /* 4 position for 4 instances */
      static const float instancepos[][3] =
      {
          {-0.6f,-0.6f, 0.0f},
          { 0.6f,-0.6f, 0.0f},
          { 0.6f, 0.6f, 0.0f},
          {-0.6f, 0.6f, 0.0f},
      };
      static const short indices[] = {0, 1, 2, 2, 1, 3};
      D3DVERTEXELEMENT9 decl[] =
      {
          {0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {1, 0,  D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
          {2, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          D3DDECL_END()
      };
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(3, 0))
      {
          skip("No vs_3_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      /* set the default value because it isn't done in wine? */
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
  
      /* check for D3DSTREAMSOURCE_INDEXEDDATA at stream0 */
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 0, (D3DSTREAMSOURCE_INSTANCEDATA | 1));
      ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
  
      /* check wrong cases */
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 0);
      ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
      ok(hr == D3D_OK && ind == 1, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 2);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
      ok(hr == D3D_OK && ind == 2, "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INDEXEDDATA | 0));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
      ok(hr == D3D_OK && ind == (D3DSTREAMSOURCE_INDEXEDDATA | 0), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | 0));
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
      ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, (D3DSTREAMSOURCE_INSTANCEDATA | D3DSTREAMSOURCE_INDEXEDDATA | 0));
      ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
      hr = IDirect3DDevice9_GetStreamSourceFreq(device, 1, &ind);
      ok(hr == D3D_OK && ind == (0U | D3DSTREAMSOURCE_INSTANCEDATA), "IDirect3DDevice9_GetStreamSourceFreq failed with %08x\n", hr);
  
      /* set the default value back */
      hr = IDirect3DDevice9_SetStreamSourceFreq(device, 1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSourceFreq failed with %08x\n", hr);
  
      /* create all VertexBuffers*/
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_MANAGED, &vb, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      if(!vb) {
          skip("Failed to create a vertex buffer\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(vertcolor), 0, 0, D3DPOOL_MANAGED, &vb2, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      if(!vb2) {
          skip("Failed to create a vertex buffer\n");
          goto out;
      }
      hr = IDirect3DDevice9_CreateVertexBuffer(device, sizeof(instancepos), 0, 0, D3DPOOL_MANAGED, &vb3, NULL);
      ok(hr == D3D_OK, "CreateVertexBuffer failed with %08x\n", hr);
      if(!vb3) {
          skip("Failed to create a vertex buffer\n");
          goto out;
      }
  
      /* create IndexBuffer*/
      hr = IDirect3DDevice9_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateIndexBuffer failed with %08x\n", hr);
      if(!ib) {
          skip("Failed to create an index buffer\n");
          goto out;
      }
  
      /* copy all Buffers (Vertex + Index)*/
      hr = IDirect3DVertexBuffer9_Lock(vb, 0, sizeof(quad), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, quad, sizeof(quad));
      hr = IDirect3DVertexBuffer9_Unlock(vb);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb2, 0, sizeof(vertcolor), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, vertcolor, sizeof(vertcolor));
      hr = IDirect3DVertexBuffer9_Unlock(vb2);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
      hr = IDirect3DVertexBuffer9_Lock(vb3, 0, sizeof(instancepos), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, instancepos, sizeof(instancepos));
      hr = IDirect3DVertexBuffer9_Unlock(vb3);
      ok(hr == D3D_OK, "IDirect3DVertexBuffer9_Unlock failed with %08x\n", hr);
      hr = IDirect3DIndexBuffer9_Lock(ib, 0, sizeof(indices), (void **) &data, 0);
      ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Lock failed with %08x\n", hr);
      memcpy(data, indices, sizeof(indices));
      hr = IDirect3DIndexBuffer9_Unlock(ib);
      ok(hr == D3D_OK, "IDirect3DIndexBuffer9_Unlock failed with %08x\n", hr);
  
      /* create VertexShader */
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexShader failed hr=%08x\n", hr);
      if(!shader) {
          skip("Failed to create a vetex shader\n");
          goto out;
      }
  
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr);
  
      hr = IDirect3DDevice9_SetIndices(device, ib);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetIndices failed with %08x\n", hr);
  
      /* run all tests */
      for( i = 0; i < sizeof(testcases)/sizeof(testcases[0]); ++i)
      {
          struct testdata act = testcases[i];
          decl[0].Stream = act.strVertex;
          decl[1].Stream = act.strColor;
          decl[2].Stream = act.strInstance;
          /* create VertexDeclarations */
          hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl, &pDecl);
          ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateVertexDeclaration failed hr=%08x (case %i)\n", hr, i);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
          ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x (case %i)\n", hr, i);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexDeclaration(device, pDecl);
          ok(SUCCEEDED(hr), "Failed to set vertex declaration, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex,
                  (D3DSTREAMSOURCE_INDEXEDDATA | act.idxVertex));
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, vb, 0, sizeof(quad[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strColor,
                  (D3DSTREAMSOURCE_INDEXEDDATA | act.idxColor));
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.strColor, vb2, 0, sizeof(vertcolor[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strInstance,
                  (D3DSTREAMSOURCE_INSTANCEDATA | act.idxInstance));
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.strInstance, vb3, 0, sizeof(instancepos[0]));
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 0, 4, 0, 2);
          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);
  
          /* set all StreamSource && StreamSourceFreq back to default */
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.strVertex, 1);
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.strVertex, NULL, 0, 0);
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxColor, 1);
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.idxColor, NULL, 0, 0);
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSourceFreq(device, act.idxInstance, 1);
          ok(SUCCEEDED(hr), "Failed to set stream source frequency, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetStreamSource(device, act.idxInstance, NULL, 0, 0);
          ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr);
  
          hr = IDirect3DVertexDeclaration9_Release(pDecl);
          ok(hr == D3D_OK, "IDirect3DVertexDeclaration9_Release failed with %08x (case %i)\n", hr, i);
  
          color = getPixelColor(device, 160, 360);
          ok(color == act.color1, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color1, i);
          color = getPixelColor(device, 480, 360);
          ok(color == act.color2, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color2, i);
          color = getPixelColor(device, 480, 120);
          ok(color == act.color3, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color3, i);
          color = getPixelColor(device, 160, 120);
          ok(color == act.color4, "has color 0x%08x, expected 0x%08x (case %i)\n", color, act.color4, i);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x (case %i)\n", hr, i);
      }
  
  out:
      if(vb) IDirect3DVertexBuffer9_Release(vb);
      if(vb2)IDirect3DVertexBuffer9_Release(vb2);
      if(vb3)IDirect3DVertexBuffer9_Release(vb3);
      if(ib)IDirect3DIndexBuffer9_Release(ib);
      if(shader)IDirect3DVertexShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void np2_stretch_rect_test(void)
  {
      IDirect3DSurface9 *src = NULL, *dst = NULL, *backbuffer = NULL;
      IDirect3DTexture9 *dsttex = NULL;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const D3DRECT r1 = {0,  0,  50,  50 };
      static const D3DRECT r2 = {50, 0,  100, 50 };
      static const D3DRECT r3 = {50, 50, 100, 100};
      static const D3DRECT r4 = {0,  50,  50, 100};
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
          -1.0f,  1.0f, 0.1f, 0.0f, 1.0f,
           1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
           1.0f,  1.0f, 0.1f, 1.0f, 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_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetBackBuffer failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 100, 100, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &src, NULL );
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateRenderTarget failed with %08x\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 25, 25, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dsttex, NULL);
      ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "IDirect3DDevice9_CreateTexture failed with %08x\n", hr);
  
      if(!src || !dsttex) {
          skip("One or more test resources could not be created\n");
          goto cleanup;
      }
  
      hr = IDirect3DTexture9_GetSurfaceLevel(dsttex, 0, &dst);
      ok(hr == D3D_OK, "IDirect3DTexture9_GetSurfaceLevel failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      /* Clear the StretchRect destination for debugging */
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, dst);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, src);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 1, &r1, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 1, &r2, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 1, &r3, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 1, &r4, D3DCLEAR_TARGET, 0xff000000, 0.0, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
  
      /* Stretchrect before setting the render target back to the backbuffer. This will make Wine use
       * the target -> texture GL blit path
       */
      hr = IDirect3DDevice9_StretchRect(device, src, NULL, dst, NULL, D3DTEXF_POINT);
      ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %08x\n", hr);
      IDirect3DSurface9_Release(dst);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) dsttex);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with %08x\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(float) * 5);
      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, 160, 360);
      ok(color == 0x00ff0000, "stretchrect: Pixel 160,360 has color 0x%08x, expected 0x00ff0000\n", color);
      color = getPixelColor(device, 480, 360);
      ok(color == 0x0000ff00, "stretchrect: Pixel 480,360 has color 0x%08x, expected 0x0000ff00\n", color);
      color = getPixelColor(device, 480, 120);
      ok(color == 0x000000ff, "stretchrect: Pixel 480,120 has color 0x%08x, expected 0x000000ff\n", color);
      color = getPixelColor(device, 160, 120);
      ok(color == 0x00000000, "stretchrect: Pixel 160,120 has color 0x%08x, expected 0x00000000\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
  cleanup:
      if(src) IDirect3DSurface9_Release(src);
      if(backbuffer) IDirect3DSurface9_Release(backbuffer);
      if(dsttex) IDirect3DTexture9_Release(dsttex);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void texop_test(void)
  {
      IDirect3DVertexDeclaration9 *vertex_declaration = NULL;
      IDirect3DTexture9 *texture = NULL;
      D3DLOCKED_RECT locked_rect;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      unsigned i;
  
      static const struct {
          float x, y, z;
          float s, t;
          D3DCOLOR diffuse;
      } quad[] = {
          {-1.0f, -1.0f, 0.1f, -1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
          {-1.0f,  1.0f, 0.1f, -1.0f,  1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
          { 1.0f, -1.0f, 0.1f,  1.0f, -1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)},
          { 1.0f,  1.0f, 0.1f,  1.0f,  1.0f, D3DCOLOR_ARGB(0x55, 0xff, 0x00, 0x00)}
      };
  
      static const D3DVERTEXELEMENT9 decl_elements[] = {
          {0, 0,  D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
          {0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
          {0, 20, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
          D3DDECL_END()
      };
  
      static const struct {
          D3DTEXTUREOP op;
          const char *name;
          DWORD caps_flag;
          D3DCOLOR result;
      } test_data[] = {
          {D3DTOP_SELECTARG1,                "SELECTARG1",                D3DTEXOPCAPS_SELECTARG1,                D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
          {D3DTOP_SELECTARG2,                "SELECTARG2",                D3DTEXOPCAPS_SELECTARG2,                D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)},
          {D3DTOP_MODULATE,                  "MODULATE",                  D3DTEXOPCAPS_MODULATE,                  D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x00)},
          {D3DTOP_MODULATE2X,                "MODULATE2X",                D3DTEXOPCAPS_MODULATE2X,                D3DCOLOR_ARGB(0x00, 0x00, 0x66, 0x00)},
          {D3DTOP_MODULATE4X,                "MODULATE4X",                D3DTEXOPCAPS_MODULATE4X,                D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
          {D3DTOP_ADD,                       "ADD",                       D3DTEXOPCAPS_ADD,                       D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
          {D3DTOP_ADDSIGNED,                 "ADDSIGNED",                 D3DTEXOPCAPS_ADDSIGNED,                 D3DCOLOR_ARGB(0x00, 0x00, 0xb2, 0x00)},
          {D3DTOP_ADDSIGNED2X,               "ADDSIGNED2X",               D3DTEXOPCAPS_ADDSIGNED2X,               D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
          {D3DTOP_SUBTRACT,                  "SUBTRACT",                  D3DTEXOPCAPS_SUBTRACT,                  D3DCOLOR_ARGB(0x00, 0x00, 0xcc, 0x00)},
          {D3DTOP_ADDSMOOTH,                 "ADDSMOOTH",                 D3DTEXOPCAPS_ADDSMOOTH,                 D3DCOLOR_ARGB(0x00, 0x33, 0xff, 0x33)},
          {D3DTOP_BLENDDIFFUSEALPHA,         "BLENDDIFFUSEALPHA",         D3DTEXOPCAPS_BLENDDIFFUSEALPHA,         D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
          {D3DTOP_BLENDTEXTUREALPHA,         "BLENDTEXTUREALPHA",         D3DTEXOPCAPS_BLENDTEXTUREALPHA,         D3DCOLOR_ARGB(0x00, 0x14, 0xad, 0x14)},
          {D3DTOP_BLENDFACTORALPHA,          "BLENDFACTORALPHA",          D3DTEXOPCAPS_BLENDFACTORALPHA,          D3DCOLOR_ARGB(0x00, 0x07, 0xe4, 0x07)},
          {D3DTOP_BLENDTEXTUREALPHAPM,       "BLENDTEXTUREALPHAPM",       D3DTEXOPCAPS_BLENDTEXTUREALPHAPM,       D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
          {D3DTOP_BLENDCURRENTALPHA,         "BLENDCURRENTALPHA",         D3DTEXOPCAPS_BLENDCURRENTALPHA,         D3DCOLOR_ARGB(0x00, 0x22, 0x77, 0x22)},
          {D3DTOP_MODULATEALPHA_ADDCOLOR,    "MODULATEALPHA_ADDCOLOR",    D3DTEXOPCAPS_MODULATEALPHA_ADDCOLOR,    D3DCOLOR_ARGB(0x00, 0x1f, 0xff, 0x1f)},
          {D3DTOP_MODULATECOLOR_ADDALPHA,    "MODULATECOLOR_ADDALPHA",    D3DTEXOPCAPS_MODULATECOLOR_ADDALPHA,    D3DCOLOR_ARGB(0x00, 0x99, 0xcc, 0x99)},
          {D3DTOP_MODULATEINVALPHA_ADDCOLOR, "MODULATEINVALPHA_ADDCOLOR", D3DTEXOPCAPS_MODULATEINVALPHA_ADDCOLOR, D3DCOLOR_ARGB(0x00, 0x14, 0xff, 0x14)},
          {D3DTOP_MODULATEINVCOLOR_ADDALPHA, "MODULATEINVCOLOR_ADDALPHA", D3DTEXOPCAPS_MODULATEINVCOLOR_ADDALPHA, D3DCOLOR_ARGB(0x00, 0xcc, 0x99, 0xcc)},
          /* BUMPENVMAP & BUMPENVMAPLUMINANCE have their own tests */
          {D3DTOP_DOTPRODUCT3,               "DOTPRODUCT3",               D3DTEXOPCAPS_DOTPRODUCT3,               D3DCOLOR_ARGB(0x00, 0x99, 0x99, 0x99)},
          {D3DTOP_MULTIPLYADD,               "MULTIPLYADD",               D3DTEXOPCAPS_MULTIPLYADD,               D3DCOLOR_ARGB(0x00, 0xff, 0x33, 0x00)},
          {D3DTOP_LERP,                      "LERP",                      D3DTEXOPCAPS_LERP,                      D3DCOLOR_ARGB(0x00, 0x00, 0x33, 0x33)},
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexDeclaration(device, decl_elements, &vertex_declaration);
      ok(SUCCEEDED(hr), "CreateVertexDeclaration failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexDeclaration(device, vertex_declaration);
      ok(SUCCEEDED(hr), "SetVertexDeclaration failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
      hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
      *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00);
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333);
      ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA);
      ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
  
      for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
      {
          if (!(caps.TextureOpCaps & test_data[i].caps_flag))
          {
              skip("tex operation %s not supported\n", test_data[i].name);
              continue;
          }
  
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op);
          ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
  
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
  
          color = getPixelColor(device, 320, 240);
          ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n",
                  test_data[i].name, color, test_data[i].result);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
      }
  
      IDirect3DTexture9_Release(texture);
      IDirect3DVertexDeclaration9_Release(vertex_declaration);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void yuv_color_test(void)
  {
      HRESULT hr;
      IDirect3DSurface9 *surface, *target;
      unsigned int i;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      D3DFORMAT skip_once = D3DFMT_UNKNOWN;
      IDirect3DDevice9 *device;
      D3DSURFACE_DESC desc;
      ULONG refcount;
      HWND window;
  
      static const struct
      {
          DWORD in;
          D3DFORMAT format;
          const char *fmt_string;
          D3DCOLOR left, right;
      }
      test_data[] =
      {
          {0x00000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x00008700},
          {0xff000000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00008700, 0x004bff1c},
          {0x00ff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00b30000},
          {0x0000ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x00008700},
          {0x000000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x000030e1},
          {0xffff0000, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b30000, 0x00ffd01c},
          {0xff00ff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bff1c, 0x004bff1c},
          {0xff0000ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000030e1, 0x004bffff},
          {0x00ffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00b30000},
          {0x00ff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00b300e1},
          {0x0000ffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x004bffff, 0x001030e1},
          {0xffffff00, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffd01c, 0x00ffd01c},
          {0xffff00ff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00b300e1, 0x00ff79ff},
          {0xffffffff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff79ff, 0x00ff79ff},
          {0x4cff4c54, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ff0000, 0x00ff0000},
          {0x00800080, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00000000, 0x00000000},
          {0xff80ff80, D3DFMT_UYVY, "D3DFMT_UYVY", 0x00ffffff, 0x00ffffff},
          {0x1c6b1cff, D3DFMT_UYVY, "D3DFMT_UYVY", 0x000000fd, 0x000000fd},
  
          {0x00000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x00008700},
          {0xff000000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00b30000},
          {0x00ff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00008700, 0x004bff1c},
          {0x0000ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x000030e1},
          {0x000000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x00008700},
          {0xffff0000, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b30000, 0x00ffd01c},
          {0xff00ff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00b300e1},
          {0xff0000ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00b30000},
          {0x00ffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000030e1, 0x004bffff},
          {0x00ff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bff1c, 0x004bff1c},
          {0x0000ffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x004bffff, 0x000030e1},
          {0xffffff00, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00b300e1, 0x00ff79ff},
          {0xffff00ff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ffd01c, 0x00ffd01c},
          {0xffffffff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff79ff, 0x00ff79ff},
          {0x4cff4c54, D3DFMT_YUY2, "D3DFMT_YUY2", 0x000b8b00, 0x00b6ffa3},
          {0x00800080, D3DFMT_YUY2, "D3DFMT_YUY2", 0x0000ff00, 0x0000ff00},
          {0xff80ff80, D3DFMT_YUY2, "D3DFMT_YUY2", 0x00ff00ff, 0x00ff00ff},
          {0x1c6b1cff, D3DFMT_YUY2, "D3DFMT_YUY2", 0x006dff45, 0x0000d500},
      };
  
      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_GetRenderTarget(device, 0, &target);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
      hr = IDirect3DSurface9_GetDesc(target, &desc);
      ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++)
      {
          /* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect.
           * Thus use StretchRect to draw the YUV surface onto the screen instead of drawPrimitive. */
          if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
                  D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, test_data[i].format)))
          {
              if (skip_once != test_data[i].format)
              {
                  skip("%s is not supported.\n", test_data[i].fmt_string);
                  skip_once = test_data[i].format;
              }
              continue;
          }
          if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0,
                  D3DDEVTYPE_HAL, test_data[i].format, desc.Format)))
          {
              if (skip_once != test_data[i].format)
              {
                  skip("Driver cannot blit %s surfaces.\n", test_data[i].fmt_string);
                  skip_once = test_data[i].format;
              }
              continue;
          }
  
          /* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1.
           * However, Nvidia Windows drivers have problems with 2x1 YUY2/UYVY surfaces, so use a 4x1 surface and
           * fill the second block with dummy data. If the surface has a size of 2x1, those drivers ignore the
           * second luminance value, resulting in an incorrect color in the right pixel. */
          hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 4, 1, test_data[i].format,
                  D3DPOOL_DEFAULT, &surface, NULL);
          ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr);
  
  
          hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
          ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr);
          ((DWORD *)lr.pBits)[0] = test_data[i].in;
          ((DWORD *)lr.pBits)[1] = 0x00800080;
          hr = IDirect3DSurface9_UnlockRect(surface);
          ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
          hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
          ok(SUCCEEDED(hr), "Failed to draw surface onto backbuffer, hr %#x.\n", hr);
  
          /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering
           * although we asked for point filtering. Be careful when reading the results and use the pixel
           * centers. In the future we may want to add tests for the filtered pixels as well.
           *
           * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors
           * vastly differently, so we need a max diff of 18. */
          color = getPixelColor(device, 1, 240);
          ok(color_match(color, test_data[i].left, 18),
                  "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s.\n",
                  test_data[i].in, color, test_data[i].left, test_data[i].fmt_string);
          color = getPixelColor(device, 318, 240);
          ok(color_match(color, test_data[i].right, 18),
                  "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s.\n",
                  test_data[i].in, color, test_data[i].right, test_data[i].fmt_string);
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
          IDirect3DSurface9_Release(surface);
      }
  
      IDirect3DSurface9_Release(target);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void yuv_layout_test(void)
  {
      HRESULT hr;
      IDirect3DSurface9 *surface, *target;
      unsigned int fmt, i, x, y;
      D3DFORMAT format;
      const char *fmt_string;
      D3DLOCKED_RECT lr;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      DWORD ref_color;
      BYTE *buf, *chroma_buf, *u_buf, *v_buf;
      UINT width = 20, height = 16;
      IDirect3DDevice9 *device;
      ULONG refcount;
      D3DCAPS9 caps;
      D3DSURFACE_DESC desc;
      HWND window;
  
      static const struct
      {
          DWORD color1, color2;
          DWORD rgb1, rgb2;
      }
      test_data[] =
      {
          { 0x000000, 0xffffff, 0x00008800, 0x00ff7dff },
          { 0xff0000, 0x00ffff, 0x004aff14, 0x00b800ee },
          { 0x00ff00, 0xff00ff, 0x000024ee, 0x00ffe114 },
          { 0x0000ff, 0xffff00, 0x00b80000, 0x004affff },
          { 0xffff00, 0x0000ff, 0x004affff, 0x00b80000 },
          { 0xff00ff, 0x00ff00, 0x00ffe114, 0x000024ee },
          { 0x00ffff, 0xff0000, 0x00b800ee, 0x004aff14 },
          { 0xffffff, 0x000000, 0x00ff7dff, 0x00008800 },
      };
  
      static const struct
      {
          D3DFORMAT format;
          const char *str;
      }
      formats[] =
      {
          { D3DFMT_UYVY, "D3DFMT_UYVY", },
          { D3DFMT_YUY2, "D3DFMT_YUY2", },
          { MAKEFOURCC('Y','V','1','2'), "D3DFMT_YV12", },
          { MAKEFOURCC('N','V','1','2'), "D3DFMT_NV12", },
      };
  
      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), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.TextureCaps & D3DPTEXTURECAPS_POW2
              && !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL))
      {
          skip("No NP2 texture support, skipping YUV texture layout test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
      ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %#x.\n", hr);
      hr = IDirect3DSurface9_GetDesc(target, &desc);
      ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr);
  
      for (fmt = 0; fmt < sizeof(formats) / sizeof(formats[0]); fmt++)
      {
          format = formats[fmt].format;
          fmt_string = formats[fmt].str;
  
          /* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in
           * StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead
           * of drawPrimitive. */
          if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
                  D3DRTYPE_SURFACE, format) != D3D_OK)
          {
              skip("%s is not supported.\n", fmt_string);
              continue;
          }
          if (FAILED(IDirect3D9_CheckDeviceFormatConversion(d3d, 0,
                  D3DDEVTYPE_HAL, format, desc.Format)))
          {
              skip("Driver cannot blit %s surfaces.\n", fmt_string);
              continue;
          }
  
          hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, width, height, format, D3DPOOL_DEFAULT, &surface, NULL);
          ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %#x.\n", hr);
  
          for (i = 0; i < sizeof(test_data) / sizeof(test_data[0]); i++)
          {
              hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
              ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %#x.\n", hr);
              buf = lr.pBits;
              chroma_buf = buf + lr.Pitch * height;
              if (format == MAKEFOURCC('Y','V','1','2'))
              {
                  v_buf = chroma_buf;
                  u_buf = chroma_buf + height / 2 * lr.Pitch/2;
              }
              /* Draw the top left quarter of the screen with color1, the rest with color2 */
              for (y = 0; y < height; y++)
              {
                  for (x = 0; x < width; x += 2)
                  {
                      DWORD color = (x < width / 2 && y < height / 2) ? test_data[i].color1 : test_data[i].color2;
                      BYTE Y = (color >> 16) & 0xff;
                      BYTE U = (color >>  8) & 0xff;
                      BYTE V = (color >>  0) & 0xff;
                      if (format == D3DFMT_UYVY)
                      {
                          buf[y * lr.Pitch + 2 * x + 0] = U;
                          buf[y * lr.Pitch + 2 * x + 1] = Y;
                          buf[y * lr.Pitch + 2 * x + 2] = V;
                          buf[y * lr.Pitch + 2 * x + 3] = Y;
                      }
                      else if (format == D3DFMT_YUY2)
                      {
                          buf[y * lr.Pitch + 2 * x + 0] = Y;
                          buf[y * lr.Pitch + 2 * x + 1] = U;
                          buf[y * lr.Pitch + 2 * x + 2] = Y;
                          buf[y * lr.Pitch + 2 * x + 3] = V;
                      }
                      else if (format == MAKEFOURCC('Y','V','1','2'))
                      {
                          buf[y * lr.Pitch + x + 0] = Y;
                          buf[y * lr.Pitch + x + 1] = Y;
                          u_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = U;
                          v_buf[(y / 2) * (lr.Pitch / 2) + (x / 2)] = V;
                      }
                      else if (format == MAKEFOURCC('N','V','1','2'))
                      {
                          buf[y * lr.Pitch + x + 0] = Y;
                          buf[y * lr.Pitch + x + 1] = Y;
                          chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 0] = U;
                          chroma_buf[(y / 2) * lr.Pitch + 2 * (x / 2) + 1] = V;
                      }
                  }
              }
              hr = IDirect3DSurface9_UnlockRect(surface);
              ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %#x.\n", hr);
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 1.0f, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %#x.\n", hr);
              hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
              ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %#x.\n", hr);
  
              /* Some Windows drivers (mostly Nvidia, but also some VM drivers) insist on doing linear filtering
               * although we asked for point filtering. To prevent running into precision problems, read at points
               * with some margin within each quadrant.
               *
               * Unfortunately different implementations(Windows-Nvidia and Mac-AMD tested) interpret some colors
               * vastly differently, so we need a max diff of 18. */
              for (y = 0; y < 4; y++)
              {
                  for (x = 0; x < 4; x++)
                  {
                      UINT xcoord = (1 + 2 * x) * 640 / 8;
                      UINT ycoord = (1 + 2 * y) * 480 / 8;
                      ref_color = (y < 2 && x < 2) ? test_data[i].rgb1 : test_data[i].rgb2;
                      color = getPixelColor(device, xcoord, ycoord);
                      ok(color_match(color, ref_color, 18),
                              "Format %s: Got color %#x for pixel (%d/%d)/(%d/%d), pixel %d %d, expected %#x.\n",
                              fmt_string, color, x, 4, y, 4, xcoord, ycoord, ref_color);
                  }
              }
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
  
              ok(SUCCEEDED(hr), "Present failed with %#x.\n", hr);
          }
          IDirect3DSurface9_Release(surface);
      }
  
      IDirect3DSurface9_Release(target);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void texop_range_test(void)
  {
      IDirect3DTexture9 *texture;
      D3DLOCKED_RECT locked_rect;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          float x, y, z;
          D3DCOLOR diffuse;
      }
      quad[] =
      {
          {-1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
          {-1.0f,  1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
          { 1.0f, -1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)},
          { 1.0f,  1.0f, 0.1f, D3DCOLOR_ARGB(0xff, 0xff, 0xff, 0xff)}
      };
  
      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;
      }
  
      /* We need ADD and SUBTRACT operations */
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr);
      if (!(caps.TextureOpCaps & D3DTEXOPCAPS_ADD))
      {
          skip("D3DTOP_ADD is not supported, skipping value range test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (!(caps.TextureOpCaps & D3DTEXOPCAPS_SUBTRACT))
      {
          skip("D3DTEXOPCAPS_SUBTRACT is not supported, skipping value range test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      /* Stage 1: result = diffuse(=1.0) + diffuse
       * stage 2: result = result - tfactor(= 0.5)
       */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
      ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_TFACTOR);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SUBTRACT);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear device, hr %#x.\n\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
  
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00808080, 1), "texop Range > 1.0 returned 0x%08x, expected 0x00808080\n",
         color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr);
      hr = IDirect3DTexture9_LockRect(texture, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr);
      *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00);
      hr = IDirect3DTexture9_UnlockRect(texture, 0);
      ok(SUCCEEDED(hr), "UnlockRect failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr);
  
      /* Stage 1: result = texture(=0.0) - tfactor(= 0.5)
       * stage 2: result = result + diffuse(1.0)
       */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
      ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SUBTRACT);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD);
      ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr);
  
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ffffff, 1), "texop Range < 0.0 returned 0x%08x, expected 0x00ffffff\n",
         color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
  
      IDirect3DTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void alphareplicate_test(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x80ff00ff},
          {{-1.0f,  1.0f, 0.1f}, 0x80ff00ff},
          {{ 1.0f, -1.0f, 0.1f}, 0x80ff00ff},
          {{ 1.0f,  1.0f, 0.1f}, 0x80ff00ff},
      };
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE | D3DTA_ALPHAREPLICATE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\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, 320, 240);
      ok(color_match(color, 0x00808080, 1), "alphareplicate test 0x%08x, expected 0x00808080\n",
         color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void dp3_alpha_test(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x408080c0},
          {{-1.0f,  1.0f, 0.1f}, 0x408080c0},
          {{ 1.0f, -1.0f, 0.1f}, 0x408080c0},
          {{ 1.0f,  1.0f, 0.1f}, 0x408080c0},
      };
  
      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;
      }
  
      memset(&caps, 0, sizeof(caps));
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
      if (!(caps.TextureOpCaps & D3DTEXOPCAPS_DOTPRODUCT3))
      {
          skip("D3DTOP_DOTPRODUCT3 not supported\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
  
      /* dp3_x4 r0, diffuse_bias, tfactor_bias
       * mov r0.a, diffuse.a
       * mov r0, r0.a
       *
       * It turns out that the 2nd line is ignored, and the dp3 result written into r0.a instead
       * thus with input vec4(0.5, 0.5, 0.75, 0.25) and vec4(1.0, 1.0, 1.0, 1.0) the result is
       * (0.0 * 0.5 + 0.0 * 0.5 + 0.25 * 0.5) * 4 = 0.125 * 4 = 0.5, with a bunch of inprecision.
       */
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DOTPRODUCT3);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_CURRENT | D3DTA_ALPHAREPLICATE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xffffffff);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      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, 320, 240);
      ok(color_match(color, 0x00808080, 4), "dp3 alpha test 0x%08x, expected 0x00808080\n",
         color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void zwriteenable_test(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0x00ff0000},
          {{-1.0f,  1.0f, 0.1f}, 0x00ff0000},
          {{ 1.0f, -1.0f, 0.1f}, 0x00ff0000},
          {{ 1.0f,  1.0f, 0.1f}, 0x00ff0000},
      },
      quad2[] =
      {
          {{-1.0f, -1.0f, 0.9f}, 0x0000ff00},
          {{-1.0f,  1.0f, 0.9f}, 0x0000ff00},
          {{ 1.0f, -1.0f, 0.9f}, 0x0000ff00},
          {{ 1.0f,  1.0f, 0.9f}, 0x0000ff00},
      };
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      /* The Z buffer is filled with 1.0. Draw a red quad with z = 0.1,
       * zenable = D3DZB_FALSE, zwriteenable = TRUE. The red color is written
       * because the z test is disabled. The question is whether the z = 0.1
       * values are written into the Z buffer. After the draw, set
       * zenable = TRUE and draw a green quad at z = 0.9. If the values are
       * written, the z test will fail(0.9 > 0.1) and the red color remains. If
       * the values are not written, the z test succeeds(0.9 < 1.0) and the
       * green color is written. It turns out that the screen is green, so
       * zenable = D3DZB_FALSE and zwriteenable  = TRUE does NOT write to the z
       * buffer. */
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      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, 320, 240);
      ok(color_match(color, 0x0000ff00, 1), "zwriteenable test returned 0x%08x, expected 0x0000ff00\n",
         color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void alphatest_test(void)
  {
  #define ALPHATEST_PASSED 0x0000ff00
  #define ALPHATEST_FAILED 0x00ff0000
      IDirect3DDevice9 *device;
      unsigned int i, j;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          D3DCMPFUNC func;
          D3DCOLOR color_less;
          D3DCOLOR color_equal;
          D3DCOLOR color_greater;
      }
      testdata[] =
      {
          {D3DCMP_NEVER,        ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_FAILED},
          {D3DCMP_LESS,         ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_FAILED},
          {D3DCMP_EQUAL,        ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_FAILED},
          {D3DCMP_LESSEQUAL,    ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_FAILED},
          {D3DCMP_GREATER,      ALPHATEST_FAILED, ALPHATEST_FAILED, ALPHATEST_PASSED},
          {D3DCMP_NOTEQUAL,     ALPHATEST_PASSED, ALPHATEST_FAILED, ALPHATEST_PASSED},
          {D3DCMP_GREATEREQUAL, ALPHATEST_FAILED, ALPHATEST_PASSED, ALPHATEST_PASSED},
          {D3DCMP_ALWAYS,       ALPHATEST_PASSED, ALPHATEST_PASSED, ALPHATEST_PASSED},
      };
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
          {{-1.0f,  1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
          {{ 1.0f, -1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
          {{ 1.0f,  1.0f, 0.1f}, ALPHATEST_PASSED | 0x80000000},
      };
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
  
      for (j = 0; j < 2; ++j)
      {
          if (j == 1)
          {
              /* Try a pixel shader instead of fixed function. The wined3d code
               * may emulate the alpha test either for performance reasons
               * (floating point RTs) or to work around driver bugs (GeForce
               * 7x00 cards on MacOS). There may be a different codepath for ffp
               * and shader in this case, and the test should cover both. */
              IDirect3DPixelShader9 *ps;
              static const DWORD shader_code[] =
              {
                  0xffff0101,                                 /* ps_1_1           */
                  0x00000001, 0x800f0000, 0x90e40000,         /* mov r0, v0       */
                  0x0000ffff                                  /* end              */
              };
              memset(&caps, 0, sizeof(caps));
              hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
              ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr);
              if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) {
                  break;
              }
  
              hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps);
              ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr);
              hr = IDirect3DDevice9_SetPixelShader(device, ps);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr);
              IDirect3DPixelShader9_Release(ps);
          }
  
          for(i = 0; i < (sizeof(testdata)/sizeof(testdata[0])); i++) {
              hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAFUNC, testdata[i].func);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr);
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
              hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x90);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\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, 320, 240);
              ok(color_match(color, testdata[i].color_less, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha < ref, func %u\n",
              color, testdata[i].color_less, testdata[i].func);
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
              ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
              hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x80);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\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, 320, 240);
              ok(color_match(color, testdata[i].color_equal, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha == ref, func %u\n",
              color, testdata[i].color_equal, testdata[i].func);
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
              ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
  
              hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0, 0);
              ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
              hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHAREF, 0x70);
              ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\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, 320, 240);
              ok(color_match(color, testdata[i].color_greater, 1), "Alphatest failed. Got color 0x%08x, expected 0x%08x. alpha > ref, func %u\n",
              color, testdata[i].color_greater, testdata[i].func);
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
              ok(SUCCEEDED(hr), "IDirect3DDevice9_Present failed with 0x%08x\n", hr);
          }
      }
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void sincos_test(void)
  {
      IDirect3DVertexShader9 *sin_shader, *cos_shader;
      IDirect3DDevice9 *device;
      struct vec3 data[1280];
      IDirect3D9 *d3d;
      unsigned int i;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const DWORD sin_shader_code[] =
      {
          0xfffe0200,                                                                 /* vs_2_0                       */
          0x0200001f, 0x80000000, 0x900f0000,                                         /* dcl_position v0              */
          0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a,     /* def c2, 3.14159, 1, 0, 0.85  */
          0x03000005, 0x80010001, 0x90000000, 0xa0000002,                             /* mul r1.x, v0.x, c2.x         */
          0x04000025, 0x80020000, 0x80000001, 0xa0e40000, 0xa0e40001,                 /* sincos r0.y, r1.x, c0, c1    */
          0x02000001, 0xc00d0000, 0x90e40000,                                         /* mov oPos.xzw, v0             */
          0x03000005, 0xc0020000, 0x80550000, 0xa0ff0002,                             /* mul oPos.y, r0.y, c2.w       */
          0x02000001, 0xd00f0000, 0xa0a60002,                                         /* mov oD0, c2.zyzz             */
          0x0000ffff                                                                  /* end                          */
      };
      static const DWORD cos_shader_code[] =
      {
          0xfffe0200,                                                                 /* vs_2_0                       */
          0x0200001f, 0x80000000, 0x900f0000,                                         /* dcl_position v0              */
          0x05000051, 0xa00f0002, 0x40490fdb, 0x3f800000, 0x00000000, 0x3f59999a,     /* def c2, 3.14159, 1, 0, 0.85  */
          0x03000005, 0x80010001, 0x90000000, 0xa0000002,                             /* mul r1.x, v0.x, c2.x         */
          0x04000025, 0x80010000, 0x80000001, 0xa0e40000, 0xa0e40001,                 /* sincos r0.x, r1.x, c0, c1    */
          0x02000001, 0xc00d0000, 0x90e40000,                                         /* mov oPos.xzw, v0             */
          0x03000005, 0xc0020000, 0x80000000, 0xa0ff0002,                             /* mul oPos.y, r0.x, c2.w       */
          0x02000001, 0xd00f0000, 0xa0a90002,                                         /* mov oD0, c2.yzzz             */
          0x0000ffff                                                                  /* end                          */
      };
      static const float sincosc1[4] = {D3DSINCOSCONST1};
      static const float sincosc2[4] = {D3DSINCOSCONST2};
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No vs_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexShader(device, sin_shader_code, &sin_shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_CreateVertexShader(device, cos_shader_code, &cos_shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, sincosc1, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, sincosc2, 1);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShaderConstantF failed with 0x%08x\n", hr);
  
      /* Generate a point from -1 to 1 every 0.5 pixels */
      for(i = 0; i < 1280; i++) {
          data[i].x = (-640.0 + i) / 640.0;
          data[i].y = 0.0;
          data[i].z = 0.1;
      }
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, sin_shader);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, cos_shader);
      ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1280, data, sizeof(*data));
      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);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
      /* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */
  
      IDirect3DVertexShader9_Release(sin_shader);
      IDirect3DVertexShader9_Release(cos_shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void loop_index_test(void)
  {
      IDirect3DVertexShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      float values[4];
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code[] =
      {
          0xfffe0200,                                                 /* vs_2_0                   */
          0x0200001f, 0x80000000, 0x900f0000,                         /* dcl_position v0          */
          0x02000001, 0x800f0000, 0xa0e40000,                         /* mov r0, c0               */
          0x0200001b, 0xf0e40800, 0xf0e40000,                         /* loop aL, i0              */
          0x04000002, 0x800f0000, 0x80e40000, 0xa0e42001, 0xf0e40800, /* add r0, r0, c[aL + 1]    */
          0x0000001d,                                                 /* endloop                  */
          0x02000001, 0xc00f0000, 0x90e40000,                         /* mov oPos, v0             */
          0x02000001, 0xd00f0000, 0x80e40000,                         /* mov oD0, r0              */
          0x0000ffff                                                  /* END                      */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
      static const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
      static const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
      static const int i0[4] = {2, 10, -3, 0};
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No vs_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      values[0] = 1.0;
      values[1] = 1.0;
      values[2] = 0.0;
      values[3] = 0.0;
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      values[0] = -1.0;
      values[1] = 0.0;
      values[2] = 0.0;
      values[3] = 0.0;
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
      hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 3 * sizeof(float));
      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, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
         "aL indexing test returned color 0x%08x, expected 0x0000ff00\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DVertexShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void sgn_test(void)
  {
      IDirect3DVertexShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD shader_code[] =
      {
          0xfffe0200,                                                             /* vs_2_0                       */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position o0              */
          0x05000051, 0xa00f0000, 0xbf000000, 0x00000000, 0x3f000000, 0x41400000, /* def c0, -0.5, 0.0, 0.5, 12.0 */
          0x05000051, 0xa00f0001, 0x3fc00000, 0x00000000, 0x00000000, 0x00000000, /* def c1, 1.5, 0.0, 0.0, 0.0   */
          0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
          0x04000022, 0x800f0000, 0xa0e40000, 0x80e40001, 0x80e40002,             /* sgn r0, c0, r1, r2           */
          0x03000002, 0xd00f0000, 0x80e40000, 0xa0e40001,                         /* add oD0, r0, c1              */
          0x0000ffff                                                              /* end                          */
      };
      static const float quad[] =
      {
          -1.0f, -1.0f, 0.1f,
          -1.0f,  1.0f, 0.1f,
           1.0f, -1.0f, 0.1f,
           1.0f,  1.0f, 0.1f,
      };
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No vs_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed with %08x\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\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, 3 * sizeof(float));
      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, 320, 240);
      ok(color_match(color, 0x008000ff, 1),
         "sgn test returned color 0x%08x, expected 0x008000ff\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      IDirect3DVertexShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void viewport_test(void)
  {
      IDirect3DDevice9 *device;
      BOOL draw_failed = TRUE;
      D3DVIEWPORT9 vp;
      IDirect3D9 *d3d;
      ULONG refcount;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const float quad[] =
      {
          -0.5f, -0.5f, 0.1f,
          -0.5f,  0.5f, 0.1f,
           0.5f, -0.5f, 0.1f,
           0.5f,  0.5f, 0.1f,
      };
  
      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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
      ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
  
      /* Test a viewport with Width and Height bigger than the surface dimensions
       *
       * TODO: Test Width < surface.width, but X + Width > surface.width
       * TODO: Test Width < surface.width, what happens with the height?
       *
       * The expected behavior is that the viewport behaves like the "default"
       * viewport with X = Y = 0, Width = surface_width, Height = surface_height,
       * MinZ = 0.0, MaxZ = 1.0.
       *
       * Starting with Windows 7 the behavior among driver versions is not
       * consistent. The SetViewport call is accepted on all drivers. Some
       * drivers(older nvidia ones) refuse to draw and return an error. Newer
       * nvidia drivers draw, but use the actual values in the viewport and only
       * display the upper left part on the surface.
       */
      memset(&vp, 0, sizeof(vp));
      vp.X = 0;
      vp.Y = 0;
      vp.Width = 10000;
      vp.Height = 10000;
      vp.MinZ = 0.0;
      vp.MaxZ = 0.0;
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetViewport failed with %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF returned %08x\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, 3 * sizeof(float));
      ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got unexpected hr %#x.\n", hr);
      draw_failed = FAILED(hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
      if(!draw_failed)
      {
          color = getPixelColor(device, 158, 118);
          ok(color == 0x00ff0000, "viewport test: (158,118) has color %08x\n", color);
          color = getPixelColor(device, 162, 118);
          ok(color == 0x00ff0000, "viewport test: (162,118) has color %08x\n", color);
          color = getPixelColor(device, 158, 122);
          ok(color == 0x00ff0000, "viewport test: (158,122) has color %08x\n", color);
          color = getPixelColor(device, 162, 122);
          ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (162,122) has color %08x\n", color);
  
          color = getPixelColor(device, 478, 358);
          ok(color == 0x00ffffff || broken(color == 0x00ff0000), "viewport test: (478,358 has color %08x\n", color);
          color = getPixelColor(device, 482, 358);
          ok(color == 0x00ff0000, "viewport test: (482,358) has color %08x\n", color);
          color = getPixelColor(device, 478, 362);
          ok(color == 0x00ff0000, "viewport test: (478,362) has color %08x\n", color);
          color = getPixelColor(device, 482, 362);
          ok(color == 0x00ff0000, "viewport test: (482,362) has color %08x\n", color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_Present failed with %08x\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  /* This test tests depth clamping / clipping behaviour:
   *   - With software vertex processing, depth values are clamped to the
   *     minimum / maximum z value when D3DRS_CLIPPING is disabled, and clipped
   *     when D3DRS_CLIPPING is enabled. Pretransformed vertices behave the
   *     same as regular vertices here.
   *   - With hardware vertex processing, D3DRS_CLIPPING seems to be ignored.
   *     Normal vertices are always clipped. Pretransformed vertices are
   *     clipped when D3DPMISCCAPS_CLIPTLVERTS is set, clamped when it isn't.
   *   - The viewport's MinZ/MaxZ is irrelevant for this.
   */
  static void depth_clamp_test(void)
  {
      IDirect3DDevice9 *device;
      D3DVIEWPORT9 vp;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec4 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{  0.0f,   0.0f,  5.0f, 1.0f}, 0xff002b7f},
          {{640.0f,   0.0f,  5.0f, 1.0f}, 0xff002b7f},
          {{  0.0f, 480.0f,  5.0f, 1.0f}, 0xff002b7f},
          {{640.0f, 480.0f,  5.0f, 1.0f}, 0xff002b7f},
      },
      quad2[] =
      {
          {{  0.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
          {{640.0f, 300.0f, 10.0f, 1.0f}, 0xfff9e814},
          {{  0.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
          {{640.0f, 360.0f, 10.0f, 1.0f}, 0xfff9e814},
      },
      quad3[] =
      {
          {{112.0f, 108.0f,  5.0f, 1.0f}, 0xffffffff},
          {{208.0f, 108.0f,  5.0f, 1.0f}, 0xffffffff},
          {{112.0f, 204.0f,  5.0f, 1.0f}, 0xffffffff},
          {{208.0f, 204.0f,  5.0f, 1.0f}, 0xffffffff},
      },
      quad4[] =
      {
          {{ 42.0f,  41.0f, 10.0f, 1.0f}, 0xffffffff},
          {{112.0f,  41.0f, 10.0f, 1.0f}, 0xffffffff},
          {{ 42.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
          {{112.0f, 108.0f, 10.0f, 1.0f}, 0xffffffff},
      };
      static const struct
      {
          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},
      };
  
      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, hr %#x.\n", hr);
  
      vp.X = 0;
      vp.Y = 0;
      vp.Width = 640;
      vp.Height = 480;
      vp.MinZ = 0.0;
      vp.MaxZ = 7.5;
  
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      if(FAILED(hr))
      {
          /* Windows 7 rejects MaxZ > 1.0, Windows XP allows it. This doesn't break
           * the tests because the 7.5 is just intended to show that it doesn't have
           * any influence on the drawing or D3DRS_CLIPPING = FALSE. Set an accepted
           * viewport and continue.
           */
          ok(broken(hr == D3DERR_INVALIDCALL), "D3D rejected maxZ > 1.0\n");
          vp.MaxZ = 1.0;
          hr = IDirect3DDevice9_SetViewport(device, &vp);
      }
      ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS)
      {
          color = getPixelColor(device, 75, 75);
          ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 150, 150);
          ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 240);
          ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 330);
          ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 330);
          ok(color_match(color, 0x0000ff00, 1), "color 0x%08x.\n", color);
      }
      else
      {
          color = getPixelColor(device, 75, 75);
          ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 150, 150);
          ok(color_match(color, 0x00ffffff, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 240);
          ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 330);
          ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
          color = getPixelColor(device, 320, 330);
          ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void depth_bounds_test(void)
  {
      static const struct
      {
          struct vec4 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{  0.0f,   0.0f, 0.0f, 1.0f}, 0xfff9e814},
          {{640.0f,   0.0f, 0.0f, 1.0f}, 0xfff9e814},
          {{  0.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814},
          {{640.0f, 480.0f, 1.0f, 1.0f}, 0xfff9e814},
      },
      quad2[] =
      {
          {{  0.0f,   0.0f, 0.6f, 1.0f}, 0xff002b7f},
          {{640.0f,   0.0f, 0.6f, 1.0f}, 0xff002b7f},
          {{  0.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f},
          {{640.0f, 480.0f, 0.6f, 1.0f}, 0xff002b7f},
      },
      quad3[] =
      {
          {{  0.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414},
          {{640.0f, 100.0f, 0.6f, 1.0f}, 0xfff91414},
          {{  0.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414},
          {{640.0f, 160.0f, 0.6f, 1.0f}, 0xfff91414},
      };
  
      union {
          DWORD d;
          float f;
      } tmpvalue;
  
      IDirect3DSurface9 *offscreen_surface = NULL;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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 (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0,  D3DRTYPE_SURFACE, MAKEFOURCC('N','V','D','B')) != D3D_OK)
      {
          skip("No NVDB (depth bounds test) support, skipping tests.\n");
          goto done;
      }
      if (!(device = create_device(d3d, window, window, TRUE)))
      {
          skip("Failed to create a D3D device, skipping tests.\n");
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 32, 32,
              MAKEFOURCC('N','V','D','B'), D3DPOOL_DEFAULT, &offscreen_surface, NULL);
      ok(FAILED(hr), "Able to create surface, hr %#x.\n", hr);
      if (offscreen_surface) IDirect3DSurface9_Release(offscreen_surface);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, MAKEFOURCC('N','V','D','B'));
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      tmpvalue.f = 0.625;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      tmpvalue.f = 0.75;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_W, tmpvalue.d);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      tmpvalue.f = 0.75;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_Z, tmpvalue.d);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ADAPTIVETESS_X, 0);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      color = getPixelColor(device, 150, 130);
      ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
      color = getPixelColor(device, 150, 200);
      ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
      color = getPixelColor(device, 150, 300-5);
      ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
      color = getPixelColor(device, 150, 300+5);
      ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/
      color = getPixelColor(device, 150, 330);
      ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);
      color = getPixelColor(device, 150, 360-5);
      ok(color_match(color, 0x00002b7f, 1), "color 0x%08x.\n", color);/**/
      color = getPixelColor(device, 150, 360+5);
      ok(color_match(color, 0x00f9e814, 1), "color 0x%08x.\n", color);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void depth_buffer_test(void)
  {
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{-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},
      },
      quad2[] =
      {
          {{-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},
      },
      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},
      };
      static const DWORD expected_colors[4][4] =
      {
          {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
          {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
          {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
      };
  
      IDirect3DSurface9 *backbuffer, *rt1, *rt2, *rt3;
      IDirect3DDevice9 *device;
      unsigned int i, j;
      D3DVIEWPORT9 vp;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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;
      }
  
      vp.X = 0;
      vp.Y = 0;
      vp.Width = 640;
      vp.Height = 480;
      vp.MinZ = 0.0;
      vp.MaxZ = 1.0;
  
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt3, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt3);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < 4; ++i)
      {
          for (j = 0; j < 4; ++j)
          {
              unsigned int x = 80 * ((2 * j) + 1);
              unsigned int y = 60 * ((2 * i) + 1);
              color = getPixelColor(device, x, y);
              ok(color_match(color, expected_colors[i][j], 0),
                      "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
          }
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DSurface9_Release(rt3);
      IDirect3DSurface9_Release(rt2);
      IDirect3DSurface9_Release(rt1);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  /* Test that partial depth copies work the way they're supposed to. The clear
   * on rt2 only needs a partial copy of the onscreen depth/stencil buffer, and
   * the following draw should only copy back the part that was modified. */
  static void depth_buffer2_test(void)
  {
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad[] =
      {
          {{-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},
      };
  
      IDirect3DSurface9 *backbuffer, *rt1, *rt2;
      IDirect3DDevice9 *device;
      unsigned int i, j;
      D3DVIEWPORT9 vp;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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;
      }
  
      vp.X = 0;
      vp.Y = 0;
      vp.Width = 640;
      vp.Height = 480;
      vp.MinZ = 0.0;
      vp.MaxZ = 1.0;
  
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt1, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt2, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt1);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt2);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < 4; ++i)
      {
          for (j = 0; j < 4; ++j)
          {
              unsigned int x = 80 * ((2 * j) + 1);
              unsigned int y = 60 * ((2 * i) + 1);
              color = getPixelColor(device, x, y);
              ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 0),
                      "Expected color 0x0000ff00 at %u,%u, got 0x%08x.\n", x, y, color);
          }
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DSurface9_Release(backbuffer);
      IDirect3DSurface9_Release(rt2);
      IDirect3DSurface9_Release(rt1);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void depth_blit_test(void)
  {
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{-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, 0.66f}, 0xff0000ff},
          {{ 1.0f,  1.0f, 0.66f}, 0xff0000ff},
          {{-1.0f, -1.0f, 0.66f}, 0xff0000ff},
          {{ 1.0f, -1.0f, 0.66f}, 0xff0000ff},
      };
      static const DWORD expected_colors[4][4] =
      {
          {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
          {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000},
          {0x0000ff00, 0x0000ff00, 0x0000ff00, 0x00ff0000},
          {0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
      };
  
      IDirect3DSurface9 *backbuffer, *ds1, *ds2, *ds3;
      IDirect3DDevice9 *device;
      RECT src_rect, dst_rect;
      unsigned int i, j;
      D3DVIEWPORT9 vp;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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;
      }
  
      vp.X = 0;
      vp.Y = 0;
      vp.Width = 640;
      vp.Height = 480;
      vp.MinZ = 0.0;
      vp.MaxZ = 1.0;
  
      hr = IDirect3DDevice9_SetViewport(device, &vp);
      ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &backbuffer);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds1);
      ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, 0, 0, FALSE, &ds2, NULL);
      ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds2);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 320, 240, D3DFMT_D24S8, 0, 0, FALSE, &ds3, NULL);
      ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
      SetRect(&dst_rect, 0, 0, 480, 360);
      hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 0.5f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
      SetRect(&dst_rect, 0, 0, 320, 240);
      hr = IDirect3DDevice9_Clear(device, 1, (D3DRECT *)&dst_rect, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      /* Partial blit. */
      SetRect(&src_rect, 0, 0, 320, 240);
      SetRect(&dst_rect, 0, 0, 320, 240);
      hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
      ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
      /* Flipped. */
      SetRect(&src_rect, 0, 0, 640, 480);
      SetRect(&dst_rect, 0, 480, 640, 0);
      hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
      ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
      /* Full, explicit. */
      SetRect(&src_rect, 0, 0, 640, 480);
      SetRect(&dst_rect, 0, 0, 640, 480);
      hr = IDirect3DDevice9_StretchRect(device, ds2, &src_rect, ds1, &dst_rect, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      /* Filtered blit. */
      hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_LINEAR);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      /* Depth -> color blit.*/
      hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, backbuffer, NULL, D3DTEXF_POINT);
      ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
      IDirect3DSurface9_Release(backbuffer);
      /* Full surface, different sizes */
      hr = IDirect3DDevice9_StretchRect(device, ds3, NULL, ds1, NULL, D3DTEXF_POINT);
      ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
      hr = IDirect3DDevice9_StretchRect(device, ds1, NULL, ds3, NULL, D3DTEXF_POINT);
      ok(hr == D3DERR_INVALIDCALL, "StretchRect returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds1);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER | D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_StretchRect(device, ds2, NULL, ds1, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < 4; ++i)
      {
          for (j = 0; j < 4; ++j)
          {
              unsigned int x = 80 * ((2 * j) + 1);
              unsigned int y = 60 * ((2 * i) + 1);
              color = getPixelColor(device, x, y);
              ok(color_match(color, expected_colors[i][j], 0),
                      "Expected color 0x%08x at %u,%u, got 0x%08x.\n", expected_colors[i][j], x, y, color);
          }
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DSurface9_Release(ds3);
      IDirect3DSurface9_Release(ds2);
      IDirect3DSurface9_Release(ds1);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void intz_test(void)
  {
      static const DWORD ps_code[] =
      {
          0xffff0200,                                                             /* ps_2_0                       */
          0x0200001f, 0x90000000, 0xa00f0800,                                     /* dcl_2d s0                    */
          0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                       */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0   */
          0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                   */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texld r0, t0, s0             */
          0x02000001, 0x80010001, 0x80e40000,                                     /* mov r1.x, r0                 */
          0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texldp r0, t0, s0            */
          0x02000001, 0x80020001, 0x80000000,                                     /* mov r1.y, r0.x               */
          0x02000001, 0x800f0800, 0x80e40001,                                     /* mov oC0, r1                  */
          0x0000ffff,                                                             /* end                          */
      };
      struct
      {
          float x, y, z;
          float s, t, p, q;
      }
      quad[] =
      {
          { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
          {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
          { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
          {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
      },
      half_quad_1[] =
      {
          { -1.0f,  0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
          {  1.0f,  0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
          { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
          {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
      },
      half_quad_2[] =
      {
          { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
          {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
          { -1.0f,  0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
          {  1.0f,  0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
      };
      struct
      {
          UINT x, y;
          D3DCOLOR color;
      }
      expected_colors[] =
      {
          { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
          {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
          {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
          {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
          { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
          {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
          {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
          {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
      };
  
      IDirect3DSurface9 *original_rt, *rt;
      IDirect3DTexture9 *texture;
      IDirect3DPixelShader9 *ps;
      IDirect3DDevice9 *device;
      IDirect3DSurface9 *ds;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      UINT i;
  
      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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
      {
          skip("No INTZ support, skipping INTZ test.\n");
          goto done;
      }
      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), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No pixel shader 2.0 support, skipping INTZ test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
      {
          skip("No unconditional NP2 texture support, skipping INTZ test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
              D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
      ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
  
      /* Render offscreen, using the INTZ texture as depth buffer */
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Setup the depth/stencil surface. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back. */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      IDirect3DTexture9_Release(texture);
  
      /* Render onscreen while using the INTZ texture as depth buffer */
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
              D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Setup the depth/stencil surface. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back. */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      IDirect3DTexture9_Release(texture);
  
      /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
              D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Setup the depth/stencil surface. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back. */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      IDirect3DTexture9_Release(texture);
      IDirect3DPixelShader9_Release(ps);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(rt);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void shadow_test(void)
  {
      static const DWORD ps_code[] =
      {
          0xffff0200,                                                             /* ps_2_0                       */
          0x0200001f, 0x90000000, 0xa00f0800,                                     /* dcl_2d s0                    */
          0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                       */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0   */
          0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                   */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texld r0, t0, s0             */
          0x02000001, 0x80010001, 0x80e40000,                                     /* mov r1.x, r0                 */
          0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texldp r0, t0, s0            */
          0x02000001, 0x80020001, 0x80000000,                                     /* mov r1.y, r0.x               */
          0x02000001, 0x800f0800, 0x80e40001,                                     /* mov 0C0, r1                  */
          0x0000ffff,                                                             /* end                          */
      };
      struct
      {
          D3DFORMAT format;
          const char *name;
      }
      formats[] =
      {
          {D3DFMT_D16_LOCKABLE,   "D3DFMT_D16_LOCKABLE"},
          {D3DFMT_D32,            "D3DFMT_D32"},
          {D3DFMT_D15S1,          "D3DFMT_D15S1"},
          {D3DFMT_D24S8,          "D3DFMT_D24S8"},
          {D3DFMT_D24X8,          "D3DFMT_D24X8"},
          {D3DFMT_D24X4S4,        "D3DFMT_D24X4S4"},
          {D3DFMT_D16,            "D3DFMT_D16"},
          {D3DFMT_D32F_LOCKABLE,  "D3DFMT_D32F_LOCKABLE"},
          {D3DFMT_D24FS8,         "D3DFMT_D24FS8"},
      };
      struct
      {
          float x, y, z;
          float s, t, p, q;
      }
      quad[] =
      {
          { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f},
          {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f},
          { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f},
          {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f},
      };
      struct
      {
          UINT x, y;
          D3DCOLOR color;
      }
      expected_colors[] =
      {
          {400,  60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
          {560, 180, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
          {560, 300, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
          {400, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
          {240, 420, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
          { 80, 300, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
          { 80, 180, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
          {240,  60, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0x00)},
      };
  
      IDirect3DSurface9 *original_ds, *original_rt, *rt;
      IDirect3DPixelShader9 *ps;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      UINT i;
  
      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), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No pixel shader 2.0 support, skipping shadow test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
      ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
      {
          D3DFORMAT format = formats[i].format;
          IDirect3DTexture9 *texture;
          IDirect3DSurface9 *ds;
          unsigned int j;
  
          if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
                  D3DFMT_X8R8G8B8, D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, format)))
              continue;
  
          hr = IDirect3DDevice9_CreateTexture(device, 1024, 1024, 1,
                  D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture, NULL);
          ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
  
          hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &ds);
          ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
          ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
          ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetPixelShader(device, NULL);
          ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
          /* Setup the depth/stencil surface. */
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
          ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
          ok(SUCCEEDED(hr), "SetDepthStencilSurface failed, hr %#x.\n", hr);
          IDirect3DSurface9_Release(ds);
  
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
          ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
          ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetPixelShader(device, ps);
          ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
          /* Do the actual shadow mapping. */
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
          ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
          IDirect3DTexture9_Release(texture);
  
          for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
          {
              D3DCOLOR color = getPixelColor(device, expected_colors[j].x, expected_colors[j].y);
              ok(color_match(color, expected_colors[j].color, 0),
                      "Expected color 0x%08x at (%u, %u) for format %s, got 0x%08x.\n",
                      expected_colors[j].color, expected_colors[j].x, expected_colors[j].y,
                      formats[i].name, color);
          }
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
      }
  
      IDirect3DPixelShader9_Release(ps);
      IDirect3DSurface9_Release(original_ds);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(rt);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void clip_planes(IDirect3DDevice9 *device, const char *test_name)
  {
      static const struct
      {
          struct vec3 position;
          DWORD diffuse;
      }
      quad1[] =
      {
          {{-1.0f, -1.0f, 0.0f}, 0xfff9e814},
          {{-1.0f,  1.0f, 0.0f}, 0xfff9e814},
          {{ 1.0f, -1.0f, 0.0f}, 0xfff9e814},
          {{ 1.0f,  1.0f, 0.0f}, 0xfff9e814},
      },
      quad2[] =
      {
          {{-1.0f, -1.0f, 0.0f}, 0xff002b7f},
          {{-1.0f,  1.0f, 0.0f}, 0xff002b7f},
          {{ 1.0f, -1.0f, 0.0f}, 0xff002b7f},
          {{ 1.0f,  1.0f, 0.0f}, 0xff002b7f},
      };
      D3DCOLOR color;
      HRESULT hr;
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 1.0, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x1);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      color = getPixelColor(device, 1, 240);
      ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color);
      color = getPixelColor(device, 638, 240);
      ok(color_match(color, 0x00002b7f, 1), "%s test: color 0x%08x.\n", test_name, color);
  
      color = getPixelColor(device, 1, 241);
      ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color);
      color = getPixelColor(device, 638, 241);
      ok(color_match(color, 0x00f9e814, 1), "%s test: color 0x%08x.\n", test_name, color);
  }
  
  static void clip_planes_test(void)
  {
      IDirect3DSurface9 *offscreen_surface, *original_rt;
      IDirect3DTexture9 *offscreen = NULL;
      IDirect3DVertexShader9 *shader;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const float plane0[4] = {0.0f, 1.0f, 0.0f, 0.5f / 480.0f}; /* a quarter-pixel offset */
      static const DWORD shader_code[] =
      {
          0xfffe0200,                             /* vs_2_0 */
          0x0200001f, 0x80000000, 0x900f0000,     /* dcl_position v0 */
          0x0200001f, 0x8000000a, 0x900f0001,     /* dcl_color0 v1 */
          0x02000001, 0xc00f0000, 0x90e40000,     /* mov oPos, v0 */
          0x02000001, 0xd00f0000, 0x90e40001,     /* mov oD0, v1 */
          0x0000ffff                              /* end */
      };
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No vs_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetVertexShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader failed, hr=%08x\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed, hr=%08x\n", hr);
  
      IDirect3DDevice9_SetClipPlane(device, 0, plane0);
  
      clip_planes(device, "Onscreen FFP");
  
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &offscreen, NULL);
      ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(offscreen, 0, &offscreen_surface);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
  
      clip_planes(device, "Offscreen FFP");
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
      hr = IDirect3DDevice9_SetVertexShader(device, shader);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
  
      clip_planes(device, "Onscreen vertex shader");
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, offscreen_surface);
      ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderTarget failed, hr=%08x\n", hr);
  
      clip_planes(device, "Offscreen vertex shader");
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DVertexShader9_Release(shader);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(offscreen_surface);
      IDirect3DTexture9_Release(offscreen);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fp_special_test(void)
  {
      /* Microsoft's assembler generates nan and inf with "1.#QNAN" and "1.#INF." respectively */
      static const DWORD vs_header[] =
      {
          0xfffe0200,                                                             /* vs_2_0                       */
          0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0   */
          0x05000051, 0xa00f0001, 0x7fc00000, 0xff800000, 0x7f800000, 0x00000000, /* def c1, nan, -inf, inf, 0    */
          0x0200001f, 0x80000000, 0x900f0000,                                     /* dcl_position v0              */
          0x0200001f, 0x80000005, 0x900f0001,                                     /* dcl_texcoord0 v1             */
      };
  
      static const DWORD vs_log[] = {0x0200000f, 0x80010000, 0x90000001};         /* log r0.x, v1.x               */
      static const DWORD vs_pow[] =
              {0x03000020, 0x80010000, 0x90000001, 0x90000001};                   /* pow r0.x, v1.x, v1.x         */
      static const DWORD vs_nrm[] = {0x02000024, 0x80070000, 0x90000001};         /* nrm r0.xyz, v1.x             */
      static const DWORD vs_rcp1[] = {0x02000006, 0x80010000, 0x90000001};        /* rcp r0.x, v1.x               */
      static const DWORD vs_rcp2[] = {0x02000006, 0x80010000, 0x91000001};        /* rcp r0.x, -v1.x              */
      static const DWORD vs_rsq1[] = {0x02000007, 0x80010000, 0x90000001};        /* rsq r0.x, v1.x               */
      static const DWORD vs_rsq2[] = {0x02000007, 0x80010000, 0x91000001};        /* rsq r0.x, -v1.x              */
      static const DWORD vs_lit[] = {0x02000010, 0x800f0000, 0x90000001,          /* lit r0, v1.xxxx              */
              0x02000001, 0x80010000, 0x80aa0000};                                /* mov r0.x, v0.z               */
      static const DWORD vs_def1[] = {0x02000001, 0x80010000, 0xa0000001};        /* mov r0.x, c1.x               */
      static const DWORD vs_def2[] = {0x02000001, 0x80010000, 0xa0550001};        /* mov r0.x, c1.y               */
      static const DWORD vs_def3[] = {0x02000001, 0x80010000, 0xa0aa0001};        /* mov r0.x, c1.z               */
  
      static const DWORD vs_footer[] =
      {
          0x03000005, 0x80020000, 0x80000000, 0xa0ff0000,                         /* mul r0.y, r0.x, c0.w         */
          0x0300000d, 0x80040000, 0x80000000, 0x80550000,                         /* sge r0.z, r0.x, r0.y         */
          0x0300000d, 0x80020000, 0x80e40000, 0x80000000,                         /* sge r0.y, r0, r0.x           */
          0x03000005, 0x80040000, 0x80550000, 0x80e40000,                         /* mul r0.z, r0.y, r0           */
          0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000,                         /* max r0.w, -r0.z, r0.z        */
          0x0300000c, 0x80020000, 0x80000000, 0x80000000,                         /* slt r0.y, r0.x, r0.x         */
          0x03000002, 0x80040000, 0x80550000, 0x80550000,                         /* add r0.z, r0.y, r0.y         */
          0x0300000c, 0x80020000, 0xa0000000, 0x80ff0000,                         /* slt r0.y, c0.x, r0.w         */
          0x0300000b, 0x80080000, 0x81aa0000, 0x80aa0000,                         /* max r0.w, -r0.z, r0.z        */
          0x03000002, 0x80040000, 0x81550000, 0xa0e40000,                         /* add r0.z, -r0.y, c0          */
          0x0300000c, 0x80080000, 0xa0000000, 0x80e40000,                         /* slt r0.w, c0.x, r0           */
          0x03000005, 0x80040000, 0x80ff0000, 0x80e40000,                         /* mul r0.z, r0.w, r0           */
          0x04000004, 0x80020000, 0x80aa0000, 0xa0e40000, 0x80e40000,             /* mad r0.y, r0.z, c0, r0       */
          0x02000001, 0xe0030000, 0x80e40000,                                     /* mov oT0.xy, r0               */
          0x02000001, 0xc00f0000, 0x90e40000,                                     /* mov oPos, v0                 */
          0x0000ffff,                                                             /* end                          */
      };
  
      static const struct
      {
          const char *name;
          const DWORD *ops;
          DWORD size;
          D3DCOLOR r500;
          D3DCOLOR r600;
          D3DCOLOR nv40;
          D3DCOLOR nv50;
          D3DCOLOR warp;
      }
      vs_body[] =
      {
          /* The basic ideas here are:
           *     2.0 * +/-INF == +/-INF
           *     NAN != NAN
           *
           * The vertex shader value is written to the red component, with 0.0
           * and +/-INF mapping to 0xff, and NAN to 0x7f. Anything else should
           * result in 0x00. The pixel shader value is written to the green
           * component, but here 0.0 also results in 0x00. The actual value is
           * written to the blue component.
           *
           * There are considerable differences between graphics cards in how
           * these are handled, but pow and nrm never generate INF or NAN on
           * real hardware. */
          {"log",     vs_log,     sizeof(vs_log),     0x00000000, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
          {"pow",     vs_pow,     sizeof(vs_pow),     0x000000ff, 0x000000ff, 0x0000ff00, 0x000000ff, 0x00008000},
          {"nrm",     vs_nrm,     sizeof(vs_nrm),     0x00ff0000, 0x00ff0000, 0x0000ff00, 0x00ff0000, 0x00008000},
          {"rcp1",    vs_rcp1,    sizeof(vs_rcp1),    0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
          {"rcp2",    vs_rcp2,    sizeof(vs_rcp2),    0x000000ff, 0x00000000, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
          {"rsq1",    vs_rsq1,    sizeof(vs_rsq1),    0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
          {"rsq2",    vs_rsq2,    sizeof(vs_rsq2),    0x000000ff, 0x000000ff, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
          {"lit",     vs_lit,     sizeof(vs_lit),     0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000, 0x00ff0000},
          {"def1",    vs_def1,    sizeof(vs_def1),    0x000000ff, 0x00007f00, 0x0000ff00, 0x00007f00, 0x00008000},
          {"def2",    vs_def2,    sizeof(vs_def2),    0x00ff0000, 0x00ff7f00, 0x00ff0000, 0x00ff7f00, 0x00ff8000},
          {"def3",    vs_def3,    sizeof(vs_def3),    0x00ff00ff, 0x00ff7f00, 0x00ff00ff, 0x00ff7f00, 0x00ff8000},
      };
  
      static const DWORD ps_code[] =
      {
          0xffff0200,                                                             /* ps_2_0                       */
          0x05000051, 0xa00f0000, 0x00000000, 0x3f000000, 0x3f800000, 0x40000000, /* def c0, 0.0, 0.5, 1.0, 2.0   */
          0x0200001f, 0x80000000, 0xb0030000,                                     /* dcl t0.xy                    */
          0x0300000b, 0x80010001, 0xb0e40000, 0xa0e40000,                         /* max r1.x, t0, c0             */
          0x0300000a, 0x80010000, 0xb0e40000, 0xa0e40000,                         /* min r0.x, t0, c0             */
          0x03000002, 0x80010000, 0x80e40000, 0x81e40001,                         /* add r0.x, r0, -r1            */
          0x04000004, 0x80010001, 0xb0e40000, 0xa0ff0000, 0xb1e40000,             /* mad r1.x, t0, c0.w. -t0      */
          0x02000023, 0x80010002, 0x80e40001,                                     /* abs r2.x, r1                 */
          0x02000023, 0x80010000, 0x80e40000,                                     /* abs r0.x, r0                 */
          0x02000023, 0x80010001, 0xb0e40000,                                     /* abs r1.x, t0                 */
          0x04000058, 0x80010002, 0x81e40002, 0xa0aa0000, 0xa0e40000,             /* cmp r2.x, -r2, c0.z, c0      */
          0x02000023, 0x80010002, 0x80e40002,                                     /* abs r2.x, r2                 */
          0x04000058, 0x80010001, 0x81e40001, 0xa0aa0000, 0xa0e40000,             /* cmp r1.x, -r1, c0.z, c0      */
          0x02000023, 0x80010001, 0x80e40001,                                     /* abs r1.x, r1                 */
          0x04000058, 0x80010003, 0x81e40002, 0xa0aa0000, 0xa0e40000,             /* cmp r3.x, -r2, c0.z, c0      */
          0x04000058, 0x80010002, 0x81e40001, 0xa0aa0000, 0xa0e40000,             /* cmp r2.x, -r1, c0.z, c0      */
          0x04000058, 0x80010000, 0x81e40000, 0xa0550000, 0xa0e40000,             /* cmp r0.x, -r0, c0.y, c0      */
          0x03000005, 0x80010002, 0x80e40002, 0x80e40003,                         /* mul r2.x, r2, r3             */
          0x04000058, 0x80010000, 0x81e40002, 0xa0aa0000, 0x80e40000,             /* cmp r0.x, -r2, c0.z, r0      */
          0x04000058, 0x80020000, 0x81000001, 0x80000000, 0xa0000000,             /* cmp r0.y, -r1.x, r0.x, c0.x  */
          0x02000001, 0x80050000, 0xb0c90000,                                     /* mov r0.xz, t0.yzxw           */
          0x02000001, 0x80080000, 0xa0aa0000,                                     /* mov r0.w, c0.z               */
          0x02000001, 0x800f0800, 0x80e40000,                                     /* mov oC0, r0                  */
          0x0000ffff,                                                             /* end                          */
      };
  
      struct
      {
          float x, y, z;
          float s;
      }
      quad[] =
      {
          { -1.0f,  1.0f, 0.0f, 0.0f},
          {  1.0f,  1.0f, 1.0f, 0.0f},
          { -1.0f, -1.0f, 0.0f, 0.0f},
          {  1.0f, -1.0f, 1.0f, 0.0f},
      };
  
      IDirect3DPixelShader9 *ps;
      IDirect3DDevice9 *device;
      UINT body_size = 0;
      IDirect3D9 *d3d;
      DWORD *vs_code;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      UINT i;
  
      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), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0) || caps.VertexShaderVersion < D3DVS_VERSION(2, 0))
      {
          skip("No shader model 2.0 support, skipping floating point specials test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE1(0));
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i)
      {
          if (vs_body[i].size > body_size) body_size = vs_body[i].size;
      }
  
      vs_code = HeapAlloc(GetProcessHeap(), 0, sizeof(vs_header) + body_size + sizeof(vs_footer));
      memcpy(vs_code, vs_header, sizeof(vs_header));
  
      for (i = 0; i < sizeof(vs_body) / sizeof(*vs_body); ++i)
      {
          DWORD offset = sizeof(vs_header) / sizeof(*vs_header);
          IDirect3DVertexShader9 *vs;
          D3DCOLOR color;
  
          memcpy(vs_code + offset, vs_body[i].ops, vs_body[i].size);
          offset += vs_body[i].size / sizeof(*vs_body[i].ops);
          memcpy(vs_code + offset, vs_footer, sizeof(vs_footer));
  
          hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
          ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexShader(device, vs);
          ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
          ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
          color = getPixelColor(device, 320, 240);
          ok(color_match(color, vs_body[i].r500, 1)
                  || color_match(color, vs_body[i].r600, 1)
                  || color_match(color, vs_body[i].nv40, 1)
                  || color_match(color, vs_body[i].nv50, 1)
                  || broken(color_match(color, vs_body[i].warp, 1)),
                  "Expected color 0x%08x, 0x%08x, 0x%08x or 0x%08x for instruction \"%s\", got 0x%08x.\n",
                  vs_body[i].r500, vs_body[i].r600, vs_body[i].nv40, vs_body[i].nv50, vs_body[i].name, color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetVertexShader(device, NULL);
          ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr);
          IDirect3DVertexShader9_Release(vs);
      }
  
      HeapFree(GetProcessHeap(), 0, vs_code);
  
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
      IDirect3DPixelShader9_Release(ps);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void srgbwrite_format_test(void)
  {
      IDirect3D9 *d3d;
      IDirect3DSurface9 *rt, *backbuffer;
      IDirect3DTexture9 *texture;
      IDirect3DDevice9 *device;
      ULONG refcount;
      HWND window;
      HRESULT hr;
      int i;
      DWORD color_rgb = 0x00808080, color_srgb = 0x00bcbcbc, color;
      static const struct
      {
          D3DFORMAT fmt;
          const char *name;
      }
      formats[] =
      {
          { D3DFMT_R5G6B5, "D3DFMT_R5G6B5" },
          { D3DFMT_X8R8G8B8, "D3DFMT_X8R8G8B8" },
          { D3DFMT_A8R8G8B8, "D3DFMT_A8R8G8B8" },
          { D3DFMT_A16B16G16R16F, "D3DFMT_A16B16G16R16F" },
          { D3DFMT_A32B32G32R32F, "D3DFMT_A32B32G32R32F" },
      };
      static const struct
      {
          float x, y, z;
          float u, v;
      }
      quad[] =
      {
          {-1.0f,  -1.0f,  0.1f,   0.0f,   0.0f},
          {-1.0f,   1.0f,  0.1f,   1.0f,   0.0f},
          { 1.0f,  -1.0f,  0.1f,   0.0f,   1.0f},
          { 1.0f,   1.0f,  0.1f,   1.0f,   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_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetBackBuffer(device, 0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
      ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x80808080);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      for(i = 0; i < (sizeof(formats) / sizeof(*formats)); i++)
      {
          if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
                  D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, formats[i].fmt)))
          {
              skip("Format %s not supported as render target, skipping test.\n",
                      formats[i].name);
              continue;
          }
  
          hr = IDirect3DDevice9_CreateTexture(device, 8, 8, 1, D3DUSAGE_RENDERTARGET,
                  formats[i].fmt, D3DPOOL_DEFAULT, &texture, NULL);
          ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 1.0f, 0);
          ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
          hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &rt);
          ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
          ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0);
          ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_BeginScene(device);
          ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, TRUE);
          ok(SUCCEEDED(hr), "Failed to set render 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_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRGBWRITEENABLE, FALSE);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
          ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
          ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
          ok(SUCCEEDED(hr), "Failed to set texture stage state, 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_SetTexture(device, 0, NULL);
          ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_EndScene(device);
          ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr);
  
          IDirect3DSurface9_Release(rt);
          IDirect3DTexture9_Release(texture);
  
          color = getPixelColor(device, 360, 240);
          if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
                                      D3DUSAGE_QUERY_SRGBWRITE,
                                      D3DRTYPE_TEXTURE, formats[i].fmt) == D3D_OK)
          {
              /* Big slop for R5G6B5 */
              ok(color_match(color, color_srgb, 5), "Format %s supports srgb, expected color 0x%08x, got 0x%08x\n",
                  formats[i].name, color_srgb, color);
          }
          else
          {
              /* Big slop for R5G6B5 */
              ok(color_match(color, color_rgb, 5), "Format %s does not support srgb, expected color 0x%08x, got 0x%08x\n",
                  formats[i].name, color_rgb, color);
          }
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
      }
  
      IDirect3DSurface9_Release(backbuffer);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void ds_size_test(void)
  {
      IDirect3DSurface9 *ds, *rt, *old_rt, *old_ds, *readback;
      IDirect3DDevice9 *device;
      DWORD num_passes;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          float x, y, z;
      }
      quad[] =
      {
          {-1.0f, -1.0f, 0.0f},
          {-1.0f,  1.0f, 0.0f},
          { 1.0f, -1.0f, 0.0f},
          { 1.0f,  1.0f, 0.0f},
      };
  
      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_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 64, 64, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &readback, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILENABLE, FALSE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &old_ds);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_GetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
  
      /* The D3DCLEAR_TARGET clear works. D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER returns OK,
       * but does not change the surface's contents. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000FF, 0.0f, 0);
      ok(SUCCEEDED(hr), "Target clear failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.2f, 0);
      ok(SUCCEEDED(hr), "Z Buffer clear failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff0000, 0.5f, 0);
      ok(SUCCEEDED(hr), "Target and Z Buffer clear failed, hr %#x.\n", hr);
  
      /* Nvidia does not clear the surface(The color is still 0x000000ff), AMD does(the color is 0x00ff0000) */
  
      /* Turning on any depth-related state results in a ValidateDevice failure */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
      ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
          "D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
      ok(hr == D3DERR_CONFLICTINGRENDERSTATE || hr == D3D_OK, "IDirect3DDevice9_ValidateDevice returned %#x, expected "
          "D3DERR_CONFLICTINGRENDERSTATE.\n", hr);
  
      /* Try to draw with the device in an invalid state. */
      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);
  
      /* Don't check the resulting draw unless we find an app that needs it. On
       * NVIDIA ValidateDevice() returns CONFLICTINGRENDERSTATE, so the result
       * is undefined. On AMD D3D seems to assume the stored Z buffer value is
       * 0.0 for all pixels, even those that are covered by the depth buffer. */
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, old_rt);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, old_ds);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetDepthStencilSurface failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_ValidateDevice(device, &num_passes);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_ValidateDevice failed, hr %#x.\n", hr);
  
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(ds);
      IDirect3DSurface9_Release(rt);
      IDirect3DSurface9_Release(old_rt);
      IDirect3DSurface9_Release(old_ds);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void unbound_sampler_test(void)
  {
      IDirect3DPixelShader9 *ps, *ps_cube, *ps_volume;
      IDirect3DSurface9 *rt, *old_rt;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const DWORD ps_code[] =
      {
          0xffff0200,                                     /* ps_2_0           */
          0x0200001f, 0x90000000, 0xa00f0800,             /* dcl_2d s0        */
          0x0200001f, 0x80000000, 0xb00f0000,             /* dcl t0           */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
          0x02000001, 0x800f0800, 0x80e40000,             /* mov oC0, r0      */
          0x0000ffff,                                     /* end              */
      };
      static const DWORD ps_code_cube[] =
      {
          0xffff0200,                                     /* ps_2_0           */
          0x0200001f, 0x98000000, 0xa00f0800,             /* dcl_cube s0      */
          0x0200001f, 0x80000000, 0xb00f0000,             /* dcl t0           */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
          0x02000001, 0x800f0800, 0x80e40000,             /* mov oC0, r0      */
          0x0000ffff,                                     /* end              */
      };
      static const DWORD ps_code_volume[] =
      {
          0xffff0200,                                     /* ps_2_0           */
          0x0200001f, 0xa0000000, 0xa00f0800,             /* dcl_volume s0    */
          0x0200001f, 0x80000000, 0xb00f0000,             /* dcl t0           */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, /* texld r0, t0, s0 */
          0x02000001, 0x800f0800, 0x80e40000,             /* mov oC0, r0      */
          0x0000ffff,                                     /* end              */
      };
  
      static const struct
      {
          float x, y, z;
          float u, v;
      }
      quad[] =
      {
          {-1.0f,  -1.0f,  0.1f,   0.0f,   0.0f},
          {-1.0f,   1.0f,  0.1f,   1.0f,   0.0f},
          { 1.0f,  -1.0f,  0.1f,   0.0f,   1.0f},
          { 1.0f,   1.0f,  0.1f,   1.0f,   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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No ps_2_0 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) || !(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP))
      {
          skip("No cube / volume texture support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStage failed, %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_cube, &ps_cube);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code_volume, &ps_volume);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreatePixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, 0, TRUE, &rt, NULL);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &old_rt);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_GetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 );
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x56ffffff, 1.0f, 0);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, 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 = getPixelColorFromSurface(rt, 32, 32);
      ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
  
      /* Now try with a cube texture */
      hr = IDirect3DDevice9_SetPixelShader(device, ps_cube);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, 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 = getPixelColorFromSurface(rt, 32, 32);
      ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
  
      /* And then with a volume texture */
      hr = IDirect3DDevice9_SetPixelShader(device, ps_volume);
      ok(SUCCEEDED(hr), "IDirect3DDevice9_SetPixelShader failed, 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 = getPixelColorFromSurface(rt, 32, 32);
      ok(color == 0xff000000, "Unbound sampler color is %#x.\n", color);
  
      IDirect3DSurface9_Release(rt);
      IDirect3DSurface9_Release(old_rt);
      IDirect3DPixelShader9_Release(ps);
      IDirect3DPixelShader9_Release(ps_cube);
      IDirect3DPixelShader9_Release(ps_volume);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void update_surface_test(void)
  {
      static const BYTE blocks[][8] =
      {
          {0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00}, /* White */
          {0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Red */
          {0xe0, 0xff, 0xe0, 0xff, 0x00, 0x00, 0x00, 0x00}, /* Yellow */
          {0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Green */
          {0xff, 0x07, 0xff, 0x07, 0x00, 0x00, 0x00, 0x00}, /* Cyan */
          {0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00}, /* Blue */
          {0x1f, 0xf8, 0x1f, 0xf8, 0x00, 0x00, 0x00, 0x00}, /* Magenta */
      };
      static const struct
      {
          UINT x, y;
          D3DCOLOR color;
      }
      expected_colors[] =
      {
          { 18, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0xff)},
          { 57, 240, D3DCOLOR_ARGB(0x00, 0x00, 0x00, 0xff)},
          {109, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0xff)},
          {184, 240, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)},
          {290, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00)},
          {440, 240, D3DCOLOR_ARGB(0x00, 0xff, 0x00, 0x00)},
          {584, 240, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff)},
      };
      static const struct
      {
          float x, y, z, w;
          float u, v;
      }
      tri[] =
      {
          {  0.0f, 480.0f, 0.0f,  1.0f,   0.0f, 0.0f},
          {  0.0f,   0.0f, 0.0f,  1.0f,   0.0f, 1.0f},
          {640.0f, 240.0f, 0.0f, 10.0f, 100.0f, 0.5f},
      };
      static const RECT rect_2x2 = {0, 0, 2, 2};
      static const struct
      {
          UINT src_level;
          UINT dst_level;
          const RECT *r;
          HRESULT hr;
      }
      block_size_tests[] =
      {
          {1, 0, NULL,      D3D_OK},
          {0, 1, NULL,      D3DERR_INVALIDCALL},
          {5, 4, NULL,      D3DERR_INVALIDCALL},
          {4, 5, NULL,      D3DERR_INVALIDCALL},
          {4, 5, &rect_2x2, D3DERR_INVALIDCALL},
          {5, 5, &rect_2x2, D3D_OK},
      };
  
      IDirect3DSurface9 *src_surface, *dst_surface;
      IDirect3DTexture9 *src_tex, *dst_tex;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      UINT count, i;
      HWND window;
      HRESULT hr;
  
      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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_DXT1)))
      {
          skip("DXT1 not supported, skipping tests.\n");
          goto done;
      }
      if (!(device = create_device(d3d, window, window, TRUE)))
      {
          skip("Failed to create a D3D device, skipping tests.\n");
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_SYSTEMMEM, &src_tex, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 64, 64, 0, 0, D3DFMT_DXT1, D3DPOOL_DEFAULT, &dst_tex, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      count = IDirect3DTexture9_GetLevelCount(src_tex);
      ok(count == 7, "Got level count %u, expected 7.\n", count);
  
      for (i = 0; i < count; ++i)
      {
          UINT row_count, block_count, x, y;
          D3DSURFACE_DESC desc;
          BYTE *row, *block;
          D3DLOCKED_RECT r;
  
          hr = IDirect3DTexture9_GetLevelDesc(src_tex, i, &desc);
          ok(SUCCEEDED(hr), "Failed to get level desc, hr %#x.\n", hr);
  
          hr = IDirect3DTexture9_LockRect(src_tex, i, &r, NULL, 0);
          ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
  
          row_count = ((desc.Height + 3) & ~3) / 4;
          block_count = ((desc.Width + 3) & ~3) / 4;
          row = r.pBits;
  
          for (y = 0; y < row_count; ++y)
          {
              block = row;
              for (x = 0; x < block_count; ++x)
              {
                  memcpy(block, blocks[i], sizeof(blocks[i]));
                  block += sizeof(blocks[i]);
              }
              row += r.Pitch;
          }
  
          hr = IDirect3DTexture9_UnlockRect(src_tex, i);
          ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
      }
  
      for (i = 0; i < sizeof(block_size_tests) / sizeof(*block_size_tests); ++i)
      {
          hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, block_size_tests[i].src_level, &src_surface);
          ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
          hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, block_size_tests[i].dst_level, &dst_surface);
          ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_UpdateSurface(device, src_surface, block_size_tests[i].r, dst_surface, NULL);
          ok(hr == block_size_tests[i].hr, "Update surface returned %#x for test %u, expected %#x.\n",
                  hr, i, block_size_tests[i].hr);
  
          IDirect3DSurface9_Release(dst_surface);
          IDirect3DSurface9_Release(src_surface);
      }
  
      for (i = 0; i < count; ++i)
      {
          hr = IDirect3DTexture9_GetSurfaceLevel(src_tex, i, &src_surface);
          ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
          hr = IDirect3DTexture9_GetSurfaceLevel(dst_tex, i, &dst_surface);
          ok(SUCCEEDED(hr), "Failed to get texture surface, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_UpdateSurface(device, src_surface, NULL, dst_surface, NULL);
          ok(SUCCEEDED(hr), "Failed to update surface at level %u, hr %#x.\n", i, hr);
  
          IDirect3DSurface9_Release(dst_surface);
          IDirect3DSurface9_Release(src_surface);
      }
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)dst_tex);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0f, 0);
      ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 1, tri, sizeof(*tri));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 0),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr);
  
      IDirect3DTexture9_Release(dst_tex);
      IDirect3DTexture9_Release(src_tex);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void multisample_get_rtdata_test(void)
  {
      IDirect3DSurface9 *original_ds, *original_rt, *rt, *readback;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
      HRESULT hr;
  
      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 (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
      {
          skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping tests.\n");
          goto done;
      }
      if (!(device = create_device(d3d, window, window, TRUE)))
      {
          skip("Failed to create a D3D device, skipping tests.\n");
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 256, 256, D3DFMT_A8R8G8B8,
              D3DPOOL_SYSTEMMEM, &readback, NULL);
      ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
      ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderTargetData(device, rt, readback);
      ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
  
      IDirect3DSurface9_Release(original_ds);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(rt);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void multisampled_depth_buffer_test(void)
  {
      IDirect3DDevice9 *device = 0;
      IDirect3DSurface9 *original_rt, *rt, *readback, *ds, *original_ds;
      IDirect3D9 *d3d;
      D3DCAPS9 caps;
      HRESULT hr;
      D3DPRESENT_PARAMETERS present_parameters;
      unsigned int i;
      static const struct
      {
          float x, y, z;
          D3DCOLOR color;
      }
      quad_1[] =
      {
          { -1.0f,  1.0f, 0.0f, 0xffff0000},
          {  1.0f,  1.0f, 1.0f, 0xffff0000},
          { -1.0f, -1.0f, 0.0f, 0xffff0000},
          {  1.0f, -1.0f, 1.0f, 0xffff0000},
      },
      quad_2[] =
      {
          { -1.0f,  1.0f, 1.0f, 0xff0000ff},
          {  1.0f,  1.0f, 0.0f, 0xff0000ff},
          { -1.0f, -1.0f, 1.0f, 0xff0000ff},
          {  1.0f, -1.0f, 0.0f, 0xff0000ff},
      };
      static const struct
      {
          UINT x, y;
          D3DCOLOR color;
      }
      expected_colors[] =
      {
          { 80, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
          {240, 100, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
          {400, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
          {560, 100, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
          { 80, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
          {240, 450, D3DCOLOR_ARGB(0xff, 0xff, 0x00, 0x00)},
          {400, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
          {560, 450, D3DCOLOR_ARGB(0xff, 0x00, 0x00, 0xff)},
      };
  
      d3d = Direct3DCreate9(D3D_SDK_VERSION);
      ok(!!d3d, "Failed to create a D3D object.\n");
  
      if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
      {
          skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping multisampled depth buffer test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
      if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
      {
          skip("Multisampling not supported for D3DFMT_D24S8, skipping multisampled depth buffer test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
  
      ZeroMemory(&present_parameters, sizeof(present_parameters));
      present_parameters.Windowed = TRUE;
      present_parameters.hDeviceWindow = create_window();
      present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      present_parameters.BackBufferWidth = 640;
      present_parameters.BackBufferHeight = 480;
      present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
      present_parameters.EnableAutoDepthStencil = TRUE;
      present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
      present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
  
      hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
              &present_parameters, &device);
      ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
      {
          skip("No unconditional NP2 texture support, skipping multisampled depth buffer test.\n");
          goto cleanup;
      }
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
      ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
      ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
      /* Render onscreen and then offscreen */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, rt, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, rt, NULL, readback, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      /* Render offscreen and then onscreen */
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
              D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      IDirect3DSurface9_Release(ds);
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(rt);
      IDirect3DSurface9_Release(original_rt);
      cleanup_device(device);
  
      ZeroMemory(&present_parameters, sizeof(present_parameters));
      present_parameters.Windowed = TRUE;
      present_parameters.hDeviceWindow = create_window();
      present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      present_parameters.BackBufferWidth = 640;
      present_parameters.BackBufferHeight = 480;
      present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
      present_parameters.EnableAutoDepthStencil = TRUE;
      present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
      present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
  
      hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING,
              &present_parameters, &device);
      ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear depth buffer, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
      ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
              D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &ds, NULL);
      ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &original_ds);
      ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
  
      /* Render to a multisampled offscreen frame buffer and then blit to
       * the onscreen (not multisampled) frame buffer. */
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_1, sizeof(*quad_1));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, rt, NULL, original_rt, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_StretchRect(device, ds, NULL, original_ds, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, original_ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad_2, sizeof(*quad_2));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_StretchRect(device, original_rt, NULL, readback, NULL, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "StretchRect failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColorFromSurface(readback, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to restore original render target, hr %#x.\n", hr);
  
      IDirect3DSurface9_Release(original_ds);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(ds);
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(rt);
  cleanup:
      cleanup_device(device);
      IDirect3D9_Release(d3d);
  }
  
  static void resz_test(void)
  {
      IDirect3DDevice9 *device = 0;
      IDirect3DSurface9 *rt, *original_rt, *ds, *readback, *intz_ds;
      D3DCAPS9 caps;
      HRESULT hr;
      D3DPRESENT_PARAMETERS present_parameters;
      unsigned int i;
      static const DWORD ps_code[] =
      {
          0xffff0200,                                                             /* ps_2_0                       */
          0x0200001f, 0x90000000, 0xa00f0800,                                     /* dcl_2d s0                    */
          0x0200001f, 0x80000000, 0xb00f0000,                                     /* dcl t0                       */
          0x05000051, 0xa00f0000, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, /* def c0, 0.0, 0.0, 0.0, 1.0   */
          0x02000001, 0x800f0001, 0xa0e40000,                                     /* mov r1, c0                   */
          0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texld r0, t0, s0             */
          0x02000001, 0x80010001, 0x80e40000,                                     /* mov r1.x, r0                 */
          0x03010042, 0x800f0000, 0xb0e40000, 0xa0e40800,                         /* texldp r0, t0, s0            */
          0x02000001, 0x80020001, 0x80000000,                                     /* mov r1.y, r0.x               */
          0x02000001, 0x800f0800, 0x80e40001,                                     /* mov oC0, r1                  */
          0x0000ffff,                                                             /* end                          */
      };
      struct
      {
          float x, y, z;
          float s, t, p, q;
      }
      quad[] =
      {
          { -1.0f,  1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.5f},
          {  1.0f,  1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.5f},
          { -1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f},
          {  1.0f, -1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.5f},
      };
      struct
      {
          UINT x, y;
          D3DCOLOR color;
      }
      expected_colors[] =
      {
          { 80, 100, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
          {240, 100, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
          {400, 100, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
          {560, 100, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
          { 80, 450, D3DCOLOR_ARGB(0x00, 0x20, 0x40, 0x00)},
          {240, 450, D3DCOLOR_ARGB(0x00, 0x60, 0xbf, 0x00)},
          {400, 450, D3DCOLOR_ARGB(0x00, 0x9f, 0x40, 0x00)},
          {560, 450, D3DCOLOR_ARGB(0x00, 0xdf, 0xbf, 0x00)},
      };
      IDirect3DTexture9 *texture;
      IDirect3DPixelShader9 *ps;
      IDirect3D9 *d3d;
      DWORD value;
  
      d3d = Direct3DCreate9(D3D_SDK_VERSION);
      ok(!!d3d, "Failed to create a D3D object.\n");
  
      if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
      {
          skip("Multisampling not supported for D3DFMT_A8R8G8B8, skipping RESZ test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
      if (FAILED(IDirect3D9_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT,
              D3DDEVTYPE_HAL, D3DFMT_D24S8, TRUE, D3DMULTISAMPLE_2_SAMPLES, NULL)))
      {
          skip("Multisampling not supported for D3DFMT_D24S8, skipping RESZ test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
  
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
              D3DUSAGE_DEPTHSTENCIL, D3DRTYPE_TEXTURE, MAKEFOURCC('I','N','T','Z'))))
      {
          skip("No INTZ support, skipping RESZ test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
  
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
              D3DUSAGE_RENDERTARGET, D3DRTYPE_SURFACE, MAKEFOURCC('R','E','S','Z'))))
      {
          skip("No RESZ support, skipping RESZ test.\n");
          IDirect3D9_Release(d3d);
          return;
      }
  
      ZeroMemory(&present_parameters, sizeof(present_parameters));
      present_parameters.Windowed = TRUE;
      present_parameters.hDeviceWindow = create_window();
      present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      present_parameters.BackBufferWidth = 640;
      present_parameters.BackBufferHeight = 480;
      present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
      present_parameters.EnableAutoDepthStencil = FALSE;
      present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
      present_parameters.MultiSampleType = D3DMULTISAMPLE_NONE;
  
      hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
      ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(2, 0))
      {
          skip("No pixel shader 2.0 support, skipping INTZ test.\n");
          cleanup_device(device);
          IDirect3D9_Release(d3d);
          return;
      }
      if (caps.TextureCaps & D3DPTEXTURECAPS_POW2)
      {
          skip("No unconditional NP2 texture support, skipping INTZ test.\n");
          cleanup_device(device);
          IDirect3D9_Release(d3d);
          return;
      }
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_2_SAMPLES, 0, FALSE, &rt, NULL);
      ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
              D3DMULTISAMPLE_2_SAMPLES, 0, TRUE, &ds, NULL);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
      ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
              D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
      ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
      IDirect3DSurface9_Release(intz_ds);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
  
      /* Render offscreen (multisampled), blit the depth buffer
       * into the INTZ texture and then check its contents */
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      /* The destination depth texture has to be bound to sampler 0 */
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
      /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      /* The actual multisampled depth buffer resolve happens here */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
      ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value);
      ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back */
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      IDirect3DTexture9_Release(texture);
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
      IDirect3DPixelShader9_Release(ps);
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(original_rt);
      IDirect3DSurface9_Release(rt);
      cleanup_device(device);
  
  
      ZeroMemory(&present_parameters, sizeof(present_parameters));
      present_parameters.Windowed = TRUE;
      present_parameters.hDeviceWindow = create_window();
      present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
      present_parameters.BackBufferWidth = 640;
      present_parameters.BackBufferHeight = 480;
      present_parameters.BackBufferFormat = D3DFMT_A8R8G8B8;
      present_parameters.EnableAutoDepthStencil = TRUE;
      present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
      present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
  
      hr = IDirect3D9_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              present_parameters.hDeviceWindow, D3DCREATE_HARDWARE_VERTEXPROCESSING, &present_parameters, &device);
      ok(hr == D3D_OK, "Failed to create a device, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetRenderTarget(device, 0, &original_rt);
      ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetDepthStencilSurface(device, &ds);
      ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &readback, NULL);
      ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 640, 480, 1,
              D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture, NULL);
      ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &intz_ds);
      ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, intz_ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr);
      IDirect3DSurface9_Release(intz_ds);
      hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
      ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE4(0));
      ok(SUCCEEDED(hr), "SetFVF failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_WRAP);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MINFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "SetSamplerState failed, hr %#x.\n", hr);
  
      /* Render onscreen, blit the depth buffer into the INTZ texture
       * and then check its contents */
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
  
      /* The actual multisampled depth buffer resolve happens here */
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
      ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_GetRenderState(device, D3DRS_POINTSIZE, &value);
      ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
  
      /* Test edge cases - try with no texture at all */
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
      ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
  
      /* With a non-multisampled depth buffer */
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8,
              D3DMULTISAMPLE_NONE, 0, TRUE, &ds, NULL);
  
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, readback);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, ds);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf);
      ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
      ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetPixelShader(device, ps);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
  
      /* Read the depth values back. */
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
      {
          D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
          ok(color_match(color, expected_colors[i].color, 1),
                  "Expected color 0x%08x at (%u, %u), got 0x%08x.\n",
                  expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color);
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr);
  
      /* Without a current depth-stencil buffer set */
      hr = IDirect3DDevice9_SetPixelShader(device, NULL);
      ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad));
      ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EndScene(device);
      ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000);
      ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetDepthStencilSurface(device, NULL);
      ok(SUCCEEDED(hr), "Failed to set depth/stencil, hr %#x.\n", hr);
      IDirect3DSurface9_Release(ds);
      hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt);
      ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr);
      IDirect3DTexture9_Release(texture);
      IDirect3DPixelShader9_Release(ps);
      IDirect3DSurface9_Release(readback);
      IDirect3DSurface9_Release(original_rt);
      cleanup_device(device);
      IDirect3D9_Release(d3d);
  }
  
  static void zenable_test(void)
  {
      static const struct
      {
          struct vec4 position;
          D3DCOLOR diffuse;
      }
      tquad[] =
      {
          {{  0.0f, 480.0f, -0.5f, 1.0f}, 0xff00ff00},
          {{  0.0f,   0.0f, -0.5f, 1.0f}, 0xff00ff00},
          {{640.0f, 480.0f,  1.5f, 1.0f}, 0xff00ff00},
          {{640.0f,   0.0f,  1.5f, 1.0f}, 0xff00ff00},
      };
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
      UINT x, y;
      UINT i, j;
  
      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_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE);
      ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear render target, 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, tquad, sizeof(*tquad));
      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);
  
      for (i = 0; i < 4; ++i)
      {
          for (j = 0; j < 4; ++j)
          {
              x = 80 * ((2 * j) + 1);
              y = 60 * ((2 * i) + 1);
              color = getPixelColor(device, x, y);
              ok(color_match(color, 0x0000ff00, 1),
                      "Expected color 0x0000ff00 at %u, %u, got 0x%08x.\n", x, y, color);
          }
      }
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_GetDeviceCaps(device, &caps);
      ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr);
  
      if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)
              && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
      {
          static const DWORD vs_code[] =
          {
              0xfffe0101,                                 /* vs_1_1           */
              0x0000001f, 0x80000000, 0x900f0000,         /* dcl_position v0  */
              0x00000001, 0xc00f0000, 0x90e40000,         /* mov oPos, v0     */
              0x00000001, 0xd00f0000, 0x90e40000,         /* mov oD0, v0      */
              0x0000ffff
          };
          static const DWORD ps_code[] =
          {
              0xffff0101,                                 /* ps_1_1           */
              0x00000001, 0x800f0000, 0x90e40000,         /* mov r0, v0       */
              0x0000ffff                                  /* end              */
          };
          static const struct vec3 quad[] =
          {
              {-1.0f, -1.0f, -0.5f},
              {-1.0f,  1.0f, -0.5f},
              { 1.0f, -1.0f,  1.5f},
              { 1.0f,  1.0f,  1.5f},
          };
          static const D3DCOLOR expected[] =
          {
              0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000,
              0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000,
              0x00ff0000, 0x00606060, 0x009f609f, 0x00ff0000,
              0x00ff0000, 0x00602060, 0x009f209f, 0x00ff0000,
          };
          /* The Windows 8 testbot (WARP) appears to not clip z for regular
           * vertices either. */
          static const D3DCOLOR expected_broken[] =
          {
              0x0020df20, 0x0060df60, 0x009fdf9f, 0x00dfdfdf,
              0x00209f20, 0x00609f60, 0x009f9f9f, 0x00df9fdf,
              0x00206020, 0x00606060, 0x009f609f, 0x00df60df,
              0x00202020, 0x00602060, 0x009f209f, 0x00df20df,
          };
  
          IDirect3DVertexShader9 *vs;
          IDirect3DPixelShader9 *ps;
  
          hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
          ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
          hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs);
          ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps);
          ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetVertexShader(device, vs);
          ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetPixelShader(device, ps);
          ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear render target, 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);
  
          for (i = 0; i < 4; ++i)
          {
              for (j = 0; j < 4; ++j)
              {
                  x = 80 * ((2 * j) + 1);
                  y = 60 * ((2 * i) + 1);
                  color = getPixelColor(device, x, y);
                  ok(color_match(color, expected[i * 4 + j], 1)
                          || broken(color_match(color, expected_broken[i * 4 + j], 1)),
                          "Expected color 0x%08x at %u, %u, got 0x%08x.\n", expected[i * 4 + j], x, y, color);
              }
          }
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
  
          IDirect3DPixelShader9_Release(ps);
          IDirect3DVertexShader9_Release(vs);
      }
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void fog_special_test(void)
  {
      static const struct
      {
          struct vec3 position;
          D3DCOLOR diffuse;
      }
      quad[] =
      {
          {{ -1.0f,  -1.0f,  0.0f}, 0xff00ff00},
          {{ -1.0f,   1.0f,  0.0f}, 0xff00ff00},
          {{  1.0f,  -1.0f,  1.0f}, 0xff00ff00},
          {{  1.0f,   1.0f,  1.0f}, 0xff00ff00}
      };
      static const struct
      {
          DWORD vertexmode, tablemode;
          BOOL vs, ps;
          D3DCOLOR color_left, color_right;
      }
      tests[] =
      {
          {D3DFOG_LINEAR, D3DFOG_NONE,   FALSE, FALSE, 0x00ff0000, 0x00ff0000},
          {D3DFOG_LINEAR, D3DFOG_NONE,   FALSE, TRUE,  0x00ff0000, 0x00ff0000},
          {D3DFOG_LINEAR, D3DFOG_NONE,   TRUE,  FALSE, 0x00ff0000, 0x00ff0000},
          {D3DFOG_LINEAR, D3DFOG_NONE,   TRUE,  TRUE,  0x00ff0000, 0x00ff0000},
  
          {D3DFOG_NONE,   D3DFOG_LINEAR, FALSE, FALSE, 0x0000ff00, 0x00ff0000},
          {D3DFOG_NONE,   D3DFOG_LINEAR, FALSE, TRUE,  0x0000ff00, 0x00ff0000},
          {D3DFOG_NONE,   D3DFOG_LINEAR, TRUE,  FALSE, 0x0000ff00, 0x00ff0000},
          {D3DFOG_NONE,   D3DFOG_LINEAR, TRUE,  TRUE,  0x0000ff00, 0x00ff0000},
      };
      static const DWORD pixel_shader_code[] =
      {
          0xffff0101,                                 /* ps_1_1           */
          0x00000001, 0x800f0000, 0x90e40000,         /* mov r0, v0       */
          0x0000ffff
      };
      static const DWORD vertex_shader_code[] =
      {
          0xfffe0101,                                 /* vs_1_1           */
          0x0000001f, 0x80000000, 0x900f0000,         /* dcl_position v0  */
          0x0000001f, 0x8000000a, 0x900f0001,         /* dcl_color0 v1    */
          0x00000001, 0xc00f0000, 0x90e40000,         /* mov oPos, v0     */
          0x00000001, 0xd00f0000, 0x90e40001,         /* mov oD0, v1      */
          0x0000ffff
      };
      static const D3DMATRIX identity =
      {{{
          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,
      }}};
      union
      {
          float f;
          DWORD d;
      } conv;
      DWORD color;
      HRESULT hr;
      unsigned int i;
      IDirect3DPixelShader9 *ps;
      IDirect3DVertexShader9 *vs;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
  
      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, hr %#x.\n", hr);
      if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
      {
          hr = IDirect3DDevice9_CreateVertexShader(device, vertex_shader_code, &vs);
          ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
      }
      else
      {
          skip("Vertex Shaders not supported, skipping some fog tests.\n");
          vs = NULL;
      }
      if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1))
      {
          hr = IDirect3DDevice9_CreatePixelShader(device, pixel_shader_code, &ps);
          ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
      }
      else
      {
          skip("Pixel Shaders not supported, skipping some fog tests.\n");
          ps = NULL;
      }
  
      /* The table fog tests seem to depend on the projection matrix explicitly
       * being set to an identity matrix, even though that's the default.
       * (AMD Radeon HD 6310, Windows 7) */
      hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, &identity);
      ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE);
      ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000);
      ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr);
  
      conv.f = 0.5f;
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, conv.d);
      ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, conv.d);
      ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
  
      for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
      {
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
  
          if (!tests[i].vs)
          {
              hr = IDirect3DDevice9_SetVertexShader(device, NULL);
              ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          }
          else if (vs)
          {
              hr = IDirect3DDevice9_SetVertexShader(device, vs);
              ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr);
          }
          else
          {
              continue;
          }
  
          if (!tests[i].ps)
          {
              hr = IDirect3DDevice9_SetPixelShader(device, NULL);
              ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
          }
          else if (ps)
          {
              hr = IDirect3DDevice9_SetPixelShader(device, ps);
              ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
          }
          else
          {
              continue;
          }
  
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode);
          ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode);
          ok(SUCCEEDED(hr), "Failed to set fogtablemode, 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, 310, 240);
          ok(color_match(color, tests[i].color_left, 1),
                  "Expected left color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_left, color, i);
          color = getPixelColor(device, 330, 240);
          ok(color_match(color, tests[i].color_right, 1),
                  "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
      }
  
      if (vs)
          IDirect3DVertexShader9_Release(vs);
      if (ps)
          IDirect3DPixelShader9_Release(ps);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void volume_srgb_test(void)
  {
      HRESULT hr;
      unsigned int i, j;
      IDirect3DVolumeTexture9 *tex1, *tex2;
      D3DPOOL pool;
      D3DLOCKED_BOX locked_box;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
  
      static const struct
      {
          BOOL srgb;
          DWORD color;
      }
      tests[] =
      {
          /* Try toggling on and off */
          { FALSE,    0x007f7f7f },
          { TRUE,     0x00363636 },
          { FALSE,    0x007f7f7f },
      };
      static const struct
      {
          struct vec3 pos;
          struct vec3 texcrd;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
          {{-1.0f,  1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
          {{ 1.0f, -1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
          {{ 1.0f,  1.0f, 0.0f}, {0.0f, 0.0f, 0.0f}},
      };
  
      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 (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8,
              D3DUSAGE_QUERY_SRGBREAD, D3DRTYPE_VOLUMETEXTURE, D3DFMT_A8R8G8B8) != D3D_OK)
      {
          skip("D3DFMT_A8R8G8B8 volume textures with SRGBREAD not supported.\n");
          goto done;
      }
      if (!(device = create_device(d3d, window, window, TRUE)))
      {
          skip("Failed to create a D3D device, skipping tests.\n");
          goto done;
      }
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "Failed to set color op 0, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
      ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
  
      for (i = 0; i < 2; i++)
      {
          if (!i)
              pool = D3DPOOL_SYSTEMMEM;
          else
              pool = D3DPOOL_MANAGED;
  
          hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0, D3DFMT_A8R8G8B8, pool, &tex1, NULL);
          ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
          hr = IDirect3DVolumeTexture9_LockBox(tex1, 0, &locked_box, NULL, 0);
          ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
          *((DWORD *)locked_box.pBits) = 0x7f7f7f7f;
          hr = IDirect3DVolumeTexture9_UnlockBox(tex1, 0);
          ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
  
          if (!i)
          {
              hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 1, 1, 1, 0,
                      D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &tex2, NULL);
              ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
              hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex1, (IDirect3DBaseTexture9 *)tex2);
              ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
              IDirect3DVolumeTexture9_Release(tex1);
  
              hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex2);
              ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
              IDirect3DVolumeTexture9_Release(tex2);
          }
          else
          {
              hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex1);
              ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
              IDirect3DVolumeTexture9_Release(tex1);
          }
  
          for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
          {
              hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_SRGBTEXTURE, tests[j].srgb);
              ok(SUCCEEDED(hr), "Failed to set srgb 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, 320, 240);
              ok(color_match(color, tests[j].color, 2),
                      "Expected color 0x%08x, got 0x%08x, i = %u, j = %u.\n", tests[j].color, color, i, j);
  
              hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
              ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr);
          }
      }
  
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void volume_dxt5_test(void)
  {
      IDirect3DVolumeTexture9 *texture;
      IDirect3DDevice9 *device;
      D3DLOCKED_BOX box;
      IDirect3D9 *d3d;
      unsigned int i;
      ULONG refcount;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const char texture_data[] =
      {
          /* A 8x4x2 texture consisting of 4 4x4 blocks. The colors of the blocks are red, green, blue and white. */
          0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00,
          0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00,
          0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
          0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00
      };
      static const struct
      {
          struct vec3 position;
          struct vec3 texcrd;
      }
      quads[] =
      {
          {{ -1.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.25f}},
          {{ -1.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.25f}},
          {{  0.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.25f}},
          {{  0.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.25f}},
  
          {{  0.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.75f}},
          {{  0.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.75f}},
          {{  1.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.75f}},
          {{  1.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.75f}},
      };
      static const DWORD expected_colors[] = {0x00ff0000, 0x0000ff00, 0x000000ff, 0x00ffffff};
  
      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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_DXT5)))
      {
          skip("DXT5 volume textures are not supported, skipping test.\n");
          goto done;
      }
      if (!(device = create_device(d3d, window, window, TRUE)))
      {
          skip("Failed to create a D3D device, skipping tests.\n");
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateVolumeTexture(device, 8, 4, 2, 1, 0, D3DFMT_DXT5,
              D3DPOOL_MANAGED, &texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
  
      hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0);
      ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
      memcpy(box.pBits, texture_data, sizeof(texture_data));
      hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0);
      ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)texture);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, 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, &quads[0], sizeof(*quads));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
      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);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
      for (i = 0; i < 4; i++)
      {
          color = getPixelColor(device, 80 + 160 * i, 240);
          ok (color_match(color, expected_colors[i], 1),
                  "Expected color 0x%08x, got 0x%08x, case %u.\n", expected_colors[i], color, i);
      }
  
      IDirect3DVolumeTexture9_Release(texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void volume_v16u16_test(void)
  {
      IDirect3DVolumeTexture9 *texture;
      IDirect3DPixelShader9 *shader;
      IDirect3DDevice9 *device;
      D3DLOCKED_BOX box;
      IDirect3D9 *d3d;
      unsigned int i;
      ULONG refcount;
      D3DCAPS9 caps;
      SHORT *texel;
      DWORD color;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          struct vec3 texcrd;
      }
      quads[] =
      {
          {{ -1.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.25f}},
          {{ -1.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.25f}},
          {{  0.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.25f}},
          {{  0.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.25f}},
  
          {{  0.0f,  -1.0f,  0.0f}, { 0.0f, 0.0f, 0.75f}},
          {{  0.0f,   1.0f,  0.0f}, { 0.0f, 1.0f, 0.75f}},
          {{  1.0f,  -1.0f,  1.0f}, { 1.0f, 0.0f, 0.75f}},
          {{  1.0f,   1.0f,  1.0f}, { 1.0f, 1.0f, 0.75f}},
      };
      static const DWORD shader_code[] =
      {
          0xffff0101,                                                     /* ps_1_1               */
          0x00000051, 0xa00f0000, 0x3f000000, 0x3f000000,                 /* def c0, 0.5, 0.5,    */
          0x3f000000, 0x3f000000,                                         /*         0.5, 0.5     */
          0x00000042, 0xb00f0000,                                         /* tex t0               */
          0x00000004, 0x800f0000, 0xb0e40000, 0xa0e40000, 0xa0e40000,     /* mad r0, t0, c0, c0   */
          0x0000ffff                                                      /* end                  */
      };
  
      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, hr %#x.\n", hr);
      if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1))
      {
          skip("No ps_1_1 support, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_VOLUMETEXTURE, D3DFMT_V16U16)))
      {
          skip("Volume V16U16 textures are not supported, skipping test.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0));
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &shader);
      ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetPixelShader(device, shader);
      ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr);
  
      for (i = 0; i < 2; i++)
      {
          D3DPOOL pool;
  
          if (i)
              pool = D3DPOOL_SYSTEMMEM;
          else
              pool = D3DPOOL_MANAGED;
  
          hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
                  pool, &texture, NULL);
          ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
  
          hr = IDirect3DVolumeTexture9_LockBox(texture, 0, &box, NULL, 0);
          ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr);
  
          texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch);
          texel[0] = 32767;
          texel[1] = 32767;
          texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 0 * box.SlicePitch);
          texel[0] = -32768;
          texel[1] = 0;
          texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 1 * box.SlicePitch);
          texel[0] = -16384;
          texel[1] =  16384;
          texel = (SHORT *)((BYTE *)box.pBits + 1 * box.RowPitch + 1 * box.SlicePitch);
          texel[0] =  0;
          texel[1] =  0;
  
          hr = IDirect3DVolumeTexture9_UnlockBox(texture, 0);
          ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr);
  
          if (i)
          {
              IDirect3DVolumeTexture9 *texture2;
  
              hr = IDirect3DDevice9_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16,
                      D3DPOOL_DEFAULT, &texture2, NULL);
              ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr);
  
              hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)texture,
                      (IDirect3DBaseTexture9 *)texture2);
              ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
  
              IDirect3DVolumeTexture9_Release(texture);
              texture = texture2;
          }
  
          hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
          ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear, 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, &quads[0], sizeof(*quads));
          ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
          hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
          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, 120, 160);
          ok (color_match(color, 0x000080ff, 2),
                  "Expected color 0x000080ff, got 0x%08x, V16U16 input -32768, 0.\n", color);
          color = getPixelColor(device, 120, 400);
          ok (color_match(color, 0x00ffffff, 2),
                  "Expected color 0x00ffffff, got 0x%08x, V16U16 input 32767, 32767.\n", color);
          color = getPixelColor(device, 360, 160);
          ok (color_match(color, 0x007f7fff, 2),
                  "Expected color 0x007f7fff, got 0x%08x, V16U16 input 0, 0.\n", color);
          color = getPixelColor(device, 360, 400);
          ok (color_match(color, 0x0040c0ff, 2),
                  "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color);
  
          hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
          ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
          IDirect3DVolumeTexture9_Release(texture);
      }
  
      IDirect3DPixelShader9_Release(shader);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void add_dirty_rect_test_draw(IDirect3DDevice9 *device)
  {
      HRESULT hr;
      static const struct
      {
          struct vec3 position;
          struct vec2 texcoord;
      }
      quad[] =
      {
          {{-1.0, -1.0, 0.0}, {0.0, 0.0}},
          {{-1.0,  1.0, 0.0}, {0.0, 1.0}},
          {{ 1.0, -1.0, 0.0}, {1.0, 0.0}},
          {{ 1.0,  1.0, 0.0}, {1.0, 1.0}},
      };
  
      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);
  }
  
  static void add_dirty_rect_test(void)
  {
      HRESULT hr;
      IDirect3DTexture9 *tex_dst1, *tex_dst2, *tex_src_red, *tex_src_green, *tex_managed;
      IDirect3DSurface9 *surface_dst2, *surface_src_green, *surface_src_red, *surface_managed;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      unsigned int i;
      ULONG refcount;
      DWORD *texel;
      HWND window;
      D3DLOCKED_RECT locked_rect;
      static const RECT part_rect = {96, 96, 160, 160};
      DWORD color;
  
      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_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
              D3DPOOL_DEFAULT, &tex_dst1, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
              D3DPOOL_DEFAULT, &tex_dst2, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
              D3DPOOL_SYSTEMMEM, &tex_src_red, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
              D3DPOOL_SYSTEMMEM, &tex_src_green, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8,
              D3DPOOL_MANAGED, &tex_managed, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_dst2, 0, &surface_dst2);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_green, 0, &surface_src_green);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_src_red, 0, &surface_src_red);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
      hr = IDirect3DTexture9_GetSurfaceLevel(tex_managed, 0, &surface_managed);
      ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr);
  
      fill_surface(surface_src_red, 0x00ff0000, 0);
      fill_surface(surface_src_green, 0x0000ff00, 0);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1);
      ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst1);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
  
      /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      todo_wine ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* AddDirtyRect on the destination is ignored. */
      hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, &part_rect);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      todo_wine ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_AddDirtyRect(tex_dst2, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      todo_wine ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle
       * tracking is supported. */
      hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, &part_rect);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      color = getPixelColor(device, 1, 1);
      todo_wine ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 1, 1);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
  
      /* Locks with NO_DIRTY_UPDATE are ignored. */
      fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      todo_wine ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */
      fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      todo_wine ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_AddDirtyRect(tex_src_green, NULL);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x000000ff, 1),
              "Expected color 0x000000ff, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* Maps without either of these flags record a dirty rectangle. */
      fill_surface(surface_src_green, 0x00ffffff, 0);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ffffff, 1),
              "Expected color 0x00ffffff, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* Partial LockRect works just like a partial AddDirtyRect call. */
      hr = IDirect3DTexture9_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0);
      ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
      texel = locked_rect.pBits;
      for (i = 0; i < 64; i++)
          texel[i] = 0x00ff00ff;
      for (i = 1; i < 64; i++)
          memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch);
      hr = IDirect3DTexture9_UnlockRect(tex_src_green, 0);
      ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ff00ff, 1),
              "Expected color 0x00ff00ff, got 0x%08x.\n", color);
      color = getPixelColor(device, 1, 1);
      ok(color_match(color, 0x00ffffff, 1),
              "Expected color 0x00ffffff, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      fill_surface(surface_src_red, 0x00ff0000, 0);
      fill_surface(surface_src_green, 0x0000ff00, 0);
  
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_green,
              (IDirect3DBaseTexture9 *)tex_dst1);
      ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst1);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* UpdateSurface ignores the missing dirty marker. */
      hr = IDirect3DDevice9_UpdateTexture(device, (IDirect3DBaseTexture9 *)tex_src_red,
              (IDirect3DBaseTexture9 *)tex_dst2);
      hr = IDirect3DDevice9_UpdateSurface(device, surface_src_green, NULL, surface_dst2, NULL);
      ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_dst2);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      fill_surface(surface_managed, 0x00ff0000, 0);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)tex_managed);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */
      fill_surface(surface_managed, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x00ff0000, 1),
              "Expected color 0x00ff0000, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* AddDirtyRect uploads the new contents.
       * Side note, not tested in the test: Partial surface updates work, and two separate
       * dirty rectangles are tracked individually. Tested on Nvidia Kepler, other drivers
       * untested. */
      hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x0000ff00, 1),
              "Expected color 0x0000ff00, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* So does EvictManagedResources. */
      fill_surface(surface_managed, 0x000000ff, D3DLOCK_NO_DIRTY_UPDATE);
      ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_EvictManagedResources(device);
      ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr);
      add_dirty_rect_test_draw(device);
      color = getPixelColor(device, 320, 240);
      ok(color_match(color, 0x000000ff, 1),
              "Expected color 0x000000ff, got 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      /* AddDirtyRect on a locked texture is allowed. */
      hr = IDirect3DTexture9_LockRect(tex_src_red, 0, &locked_rect, NULL, 0);
      ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
      hr = IDirect3DTexture9_AddDirtyRect(tex_src_red, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DTexture9_UnlockRect(tex_src_red, 0);
      ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
  
      /* Redundant AddDirtyRect calls are ok. */
      hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
      hr = IDirect3DTexture9_AddDirtyRect(tex_managed, NULL);
      ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      IDirect3DSurface9_Release(surface_dst2);
      IDirect3DSurface9_Release(surface_managed);
      IDirect3DSurface9_Release(surface_src_red);
      IDirect3DSurface9_Release(surface_src_green);
      IDirect3DTexture9_Release(tex_src_red);
      IDirect3DTexture9_Release(tex_src_green);
      IDirect3DTexture9_Release(tex_dst1);
      IDirect3DTexture9_Release(tex_dst2);
      IDirect3DTexture9_Release(tex_managed);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_per_stage_constant(void)
  {
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      D3DCOLOR color;
      ULONG refcount;
      D3DCAPS9 caps;
      HWND window;
      HRESULT hr;
  
      static const struct
      {
          struct vec3 position;
          D3DCOLOR diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, 0.1f}, 0xffff0000},
          {{-1.0f,  1.0f, 0.1f}, 0xffff0000},
          {{ 1.0f, -1.0f, 0.1f}, 0xffff0000},
          {{ 1.0f,  1.0f, 0.1f}, 0xffff0000},
      };
  
      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, hr %#x.\n", hr);
      if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_PERSTAGECONSTANT))
      {
          skip("Per-stage constants not supported, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE);
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
      ok(SUCCEEDED(hr), "Failed to set render state, 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_SetTextureStageState(device, 0, D3DTSS_CONSTANT, 0x80a1b2c3);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT);
      ok(SUCCEEDED(hr), "Failed to set texture stage 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_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, 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, 320, 240);
      ok(color_match(color, 0x00a1b2c3, 1), "Got unexpected color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_COMPLEMENT);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, 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, 320, 240);
      ok(color_match(color, 0x005e4d3c, 1), "Got unexpected color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CONSTANT | D3DTA_ALPHAREPLICATE);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, 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, 320, 240);
      ok(color_match(color, 0x00808080, 1), "Got unexpected color 0x%08x.\n", color);
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_CONSTANT);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_CURRENT);
      ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, 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, 320, 240);
      ok(color_match(color, 0x0080007f, 1), "Got unexpected color 0x%08x.\n", color);
      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);
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_3dc_formats(void)
  {
      static const char ati1n_data[] =
      {
          /* A 4x4 texture with the color component at 50%. */
          0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
      };
      static const char ati2n_data[] =
      {
          /* A 8x4 texture consisting of 2 4x4 blocks. The first block has 50% first color component,
           * 0% second component. Second block is the opposite. */
          0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
          0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7f, 0x7f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
      };
      static const struct
      {
          struct vec3 position;
          struct vec2 texcoord;
      }
      quads[] =
      {
          {{-1.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
          {{-1.0f,  1.0f, 0.0f}, {0.0f, 1.0f}},
          {{ 0.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
          {{ 0.0f,  1.0f, 1.0f}, {1.0f, 1.0f}},
  
          {{ 0.0f, -1.0f, 0.0f}, {0.0f, 0.0f}},
          {{ 0.0f,  1.0f, 0.0f}, {0.0f, 1.0f}},
          {{ 1.0f, -1.0f, 1.0f}, {1.0f, 0.0f}},
          {{ 1.0f,  1.0f, 1.0f}, {1.0f, 1.0f}},
      };
      static const DWORD ati1n_fourcc = MAKEFOURCC('A','T','I','1');
      static const DWORD ati2n_fourcc = MAKEFOURCC('A','T','I','2');
      static const struct
      {
          struct vec2 position;
          D3DCOLOR amd;
          D3DCOLOR nvidia;
      }
      expected_colors[] =
      {
          {{ 80, 240}, 0x003f3f3f, 0x007f0000},
          {{240, 240}, 0x003f3f3f, 0x007f0000},
          {{400, 240}, 0x00007fff, 0x00007fff},
          {{560, 240}, 0x007f00ff, 0x007f00ff},
      };
      IDirect3D9 *d3d;
      IDirect3DDevice9 *device;
      IDirect3DTexture9 *ati1n_texture, *ati2n_texture;
      D3DCAPS9 caps;
      D3DLOCKED_RECT rect;
      D3DCOLOR color;
      ULONG refcount;
      HWND window;
      HRESULT hr;
      unsigned int i;
  
      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 (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati1n_fourcc)))
      {
          skip("ATI1N textures are not supported, skipping test.\n");
          goto done;
      }
      if (FAILED(IDirect3D9_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
              D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, ati2n_fourcc)))
      {
          skip("ATI2N textures are not supported, skipping test.\n");
          goto done;
      }
      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, hr %#x.\n", hr);
      if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP))
      {
          skip("D3DTA_TEMP not supported, skipping tests.\n");
          IDirect3DDevice9_Release(device);
          goto done;
      }
  
      hr = IDirect3DDevice9_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc,
              D3DPOOL_MANAGED, &ati1n_texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_LockRect(ati1n_texture, 0, &rect, NULL, 0);
      ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
      memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data));
      hr = IDirect3DTexture9_UnlockRect(ati1n_texture, 0);
      ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc,
              D3DPOOL_MANAGED, &ati2n_texture, NULL);
      ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
  
      hr = IDirect3DTexture9_LockRect(ati2n_texture, 0, &rect, NULL, 0);
      ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr);
      memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data));
      hr = IDirect3DTexture9_UnlockRect(ati2n_texture, 0);
      ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0));
      ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
      /* The temporary register is initialized to 0. */
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP);
      ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
      ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
      ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
      ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
      ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr);
  
      hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0);
      ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
      hr = IDirect3DDevice9_BeginScene(device);
      ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati1n_texture);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads));
      ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *)ati2n_texture);
      ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr);
      hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads));
      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);
  
      hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
      ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr);
      for (i = 0; i < 4; ++i)
      {
          color = getPixelColor(device, expected_colors[i].position.x, expected_colors[i].position.y);
          ok (color_match(color, expected_colors[i].amd, 1) || color_match(color, expected_colors[i].nvidia, 1),
                  "Expected color 0x%08x or 0x%08x, got 0x%08x, case %u.\n",
                  expected_colors[i].amd, expected_colors[i].nvidia, color, i);
      }
  
      IDirect3DTexture9_Release(ati2n_texture);
      IDirect3DTexture9_Release(ati1n_texture);
      refcount = IDirect3DDevice9_Release(device);
      ok(!refcount, "Device has %u references left.\n", refcount);
  
  done:
      IDirect3D9_Release(d3d);
      DestroyWindow(window);
  }
  
  static void test_fog_interpolation(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);
  }
  
  static void test_negative_fixedfunction_fog(void)
  {
      HRESULT hr;
      IDirect3DDevice9 *device;
      IDirect3D9 *d3d;
      ULONG refcount;
      HWND window;
      D3DCOLOR color;
      static const struct
      {
          struct vec3 position;
          D3DCOLOR diffuse;
      }
      quad[] =
      {
          {{-1.0f, -1.0f, -0.5f}, 0xffff0000},
          {{-1.0f,  1.0f, -0.5f}, 0xffff0000},
          {{ 1.0f, -1.0f, -0.5f}, 0xffff0000},
          {{ 1.0f,  1.0f, -0.5f}, 0xffff0000},
      };
      static const struct
      {
          struct vec4 position;
          D3DCOLOR diffuse;
      }
      tquad[] =
      {
          {{  0.0f,   0.0f, -0.5f, 1.0f}, 0xffff0000},
          {{640.0f,   0.0f, -0.5f, 1.0f}, 0xffff0000},
          {{  0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
          {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000},
      };
      unsigned int i;
      static const D3DMATRIX zero =
      {{{
          1.0f, 0.0f, 0.0f, 0.0f,
          0.0f, 1.0f, 0.0f, 0.0f,
          0.0f, 0.0f, 0.0f, 0.0f,
          0.0f, 0.0f, 0.0f, 1.0f
      }}};
      /* Needed to make AMD drivers happy. Yeah, it is not supposed to
       * have an effect on RHW draws. */
      static const D3DMATRIX identity =
      {{{
          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 struct
      {
          DWORD pos_type;
          const void *quad;
          size_t stride;
          const D3DMATRIX *matrix;
          union
          {
              float f;
              DWORD d;
          } start, end;
          D3DFOGMODE vfog, tfog;
          DWORD color, color_broken;
      }
      tests[] =
      {
          /* Run the XYZRHW tests first. Depth clamping is broken after RHW draws on the testbot. */
          {D3DFVF_XYZRHW, tquad,  sizeof(*tquad), &identity, { 0.0f}, {1.0f},
                  D3DFOG_NONE,   D3DFOG_LINEAR, 0x00ff0000, 0x00ff0000},
          /* r200 GPUs and presumably all d3d8 and older HW clamp the fog
           * parameters to 0.0 and 1.0 in the table fog case. */
          {D3DFVF_XYZRHW, tquad,  sizeof(*tquad), &identity, {-1.0f}, {0.0f},
                  D3DFOG_NONE,   D3DFOG_LINEAR, 0x00808000, 0x00ff0000},
          /* test_fog_interpolation shows that vertex fog evaluates the fog
           * equation in the vertex pipeline. Start = -1.0 && end = 0.0 shows
           * that the abs happens before the fog equation is evaluated. */
          {D3DFVF_XYZ,    quad,   sizeof(*quad),  &zero,     { 0.0f}, {1.0f},
                  D3DFOG_LINEAR, D3DFOG_NONE,   0x00808000, 0x00808000},
          {D3DFVF_XYZ,    quad,   sizeof(*quad),  &zero,     {-1.0f}, {0.0f},
                  D3DFOG_LINEAR, D3DFOG_NONE,   0x0000ff00, 0x0000ff00},
          {D3DFVF_XYZ,    quad,   sizeof(*quad),  &zero,     { 0.0f}, {1.0f},
                  D3DFOG_EXP,    D3DFOG_NONE,   0x009b6400, 0x009b6400},
      };
      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_SetRenderState(device, D3DRS_LIGHTING, FALSE);
      ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_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);
      hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE);
      ok(SUCCEEDED(hr), "SetRenderState failed, 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, 0x000000ff, 0.0f, 0);
          ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
  
          hr = IDirect3DDevice9_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix);
          ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetFVF(device, tests[i].pos_type | D3DFVF_DIFFUSE);
          ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d);
          ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr);
          hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d);
          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, tests[i].quad, tests[i].stride);
          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, 320, 240);
          ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 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;
      IDirect3D9 *d3d;
      HRESULT hr;
  
      if (!(d3d = Direct3DCreate9(D3D_SDK_VERSION)))
      {
          skip("could not create D3D9 object\n");
          return;
      }
  
      memset(&identifier, 0, sizeof(identifier));
      hr = IDirect3D9_GetAdapterIdentifier(d3d, 0, 0, &identifier);
      ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr);
      trace("Driver string: \"%s\"\n", identifier.Driver);
      trace("Description string: \"%s\"\n", identifier.Description);
      /* Only Windows XP's default VGA driver should have an empty description */
      ok(identifier.Description[0] || broken(!strcmp(identifier.Driver, "vga.dll")), "Empty driver description.\n");
      trace("Device name string: \"%s\"\n", identifier.DeviceName);
      ok(identifier.DeviceName[0], "Empty device name.\n");
      trace("Driver version %d.%d.%d.%d\n",
              HIWORD(U(identifier.DriverVersion).HighPart), LOWORD(U(identifier.DriverVersion).HighPart),
              HIWORD(U(identifier.DriverVersion).LowPart), LOWORD(U(identifier.DriverVersion).LowPart));
  
      IDirect3D9_Release(d3d);
  
      test_sanity();
      depth_clamp_test();
      stretchrect_test();
      lighting_test();
      clear_test();
      color_fill_test();
      fog_test();
      test_cube_wrap();
      z_range_test();
      maxmip_test();
      offscreen_test();
      ds_size_test();
      test_blend();
      shademode_test();
      srgbtexture_test();
      release_buffer_test();
      float_texture_test();
      g16r16_texture_test();
      pixelshader_blending_test();
      texture_transform_flags_test();
      autogen_mipmap_test();
      fixed_function_decl_test();
      conditional_np2_repeat_test();
      fixed_function_bumpmap_test();
      pointsize_test();
      tssargtemp_test();
      np2_stretch_rect_test();
      yuv_color_test();
      yuv_layout_test();
      zwriteenable_test();
      alphatest_test();
      viewport_test();
      test_constant_clamp_vs();
      test_compare_instructions();
      test_mova();
      loop_index_test();
      sincos_test();
      sgn_test();
      clip_planes_test();
      test_vshader_input();
      test_vshader_float16();
      stream_test();
      fog_with_shader_test();
      texbem_test();
      texdepth_test();
      texkill_test();
      x8l8v8u8_test();
      volume_v16u16_test();
      constant_clamp_ps_test();
      cnd_test();
      dp2add_ps_test();
      unbound_sampler_test();
      nested_loop_test();
      pretransformed_varying_test();
      vface_register_test();
      vpos_register_test();
      multiple_rendertargets_test();
      texop_test();
      texop_range_test();
      alphareplicate_test();
      dp3_alpha_test();
      depth_buffer_test();
      depth_buffer2_test();
      depth_blit_test();
      intz_test();
      shadow_test();
      fp_special_test();
      depth_bounds_test();
      srgbwrite_format_test();
      update_surface_test();
      multisample_get_rtdata_test();
      zenable_test();
      fog_special_test();
      volume_srgb_test();
      volume_dxt5_test();
      add_dirty_rect_test();
      multisampled_depth_buffer_test();
      resz_test();
      stencil_cull_test();
      test_per_stage_constant();
      test_3dc_formats();
      test_fog_interpolation();
      test_negative_fixedfunction_fog();
  }
  