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[d3d8] Wine device tests fixes (Part 3) #4359

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@WinterSnowfall WinterSnowfall commented Oct 13, 2024

Based on #4332, trying to fix some more low-hanging Wine tests, after which I'll call it a day probably.

So far:

  • fixed error return codes for GetPrivateData and added size validation for SetPrivateData
  • In D3D8, a call to BeginStateBlock() must be ended with EndStateBlock(); all other state block related calls will fail while recording via BeginStateBlock()
  • added various present parameter validations on device creation and reset
  • added D3DERR_INVALIDCALL return code for various calls with D3DFMT_UNKNOWN
  • stripped some stray d3d9 caps from the d3d8 caps
  • GetInfo/Query error code adjustments
  • added various usage and pool validations for index and vertex buffers on creation
  • prevent calls to MultiplyTransform() to be captured in state blocks when in D3D8 compatibility mode (yeah, don't ask, but I've checked and indeed seems to behave this way).

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WinterSnowfall commented Oct 13, 2024

As an indication of progress:

Current master (once #4332 is merged):
-- D3D8: 0020:device: 51131 tests executed (34 marked as todo, 0 as flaky, 822 failures), 1 skipped.
-- D3D9: 0020:device: 155132 tests executed (78 marked as todo, 0 as flaky, 1802 failures), 6 skipped.

This PR:
-- D3D8: 0020:device: 50741 tests executed (34 marked as todo, 0 as flaky, 681 failures), 1 skipped.
-- D3D9: 0020:device: 154684 tests executed (73 marked as todo, 0 as flaky, 1691 failures), 6 skipped.

@WinterSnowfall WinterSnowfall force-pushed the d3d8-winetests4 branch 4 times, most recently from 71542ad to 1386fd5 Compare October 14, 2024 12:41
@WinterSnowfall WinterSnowfall force-pushed the d3d8-winetests4 branch 2 times, most recently from 2946dde to 1c0aee1 Compare October 14, 2024 16:09
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Alright, also done on this one. Seems fine now on initial tests. I'll wait on #4332 until I give it the full game prefix test treatment.

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