Stefan Dösinger (@stefan) commented about dlls/d3d9/tests/visual.c:
+ hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGENABLE, TRUE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGSTART, *(DWORD*)(&start)); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGEND, *(DWORD*)(&end)); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, FALSE); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); + hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x00ff00ff); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); This looks redundant, you never use D3DTA_TFACTOR (or any fixed function fragment processing, beyond passing through the diffiuse color)
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/2657#note_30206