d3d9/tests: test table fog z vs rhw with shaders, depth bias, oDepth..

General idea of this test is to show that a lot of factors influence the fog when transformed and untransformed vertex format was used:

  • Directly changing z and w (which is not equal in the corners).
  • Changing projection matrix that change z and w.
  • Using different programmable/ff vs/ps shader.
  • Using different depth bias.
  • Chaging depth in pixel shader (oDepth) may or may not affect to colors depending on the vendor implementation.
  • And various combinations of above.

This gives succ in all cases on this configs:

  • Windows 10 with Radeon HD 8400 or Ivy Bridge GT1 (Intel HD Graphics).
  • Windows 7 with Radeon HD 6450.
  • Windows XP with GeForce Go 7300.

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