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wine
wine-cw
Commits
a5d03420
Commit
a5d03420
authored
Oct 10, 2006
by
H. Verbeet
Committed by
Alexandre Julliard
Oct 10, 2006
Browse files
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Plain Diff
d3d8/tests: Win64 printf format warning fixes.
parent
c6e0ca28
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Showing
3 changed files
with
22 additions
and
23 deletions
+22
-23
Makefile.in
dlls/d3d8/tests/Makefile.in
+0
-1
d3d8_main.c
dlls/d3d8/tests/d3d8_main.c
+18
-18
device.c
dlls/d3d8/tests/device.c
+4
-4
No files found.
dlls/d3d8/tests/Makefile.in
View file @
a5d03420
...
...
@@ -5,7 +5,6 @@ VPATH = @srcdir@
TESTDLL
=
d3d8.dll
IMPORTS
=
user32 kernel32
EXTRALIBS
=
-ldxerr8
EXTRADEFS
=
-DWINE_NO_LONG_AS_INT
CTESTS
=
\
d3d8_main.c
\
...
...
dlls/d3d8/tests/d3d8_main.c
View file @
a5d03420
...
...
@@ -32,37 +32,37 @@ static void test_ValidateVertexShader(void)
0x0000FFFF
};
ret
=
ValidateVertexShader
(
0
,
0
,
0
,
0
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %x but expected E_FAIL
\n
"
,
ret
);
ret
=
ValidateVertexShader
(
0
,
0
,
0
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %x but expected E_FAIL
\n
"
,
ret
);
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
0
,
0
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %x but expected S_OK
\n
"
,
ret
);
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
1
,
0
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %x but expected S_OK
\n
"
,
ret
);
/* seems to do some version checking */
*
simple_vs
=
0xFFFE0100
;
/* vs_1_0 */
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
0
,
0
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %x but expected S_OK
\n
"
,
ret
);
*
simple_vs
=
0xFFFE0102
;
/* bogus version */
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %x but expected E_FAIL
\n
"
,
ret
);
/* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
*
simple_vs
=
0xFFFE0101
;
/* vs_1_1 */
ret
=
ValidateVertexShader
(
simple_vs
,
simple_vs
,
0
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %x but expected E_FAIL
\n
"
,
ret
);
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
simple_vs
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidateVertexShader returned %x but expected E_FAIL
\n
"
,
ret
);
/* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
12345
,
0
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %x but expected S_OK
\n
"
,
ret
);
/* What is 5th parameter ???? Following works ok */
ret
=
ValidateVertexShader
(
simple_vs
,
0
,
0
,
1
,
simple_vs
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidateVertexShader returned %x but expected S_OK
\n
"
,
ret
);
}
static
void
test_ValidatePixelShader
(
void
)
...
...
@@ -77,30 +77,30 @@ static void test_ValidatePixelShader(void)
0x0000FFFF
};
/* END */
ret
=
ValidatePixelShader
(
0
,
0
,
0
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %x but expected E_FAIL
\n
"
,
ret
);
ret
=
ValidatePixelShader
(
0
,
0
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %x but expected E_FAIL
\n
"
,
ret
);
ret
=
ValidatePixelShader
(
simple_ps
,
0
,
0
,
0
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %x but expected S_OK
\n
"
,
ret
);
ret
=
ValidatePixelShader
(
simple_ps
,
0
,
1
,
0
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %x but expected S_OK
\n
"
,
ret
);
/* seems to do some version checking */
*
simple_ps
=
0xFFFF0105
;
/* bogus version */
ret
=
ValidatePixelShader
(
simple_ps
,
0
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %x but expected E_FAIL
\n
"
,
ret
);
/* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
*
simple_ps
=
0xFFFF0101
;
/* ps_1_1 */
ret
=
ValidatePixelShader
(
simple_ps
,
simple_ps
,
1
,
0
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %
l
x but expected E_FAIL
\n
"
,
ret
);
ok
(
ret
==
E_FAIL
,
"ValidatePixelShader returned %x but expected E_FAIL
\n
"
,
ret
);
/* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
ret
=
ValidatePixelShader
(
simple_ps
,
0
,
12345
,
0
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %x but expected S_OK
\n
"
,
ret
);
/* What is 4th parameter ???? Following works ok */
ret
=
ValidatePixelShader
(
simple_ps
,
0
,
1
,
simple_ps
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %
l
x but expected S_OK
\n
"
,
ret
);
ok
(
ret
==
S_OK
,
"ValidatePixelShader returned %x but expected S_OK
\n
"
,
ret
);
}
START_TEST
(
d3d8_main
)
...
...
dlls/d3d8/tests/device.c
View file @
a5d03420
...
...
@@ -270,13 +270,13 @@ static void test_refcount(void)
BYTE
*
data
;
/* Vertex buffers can be locked multiple times */
hr
=
IDirect3DVertexBuffer8_Lock
(
pVertexBuffer
,
0
,
0
,
&
data
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Lock failed with %08
l
x
\n
"
,
hr
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Lock failed with %08x
\n
"
,
hr
);
hr
=
IDirect3DVertexBuffer8_Lock
(
pVertexBuffer
,
0
,
0
,
&
data
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Lock failed with %08
l
x
\n
"
,
hr
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Lock failed with %08x
\n
"
,
hr
);
hr
=
IDirect3DVertexBuffer8_Unlock
(
pVertexBuffer
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Unlock failed with %08
l
x
\n
"
,
hr
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Unlock failed with %08x
\n
"
,
hr
);
hr
=
IDirect3DVertexBuffer8_Unlock
(
pVertexBuffer
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Unlock failed with %08
l
x
\n
"
,
hr
);
ok
(
hr
==
D3D_OK
,
"IDirect3DVertexBuffer8::Unlock failed with %08x
\n
"
,
hr
);
}
cleanup:
...
...
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