Commit 28b9e1b9 authored by André Hentschel's avatar André Hentschel Committed by Alexandre Julliard

d3dx9_36/tests: Avoid preprocessor checks to ensure it compiles.

parent 81ea0cd8
...@@ -4070,14 +4070,15 @@ static void D3DXCreateTextTest(void) ...@@ -4070,14 +4070,15 @@ static void D3DXCreateTextTest(void)
d3dxmesh->lpVtbl->GetNumVertices(d3dxmesh), number_of_faces); d3dxmesh->lpVtbl->GetNumVertices(d3dxmesh), number_of_faces);
if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh); if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh);
#if 0 if (0)
{
/* too much detail requested, so will appear to hang */ /* too much detail requested, so will appear to hang */
trace("Waiting for D3DXCreateText to finish with deviation = FLT_MIN ...\n"); trace("Waiting for D3DXCreateText to finish with deviation = FLT_MIN ...\n");
hr = D3DXCreateText(device, hdc, "wine", FLT_MIN, 0.4f, &d3dxmesh, NULL, NULL); hr = D3DXCreateTextA(device, hdc, "wine", FLT_MIN, 0.4f, &d3dxmesh, NULL, NULL);
ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK); ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh); if (SUCCEEDED(hr) && d3dxmesh) d3dxmesh->lpVtbl->Release(d3dxmesh);
trace("D3DXCreateText finish with deviation = FLT_MIN\n"); trace("D3DXCreateText finish with deviation = FLT_MIN\n");
#endif }
hr = D3DXCreateTextA(device, hdc, "wine", 0.001f, 0.4f, &d3dxmesh, NULL, NULL); hr = D3DXCreateTextA(device, hdc, "wine", 0.001f, 0.4f, &d3dxmesh, NULL, NULL);
ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK); ok(hr == D3D_OK, "Got result %x, expected %x (D3D_OK)\n", hr, D3D_OK);
......
...@@ -1564,11 +1564,12 @@ static void test_get_shader_samplers(void) ...@@ -1564,11 +1564,12 @@ static void test_get_shader_samplers(void)
UINT count = 2; UINT count = 2;
HRESULT hr; HRESULT hr;
#if 0 if (0)
{
/* crashes if bytecode is NULL */ /* crashes if bytecode is NULL */
hr = D3DXGetShaderSamplers(NULL, NULL, &count); hr = D3DXGetShaderSamplers(NULL, NULL, &count);
ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK); ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
#endif }
hr = D3DXGetShaderSamplers(get_shader_samplers_blob, NULL, NULL); hr = D3DXGetShaderSamplers(get_shader_samplers_blob, NULL, NULL);
ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK); ok(hr == D3D_OK, "D3DXGetShaderSamplers failed, got %x, expected %x\n", hr, D3D_OK);
......
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