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wine
wine-winehq
Commits
93afc43e
Commit
93afc43e
authored
Mar 12, 2012
by
Henri Verbeet
Committed by
Alexandre Julliard
Mar 13, 2012
Browse files
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Plain Diff
d3d8/tests: Fix a couple of return value checks.
parent
82b3dbde
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Side-by-side
Showing
2 changed files
with
10 additions
and
10 deletions
+10
-10
device.c
dlls/d3d8/tests/device.c
+3
-3
visual.c
dlls/d3d8/tests/visual.c
+7
-7
No files found.
dlls/d3d8/tests/device.c
View file @
93afc43e
...
...
@@ -1953,7 +1953,7 @@ static void test_render_zero_triangles(void)
0
/*PrimCount */
,
NULL
,
D3DFMT_INDEX16
,
quad
,
sizeof
(
quad
[
0
]));
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x
\n
"
,
hr
);
IDirect3DDevice8_EndScene
(
device
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_EndScene failed with %#08x
\n
"
,
hr
);
}
...
...
@@ -2675,13 +2675,13 @@ static void test_ApplyStateBlock(void)
ok
(
hr
==
D3D_OK
,
"Expected D3D_OK, received %#x.
\n
"
,
hr
);
ok
(
!
received
,
"Expected = FALSE, received TRUE.
\n
"
);
IDirect3DDevice8_ApplyStateBlock
(
device
,
0
);
hr
=
IDirect3DDevice8_ApplyStateBlock
(
device
,
0
);
ok
(
hr
==
D3D_OK
,
"Expected D3D_OK, received %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetRenderState
(
device
,
D3DRS_ZENABLE
,
&
received
);
ok
(
hr
==
D3D_OK
,
"Expected D3D_OK, received %#x.
\n
"
,
hr
);
ok
(
!
received
,
"Expected FALSE, received TRUE.
\n
"
);
IDirect3DDevice8_ApplyStateBlock
(
device
,
token
);
hr
=
IDirect3DDevice8_ApplyStateBlock
(
device
,
token
);
ok
(
hr
==
D3D_OK
,
"Expected D3D_OK, received %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_GetRenderState
(
device
,
D3DRS_ZENABLE
,
&
received
);
ok
(
hr
==
D3D_OK
,
"Expected D3D_OK, received %#x.
\n
"
,
hr
);
...
...
dlls/d3d8/tests/visual.c
View file @
93afc43e
...
...
@@ -282,7 +282,7 @@ static void lighting_test(IDirect3DDevice8 *device)
2
/*PrimCount */
,
Indices
,
D3DFMT_INDEX16
,
litnquad
,
sizeof
(
litnquad
[
0
]));
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x
\n
"
,
hr
);
IDirect3DDevice8_EndScene
(
device
);
hr
=
IDirect3DDevice8_EndScene
(
device
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_EndScene failed with %#08x
\n
"
,
hr
);
}
...
...
@@ -1018,7 +1018,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
decl
,
rcp_test
,
&
shader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned with %#08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %#08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShaderConstant
(
device
,
0
,
constant
,
1
);
...
...
@@ -1048,7 +1048,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_CreateVertexShader
(
device
,
decl
,
rsq_test
,
&
shader
,
0
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_CreateVertexShader returned with %#08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
hr
=
IDirect3DDevice8_SetVertexShader
(
device
,
shader
);
ok
(
hr
==
D3D_OK
,
"IDirect3DDevice8_SetVertexShader returned %#08x
\n
"
,
hr
);
IDirect3DDevice8_SetVertexShaderConstant
(
device
,
0
,
constant
,
1
);
...
...
@@ -2267,7 +2267,7 @@ static void intz_test(IDirect3DDevice8 *device)
/* Render offscreen, using the INTZ texture as depth buffer */
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Setup the depth/stencil surface. */
...
...
@@ -2324,7 +2324,7 @@ static void intz_test(IDirect3DDevice8 *device)
ok
(
SUCCEEDED
(
hr
),
"GetSurfaceLevel failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
original_rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_ZBUFFER
,
0
,
0
.
0
f
,
0
);
...
...
@@ -2380,7 +2380,7 @@ static void intz_test(IDirect3DDevice8 *device)
ok
(
SUCCEEDED
(
hr
),
"GetSurfaceLevel failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
hr
=
IDirect3DDevice8_Clear
(
device
,
0
,
NULL
,
D3DCLEAR_ZBUFFER
,
0
,
0
.
0
f
,
0
);
...
...
@@ -2594,7 +2594,7 @@ static void shadow_test(IDirect3DDevice8 *device)
hr
=
IDirect3DDevice8_SetRenderTarget
(
device
,
rt
,
ds
);
ok
(
SUCCEEDED
(
hr
),
"SetRenderTarget failed, hr %#x.
\n
"
,
hr
);
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
hr
=
IDirect3DDevice8_SetPixelShader
(
device
,
0
);
ok
(
SUCCEEDED
(
hr
),
"SetPixelShader failed, hr %#x.
\n
"
,
hr
);
/* Setup the depth/stencil surface. */
...
...
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