Module: wine Branch: master Commit: 93afc43ee9e21d4608614b71af7f59be06ebf191 URL: http://source.winehq.org/git/wine.git/?a=commit;h=93afc43ee9e21d4608614b71af...
Author: Henri Verbeet hverbeet@codeweavers.com Date: Mon Mar 12 19:56:08 2012 +0100
d3d8/tests: Fix a couple of return value checks.
---
dlls/d3d8/tests/device.c | 6 +++--- dlls/d3d8/tests/visual.c | 14 +++++++------- 2 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c index 2e1bc98..a34ba47 100644 --- a/dlls/d3d8/tests/device.c +++ b/dlls/d3d8/tests/device.c @@ -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); diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index 789cdf8..191cf08 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -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, 0.0f, 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, 0.0f, 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. */