From: Zebediah Figura zfigura@codeweavers.com
These should never fail. --- dlls/d3d8/tests/visual.c | 48 +++++++--------------------------------- 1 file changed, 8 insertions(+), 40 deletions(-)
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index fa0030b2187..afcda103844 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -114,56 +114,28 @@ static void get_rt_readback(IDirect3DSurface8 *surface, struct surface_readback hr = IDirect3DSurface8_GetDesc(surface, &desc); ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex); - if (FAILED(hr) || !tex) - { - trace("Can't create an offscreen plain surface to read the render target data, hr %#x.\n", hr); - goto error; - } + ok(hr == S_OK, "Got hr %#x.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &rb->surface); - if (FAILED(hr)) - { - trace("Can't get surface from texture, hr %#x.\n", hr); - goto error; - } + ok(hr == S_OK, "Got hr %#x.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, rb->surface, NULL); - if (FAILED(hr)) - { - trace("Can't read the render target, hr %#x.\n", hr); - goto error; - } + ok(hr == S_OK, "Got hr %#x.\n", hr); hr = IDirect3DSurface8_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); - if (FAILED(hr)) - { - trace("Can't lock the offscreen surface, hr %#x.\n", hr); - goto error; - } + ok(hr == S_OK, "Got hr %#x.\n", hr); IDirect3DTexture8_Release(tex); IDirect3DDevice8_Release(device); - return; - -error: - if (rb->surface) - IDirect3DSurface8_Release(rb->surface); - rb->surface = NULL; - if (tex) - IDirect3DTexture8_Release(tex); - IDirect3DDevice8_Release(device); }
static DWORD get_readback_color(struct surface_readback *rb, unsigned int x, unsigned int y) { - return rb->locked_rect.pBits - ? ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x] : 0xdeadbeef; + return ((DWORD *)rb->locked_rect.pBits)[y * rb->locked_rect.Pitch / sizeof(DWORD) + x]; }
static void release_surface_readback(struct surface_readback *rb) { HRESULT hr;
- if (!rb->surface) - return; - if (rb->locked_rect.pBits && FAILED(hr = IDirect3DSurface8_UnlockRect(rb->surface))) - trace("Can't unlock the offscreen surface, hr %#x.\n", hr); + hr = IDirect3DSurface8_UnlockRect(rb->surface); + ok(hr == S_OK, "Got hr %#x.\n", hr); IDirect3DSurface8_Release(rb->surface); }
@@ -175,11 +147,7 @@ static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) HRESULT hr;
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - if (FAILED(hr)) - { - trace("Can't get the render target, hr %#x.\n", hr); - return 0xdeadbeef; - } + ok(hr == S_OK, "Got hr %#x.\n", hr);
get_rt_readback(rt, &rb); /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
Hi,
It looks like your patch introduced the new failures shown below. Please investigate and fix them before resubmitting your patch. If they are not new, fixing them anyway would help a lot. Otherwise please ask for the known failures list to be updated.
The tests also ran into some preexisting test failures. If you know how to fix them that would be helpful. See the TestBot job for the details:
The full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=118450
Your paranoid android.
=== w8 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w8adm (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w864 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064v1507 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064v1809 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064_tsign (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w10pro64 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7096: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
From: Zebediah Figura zfigura@codeweavers.com
--- dlls/d3d8/tests/Makefile.in | 1 - dlls/d3d8/tests/device.c | 2538 +++++++++++++------------- dlls/d3d8/tests/stateblock.c | 118 +- dlls/d3d8/tests/visual.c | 3262 +++++++++++++++++----------------- dlls/d3d9/tests/d3d9ex.c | 3 +- 5 files changed, 2934 insertions(+), 2988 deletions(-)
diff --git a/dlls/d3d8/tests/Makefile.in b/dlls/d3d8/tests/Makefile.in index 39b7e8021a7..9b288b967a9 100644 --- a/dlls/d3d8/tests/Makefile.in +++ b/dlls/d3d8/tests/Makefile.in @@ -1,4 +1,3 @@ -EXTRADEFS = -DWINE_NO_LONG_TYPES TESTDLL = d3d8.dll IMPORTS = d3d8 user32 gdi32
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c index cb1e83b64b3..d7c149f8154 100644 --- a/dlls/d3d8/tests/device.c +++ b/dlls/d3d8/tests/device.c @@ -267,7 +267,7 @@ static HRESULT reset_device(IDirect3DDevice8 *device, const struct device_desc * int rc_new = rc; \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } else {\ - trace("%s failed: %#08x\n", c, r); \ + trace("%s failed: %#08lx\n", c, r); \ }
#define CHECK_RELEASE(obj,d,rc) \ @@ -303,8 +303,8 @@ static HRESULT reset_device(IDirect3DDevice8 *device, const struct device_desc * { \ void *container_ptr = (void *)0x1337c0d3; \ hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \ - ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \ - "Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ + ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08lx, container_ptr %p. " \ + "Expected hr %#08lx, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \ }
@@ -316,9 +316,9 @@ static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT heigh
if (SUCCEEDED(hr)) { DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture); - ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels); + ok(levels == count, "Invalid level count. Expected %d got %lu\n", count, levels); } else - trace("CreateTexture failed: %#08x\n", hr); + trace("CreateTexture failed: %#08lx\n", hr);
if (texture) IDirect3DBaseTexture8_Release( texture ); } @@ -346,7 +346,7 @@ static void test_mipmap_levels(void) check_mipmap_levels(device, 1, 1, 1);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -381,24 +381,24 @@ static void test_swapchain(void) backbuffer = (void *)0xdeadbeef; /* IDirect3DDevice8::GetBackBuffer crashes if a NULL output pointer is passed. */ hr = IDirect3DDevice8_GetBackBuffer(device, 1, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!backbuffer, "The back buffer pointer is %p, expected NULL.\n", backbuffer);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer);
/* The back buffer type value is ignored. */ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DDevice8_GetBackBuffer(device, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer);
@@ -410,56 +410,56 @@ static void test_swapchain(void) /* Create a bunch of swapchains */ d3dpp.BackBufferCount = 0; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount);
d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain2); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
d3dpp.BackBufferCount = 2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain3); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); if(SUCCEEDED(hr)) { /* Swapchain 3, created with backbuffercount 2 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
/* The back buffer type value is ignored. */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); } @@ -467,32 +467,32 @@ static void test_swapchain(void) /* Check the back buffers of the swapchains */ /* Swapchain 1, created with backbuffercount 0 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); - ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(!!backbuffer, "Expected a non-NULL backbuffer.\n"); if(backbuffer) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
/* Swapchain 2 - created with backbuffercount 1 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer);
@@ -504,34 +504,34 @@ static void test_swapchain(void) d3dpp.hDeviceWindow = window; d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr);
device_desc.width = registry_mode.dmPelsWidth; device_desc.height = registry_mode.dmPelsHeight; device_desc.device_window = window; device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
d3dpp.hDeviceWindow = window; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.Windowed = TRUE; d3dpp.hDeviceWindow = window; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window2); @@ -589,7 +589,7 @@ static void test_refcount(void) IDirect3DDevice8_GetDeviceCaps(device, &caps);
refcount = get_refcount((IUnknown *)device); - ok(refcount == 1, "Invalid device RefCount %d\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount);
CHECK_REFCOUNT(d3d, 2);
@@ -842,13 +842,13 @@ 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 %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); }
/* The implicit render target is not freed if refcount reaches 0. @@ -916,34 +916,34 @@ static void test_checkdevicemultisampletype(void)
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_UNKNOWN, TRUE, D3DMULTISAMPLE_NONE); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 65536, TRUE, D3DMULTISAMPLE_NONE); - todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_NONE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, FALSE, D3DMULTISAMPLE_NONE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr);
/* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */ hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_15_SAMPLES); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, 65536); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_DXT5, TRUE, D3DMULTISAMPLE_2_SAMPLES); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr);
cleanup: IDirect3D8_Release(d3d); @@ -978,12 +978,12 @@ static void test_invalid_multisample(void) D3DFMT_X8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); if (available) { - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); } else { - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); }
/* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */ @@ -993,16 +993,16 @@ static void test_invalid_multisample(void) D3DFMT_X8R8G8B8, D3DMULTISAMPLE_15_SAMPLES, FALSE, &rt); if (available) { - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); } else { - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1055,7 +1055,7 @@ static void test_cursor(void) }
hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor); - ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#lx.\n", hr);
/* Initially hidden */ ret = IDirect3DDevice8_ShowCursor(device, TRUE); @@ -1067,10 +1067,10 @@ static void test_cursor(void)
/* Fails */ hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, NULL); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
IDirect3DSurface8_Release(cursor);
@@ -1085,7 +1085,7 @@ static void test_cursor(void) memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(GetCursorInfo(&info), "GetCursorInfo failed\n"); - ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags); + ok(info.flags & (CURSOR_SHOWING | CURSOR_SUPPRESSED), "Got cursor flags %#lx.\n", info.flags); ok(info.hCursor == cur || broken(1), "The cursor handle is %p\n", info.hCursor); /* unchanged */
/* Still hidden */ @@ -1099,7 +1099,7 @@ static void test_cursor(void) memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(GetCursorInfo(&info), "GetCursorInfo failed\n"); - ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags); + ok(info.flags & (CURSOR_SHOWING | CURSOR_SUPPRESSED), "Got cursor flags %#lx.\n", info.flags); ok(info.hCursor != cur || broken(1), "The cursor handle is %p\n", info.hCursor);
/* Cursor dimensions must all be powers of two */ @@ -1108,19 +1108,19 @@ static void test_cursor(void) width = cursor_sizes[test_idx].cx; height = cursor_sizes[test_idx].cy; hr = IDirect3DDevice8_CreateImageSurface(device, width, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Test %u: CreateImageSurface failed, hr %#x.\n", test_idx, hr); + ok(hr == D3D_OK, "Test %u: CreateImageSurface failed, hr %#lx.\n", test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); if (width && !(width & (width - 1)) && height && !(height & (height - 1))) expected_hr = D3D_OK; else expected_hr = D3DERR_INVALIDCALL; - ok(hr == expected_hr, "Test %u: Expect SetCursorProperties return %#x, got %#x.\n", + ok(hr == expected_hr, "Test %u: Expect SetCursorProperties return %#lx, got %#lx.\n", test_idx, expected_hr, hr); IDirect3DSurface8_Release(cursor); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
/* Cursor dimensions must not exceed adapter display mode */ device_desc.device_window = window; @@ -1141,7 +1141,7 @@ static void test_cursor(void) }
hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr);
/* Find the largest width and height that are powers of two and less than the display mode */ @@ -1153,35 +1153,31 @@ static void test_cursor(void) height *= 2;
hr = IDirect3DDevice8_CreateImageSurface(device, width, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3D_OK, "Adapter %u test %u: SetCursorProperties failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: SetCursorProperties failed, hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor);
hr = IDirect3DDevice8_CreateImageSurface(device, width * 2, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3DERR_INVALIDCALL, - "Adapter %u test %u: Expect SetCursorProperties return %#x, got %#x.\n", - adapter_idx, test_idx, D3DERR_INVALIDCALL, hr); + ok(hr == D3DERR_INVALIDCALL, "Adapter %u test %u: Got hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor);
hr = IDirect3DDevice8_CreateImageSurface(device, width, height * 2, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3DERR_INVALIDCALL, - "Adapter %u test %u: Expect SetCursorProperties return %#x, got %#x.\n", - adapter_idx, test_idx, D3DERR_INVALIDCALL, hr); + ok(hr == D3DERR_INVALIDCALL, "Adapter %u test %u: Got hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u: Device has %u references left.\n", adapter_idx, refcount); + ok(!refcount, "Adapter %u: Device has %lu references left.\n", adapter_idx, refcount); } } cleanup: @@ -1258,7 +1254,7 @@ static void test_cursor_pos(void) ok(ret, "Failed to get cursor position.\n"); if (pt.x != 99 || pt.y != 99) { - skip("Could not warp the cursor (cur pos %ux%u), skipping test.\n", pt.x, pt.y); + skip("Could not warp the cursor (cur pos %ld,%ld), skipping test.\n", pt.x, pt.y); return; }
@@ -1278,9 +1274,9 @@ static void test_cursor_pos(void) }
hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor); - ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#lx.\n", hr); IDirect3DSurface8_Release(cursor); ret = IDirect3DDevice8_ShowCursor(device, TRUE); ok(!ret, "Failed to show cursor, hr %#x.\n", ret); @@ -1322,7 +1318,7 @@ static void test_cursor_pos(void) flush_events();
ok((!expect_pos->x && !expect_pos->y) || broken(expect_pos - points == 7), - "Didn't receive MOUSEMOVE %u (%d, %d).\n", + "Didn't receive MOUSEMOVE %u (%ld, %ld).\n", (unsigned)(expect_pos - points), expect_pos->x, expect_pos->y);
refcount = IDirect3DDevice8_Release(device); @@ -1352,12 +1348,12 @@ static void test_states(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1373,7 +1369,7 @@ static void test_shader_versions(void) ok(!!d3d, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetDeviceCaps(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); - ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get device caps, hr %#lx.\n", hr); IDirect3D8_Release(d3d); if (FAILED(hr)) { @@ -1382,9 +1378,9 @@ static void test_shader_versions(void) }
ok(caps.VertexShaderVersion <= D3DVS_VERSION(1,1), - "Got unexpected VertexShaderVersion %#x.\n", caps.VertexShaderVersion); + "Got unexpected VertexShaderVersion %#lx.\n", caps.VertexShaderVersion); ok(caps.PixelShaderVersion <= D3DPS_VERSION(1,4), - "Got unexpected PixelShaderVersion %#x.\n", caps.PixelShaderVersion); + "Got unexpected PixelShaderVersion %#lx.\n", caps.PixelShaderVersion); }
static void test_display_formats(void) @@ -1455,7 +1451,7 @@ static void test_display_formats(void) hr = IDirect3D8_CheckDeviceType(d3d8, D3DADAPTER_DEFAULT, device_type, formats[display].format, formats[backbuffer].format, windowed); ok(SUCCEEDED(hr) == should_pass || broken(SUCCEEDED(hr) && !has_modes) /* Win8 64-bit */, - "Got unexpected hr %#x for %s / %s, windowed %#x, should_pass %#x.\n", + "Got unexpected hr %#lx for %s / %s, windowed %#x, should_pass %#x.\n", hr, formats[display].name, formats[backbuffer].name, windowed, should_pass); } } @@ -1483,7 +1479,7 @@ static void test_display_modes(void) for (i = 0; i < max_modes; ++i) { res = IDirect3D8_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, i, &dmode); - ok(res==D3D_OK, "EnumAdapterModes returned %#08x for mode %u!\n", res, i); + ok(res==D3D_OK, "EnumAdapterModes returned %#08lx for mode %u!\n", res, i); if(res != D3D_OK) continue;
@@ -1555,7 +1551,7 @@ static void test_reset(void) ok(!!d3d8, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr); adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT); modes = HeapAlloc(GetProcessHeap(), 0, sizeof(*modes) * adapter_mode_count); for (i = 0; i < adapter_mode_count; ++i) @@ -1564,7 +1560,7 @@ static void test_reset(void)
memset(&d3ddm2, 0, sizeof(d3ddm2)); hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm2); - ok(SUCCEEDED(hr), "EnumAdapterModes failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EnumAdapterModes failed, hr %#lx.\n", hr);
if (d3ddm2.Format != d3ddm.Format) continue; @@ -1620,10 +1616,10 @@ static void test_reset(void) skip("Device is lost.\n"); goto cleanup; } - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device1, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr);
width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); @@ -1631,11 +1627,11 @@ static void test_reset(void) ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h);
hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); - ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %lu, expected %u.\n", vp.Width, modes[i].w); + ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %lu, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
@@ -1647,13 +1643,13 @@ static void test_reset(void) vp.MinZ = 0.2f; vp.MaxZ = 0.3f; hr = IDirect3DDevice8_SetViewport(device1, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(!!value, "Got unexpected value %#lx for D3DRS_LIGHTING.\n", value); hr = IDirect3DDevice8_SetRenderState(device1, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -1662,21 +1658,21 @@ static void test_reset(void) d3dpp.BackBufferHeight = modes[i].h; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(!!value, "Got unexpected value %#lx for D3DRS_LIGHTING.\n", value);
memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); - ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %lu, expected %u.\n", vp.Width, modes[i].w); + ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %lu, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
@@ -1686,9 +1682,9 @@ static void test_reset(void) ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == modes[i].w, "Back buffer width is %u, expected %u.\n", surface_desc.Width, modes[i].w); ok(surface_desc.Height == modes[i].h, "Back buffer height is %u, expected %u.\n", @@ -1702,17 +1698,17 @@ static void test_reset(void) d3dpp.BackBufferHeight = 300; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == 400, "D3DVIEWPORT->Width = %u, expected 400.\n", vp.Width); - ok(vp.Height == 300, "D3DVIEWPORT->Height = %u, expected 300.\n", vp.Height); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == 400, "D3DVIEWPORT->Width = %lu, expected 400.\n", vp.Width); + ok(vp.Height == 300, "D3DVIEWPORT->Height = %lu, expected 300.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ);
@@ -1722,9 +1718,9 @@ static void test_reset(void) ok(height == orig_height, "Screen height is %u, expected %u.\n", height, orig_height);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == 400, "Back buffer width is %u, expected 400.\n", surface_desc.Width); ok(surface_desc.Height == 300, "Back buffer height is %u, expected 300.\n", @@ -1737,7 +1733,7 @@ static void test_reset(void) devmode.dmPelsWidth = modes[1].w; devmode.dmPelsHeight = modes[1].h; ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret); + ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", ret); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == modes[1].w, "Screen width is %u, expected %u.\n", width, modes[1].w); @@ -1747,9 +1743,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 400; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); @@ -1758,18 +1754,18 @@ static void test_reset(void)
ZeroMemory(&vp, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %d.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %d.\n", vp.Y); - ok(vp.Width == 500, "D3DVIEWPORT->Width = %d.\n", vp.Width); - ok(vp.Height == 400, "D3DVIEWPORT->Height = %d.\n", vp.Height); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %ld.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %ld.\n", vp.Y); + ok(vp.Width == 500, "D3DVIEWPORT->Width = %ld.\n", vp.Width); + ok(vp.Height == 400, "D3DVIEWPORT->Height = %ld.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f.\n", vp.MaxZ);
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == 500, "Back buffer width is %u, expected 500.\n", surface_desc.Width); ok(surface_desc.Height == 400, "Back buffer height is %u, expected 400.\n", @@ -1780,7 +1776,7 @@ static void test_reset(void) devmode.dmPelsWidth = orig_width; devmode.dmPelsHeight = orig_height; ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret); + ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", ret); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == orig_width, "Got screen width %u, expected %u.\n", width, orig_width); @@ -1807,9 +1803,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
ok(!d3dpp.BackBufferWidth, "Got unexpected BackBufferWidth %u.\n", d3dpp.BackBufferWidth); ok(!d3dpp.BackBufferHeight, "Got unexpected BackBufferHeight %u.\n", d3dpp.BackBufferHeight); @@ -1822,7 +1818,7 @@ static void test_reset(void) ok(d3dpp.Windowed, "Got unexpected Windowed %#x.\n", d3dpp.Windowed); ok(!d3dpp.EnableAutoDepthStencil, "Got unexpected EnableAutoDepthStencil %#x.\n", d3dpp.EnableAutoDepthStencil); ok(!d3dpp.AutoDepthStencilFormat, "Got unexpected AutoDepthStencilFormat %#x.\n", d3dpp.AutoDepthStencilFormat); - ok(!d3dpp.Flags, "Got unexpected Flags %#x.\n", d3dpp.Flags); + ok(!d3dpp.Flags, "Got unexpected Flags %#lx.\n", d3dpp.Flags); ok(!d3dpp.FullScreen_RefreshRateInHz, "Got unexpected FullScreen_RefreshRateInHz %u.\n", d3dpp.FullScreen_RefreshRateInHz); ok(!d3dpp.FullScreen_PresentationInterval, "Got unexpected FullScreen_PresentationInterval %#x.\n", @@ -1830,30 +1826,30 @@ static void test_reset(void)
memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); if (SUCCEEDED(hr)) { - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == client_rect.right, "D3DVIEWPORT->Width = %d, expected %d\n", + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == client_rect.right, "D3DVIEWPORT->Width = %ld, expected %ld.\n", vp.Width, client_rect.right); - ok(vp.Height == client_rect.bottom, "D3DVIEWPORT->Height = %d, expected %d\n", + ok(vp.Height == client_rect.bottom, "D3DVIEWPORT->Height = %ld, expected %ld.\n", vp.Height, client_rect.bottom); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); }
hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Format == d3ddm.Format, "Got unexpected Format %#x, expected %#x.\n", surface_desc.Format, d3ddm.Format); ok(!surface_desc.MultiSampleType, "Got unexpected MultiSampleType %u.\n", d3dpp.MultiSampleType); ok(surface_desc.Width == client_rect.right, - "Back buffer width is %u, expected %d.\n", surface_desc.Width, client_rect.right); + "Back buffer width is %u, expected %ld.\n", surface_desc.Width, client_rect.right); ok(surface_desc.Height == client_rect.bottom, - "Back buffer height is %u, expected %d.\n", surface_desc.Height, client_rect.bottom); + "Back buffer height is %u, expected %ld.\n", surface_desc.Height, client_rect.bottom); IDirect3DSurface8_Release(surface);
memset(&d3dpp, 0, sizeof(d3dpp)); @@ -1865,17 +1861,17 @@ static void test_reset(void)
/* Reset fails if there is a resource in the default pool. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); /* Reset again to get the device out of the lost state. */ hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) { @@ -1883,17 +1879,16 @@ static void test_reset(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device1, 16, 16, 4, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &volume_texture); - ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", - hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(volume_texture); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); } else { @@ -1903,151 +1898,151 @@ static void test_reset(void) /* Test with DEFAULT pool resources bound but otherwise not referenced. */ hr = IDirect3DDevice8_CreateVertexBuffer(device1, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device1, 0, vb, 16); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DVertexBuffer8_Release(vb); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_CreateIndexBuffer(device1, 16, 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device1, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DIndexBuffer8_Release(ib); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device1, i, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr);
/* Crashes on Windows. */ if (0) { hr = IDirect3DDevice8_GetIndices(device1, &ib, &i); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); } refcount = IDirect3DTexture8_Release(texture); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount);
hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
/* Scratch, sysmem and managed pool resources are fine. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateVertexBuffer(device1, 16, 0, D3DFVF_XYZ, D3DPOOL_SYSTEMMEM, &vb); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); IDirect3DVertexBuffer8_Release(vb);
hr = IDirect3DDevice8_CreateIndexBuffer(device1, 16, 0, D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib); - ok(hr == D3D_OK, "Failed to create index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); IDirect3DIndexBuffer8_Release(ib);
/* The depth stencil should get reset to the auto depth stencil when present. */ hr = IDirect3DDevice8_SetRenderTarget(device1, NULL, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(!surface, "Depth / stencil buffer should be NULL.\n");
d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface);
d3dpp.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(!surface, "Depth / stencil buffer should be NULL.\n");
/* Will a sysmem or scratch resource survive while locked? */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
/* A reference held to an implicit surface causes failures as well. */ hr = IDirect3DDevice8_GetBackBuffer(device1, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
/* Shaders are fine as well. */ hr = IDirect3DDevice8_CreateVertexShader(device1, decl, simple_vs, &shader, 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device1, shader); - ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#lx.\n", hr);
/* Try setting invalid modes. */ memset(&d3dpp, 0, sizeof(d3dpp)); @@ -2057,9 +2052,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 32; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2068,9 +2063,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2079,12 +2074,12 @@ static void test_reset(void) d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr);
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr);
memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Windowed = TRUE; @@ -2097,12 +2092,12 @@ static void test_reset(void) window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device2); if (FAILED(hr)) { - skip("Failed to create device, hr %#x.\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; }
hr = IDirect3DDevice8_TestCooperativeLevel(device2); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr);
d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2113,12 +2108,12 @@ static void test_reset(void) d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device2, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); if (FAILED(hr)) goto cleanup;
hr = IDirect3DDevice8_GetDepthStencilSurface(device2, &surface); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface); @@ -2153,32 +2148,32 @@ static void test_scene(void)
/* Test an EndScene without BeginScene. Should return an error */ hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
/* Test a normal BeginScene / EndScene pair, this should work */ hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Test another EndScene without having begun a new scene. Should return an error */ hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
/* Two nested BeginScene and EndScene calls */ hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
/* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2244,140 +2239,137 @@ static void test_shader(void)
/* Test setting and retrieving a FVF */ hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(SUCCEEDED(hr), "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == fvf, "Vertex shader %#08x is set, expected %#08x\n", hTempHandle, fvf); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(hTempHandle == fvf, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, fvf);
/* First create a vertex shader */ hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, simple_vs, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got vertex shader %#lx.\n", hTempHandle); /* Assign the shader, then verify that GetVertexShader works */ hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hVertexShader, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, hVertexShader); /* Verify that we can retrieve the declaration */ hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); - ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size); data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = vertex_decl_size; hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); - ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size); ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n"); HeapFree(GetProcessHeap(), 0, data); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); - ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size); data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = simple_vs_size; hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); - ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size); ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got vertex shader %#lx.\n", hTempHandle);
/* Test a broken declaration. 3DMark2001 tries to use normals with 2 components * First try the fixed function shader function, then a custom one */ hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float4, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_d3dcolor, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, simple_vs, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); IDirect3DDevice8_DeleteVertexShader(device, hVertexShader);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) { /* The same with a pixel shader */ hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got pixel shader %#lx.\n", hTempHandle); /* Assign the shader, then verify that GetPixelShader works */ hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hPixelShader, "Got pixel shader %#lx, expected %#lx.\n", hTempHandle, hPixelShader); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); - ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size); data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size); data_size = 1; hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = simple_ps_size; hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); - ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size); ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got pixel shader %#lx.\n", hTempHandle);
/* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hPixelShader, "Got pixel shader %#lx, expected %#lx.\n", hTempHandle, hPixelShader); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Check for double delete. */ hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2); - ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "Got hr %#lx.\n", hr); } else { @@ -2386,28 +2378,28 @@ static void test_shader(void)
/* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader2, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hVertexShader, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, hVertexShader); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Check for double delete. */ hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2434,17 +2426,17 @@ static void test_limits(void) }
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* There are 8 texture stages. We should be able to access all of them */ for (i = 0; i < 8; ++i) { hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, i, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, i, D3DTSS_COLOROP, D3DTOP_ADD); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); }
/* Investigations show that accessing higher textures stage states does @@ -2453,7 +2445,7 @@ static void test_limits(void) * there is no bounds checking. */ IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2482,33 +2474,32 @@ static void test_lights(void)
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, TRUE); - ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled); - ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), - "GetLightEnable on light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got hr %#lx.\n", hr); ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled"); }
/* TODO: Test the rendering results in this situation */ hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE); - ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled); - ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled"); hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE); - ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, FALSE); - ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2535,29 +2526,29 @@ static void test_set_stream_source(void) }
hr = IDirect3DDevice8_CreateVertexBuffer(device, 512, 0, 0, D3DPOOL_DEFAULT, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 32); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(!current_vb, "Got unexpected vb %p.\n", current_vb); ok(stride == 32, "Got unexpected stride %u.\n", stride);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(current_vb == vb, "Got unexpected vb %p.\n", current_vb); IDirect3DVertexBuffer8_Release(current_vb); ok(!stride, "Got unexpected stride %u.\n", stride);
IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2596,20 +2587,20 @@ static void test_render_zero_triangles(void) }
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */, 0 /* PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2644,45 +2635,45 @@ static void test_depth_stencil_reset(void) D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); if(FAILED(hr)) { - skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; }
hr = IDirect3DDevice8_GetRenderTarget(device, &orig_rt); - ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); - ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface == orig_rt, "Render target is %p, should be %p\n", surface, orig_rt); if (surface) IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(orig_rt);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n");
present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface);
present_parameters.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n");
refcount = IDirect3DDevice8_Release(device); @@ -2703,12 +2694,12 @@ static void test_depth_stencil_reset(void)
if(FAILED(hr)) { - skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; }
hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "IDirect3DDevice8_TestCooperativeLevel after creation returned %#x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.Windowed = TRUE; @@ -2718,12 +2709,12 @@ static void test_depth_stencil_reset(void) present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8;
hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "IDirect3DDevice8_Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
if (FAILED(hr)) goto cleanup;
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface);
@@ -2801,7 +2792,7 @@ static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM { if (expect_messages->check_wparam) ok(wparam == expect_messages->expect_wparam, - "Got unexpected wparam %lx for message %x, expected %lx.\n", + "Got unexpected wparam %#Ix for message %#x, expected %#Ix.\n", wparam, message, expect_messages->expect_wparam);
if (expect_messages->store_wp) @@ -2815,7 +2806,7 @@ static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM * about the D3DERR_DEVICENOTRESET behavior, */ todo_wine_if(message != WM_ACTIVATEAPP || hr == D3D_OK) ok(hr == expect_messages->device_state, - "Got device state %#x on message %#x, expected %#x.\n", + "Got device state %#lx on message %#x, expected %#lx.\n", hr, message, expect_messages->device_state); }
@@ -2847,7 +2838,7 @@ static DWORD WINAPI wndproc_thread(void *param) p->running_in_foreground = SetForegroundWindow(p->dummy_window);
ret = SetEvent(p->window_created); - ok(ret, "SetEvent failed, last error %#x.\n", GetLastError()); + ok(ret, "SetEvent failed, last error %#lx.\n", GetLastError());
for (;;) { @@ -2858,7 +2849,7 @@ static DWORD WINAPI wndproc_thread(void *param) if (res == WAIT_OBJECT_0) break; if (res != WAIT_TIMEOUT) { - ok(0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError()); break; } } @@ -2870,6 +2861,7 @@ static DWORD WINAPI wndproc_thread(void *param)
static void test_wndproc(void) { + unsigned int adapter_mode_count, i, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; struct wndproc_thread_param thread_params; struct device_desc device_desc; static WINDOWPOS windowpos; @@ -2881,10 +2873,8 @@ static void test_wndproc(void) ULONG ref; DWORD res, tid; HWND tmp; - UINT i, adapter_mode_count; HRESULT hr; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW devmode; LONG change_ret, device_style; BOOL ret; @@ -3020,7 +3010,7 @@ static void test_wndproc(void) for (i = 0; i < adapter_mode_count; ++i) { hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm); - ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#lx.\n", hr);
if (d3ddm.Format != D3DFMT_X8R8G8B8) continue; @@ -3075,9 +3065,9 @@ static void test_wndproc(void) ok(RegisterClassA(&wc), "Failed to register window class.\n");
thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.window_created, "CreateEvent failed, last error %#lx.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.test_finished, "CreateEvent failed, last error %#lx.\n", GetLastError());
memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); @@ -3085,23 +3075,23 @@ static void test_wndproc(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); - ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); + ok(!!thread, "Failed to create thread, last error %#lx.\n", GetLastError());
res = WaitForSingleObject(thread_params.window_created, INFINITE); - ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(res == WAIT_OBJECT_0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError());
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
trace("device_window %p, focus_window %p, dummy_window %p.\n", @@ -3148,25 +3138,25 @@ static void test_wndproc(void) flush_events();
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
/* Change the mode while the device is in use and then drop focus. */ devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x, i=%u.\n", change_ret, i); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx, i=%u.\n", change_ret, i);
/* Wine doesn't (yet) mark the device not reset when the mode is changed, thus the todo_wine. * But sometimes focus-follows-mouse WMs also temporarily drop window focus, which makes * mark the device lost, then not reset, causing the test to succeed for the wrong reason. */ hr = IDirect3DDevice8_TestCooperativeLevel(device); todo_wine_if (hr != D3DERR_DEVICENOTRESET) - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr);
expect_messages = focus_loss_messages; focus_test_device = device; @@ -3186,16 +3176,16 @@ static void test_wndproc(void)
/* The Present call is necessary to make native realize the device is lost. */ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); /* Focus-follows-mouse WMs prematurely reactivate our window. */ todo_wine_if (hr == D3DERR_DEVICENOTRESET) - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth - && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %ux%u.\n", + && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight);
/* I have to minimize and restore the focus window, otherwise native d3d8 fails @@ -3214,16 +3204,16 @@ static void test_wndproc(void) expect_messages = NULL;
hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth - && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %ux%u.\n", + && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight);
hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
/* Remove the WS_VISIBLE flag to test hidden windows. This is enough to trigger d3d's hidden * window codepath, but does not actually hide the window without a SetWindowPos(SWP_FRAMECHANGED) @@ -3243,8 +3233,8 @@ static void test_wndproc(void)
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); - ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth, "Got unexpected width %u.\n", devmode.dmPelsWidth); - ok(devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected height %u.\n", devmode.dmPelsHeight); + ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth, "Got unexpected width %lu.\n", devmode.dmPelsWidth); + ok(devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected height %lu.\n", devmode.dmPelsHeight);
/* SW_SHOWMINNOACTIVE is needed to make FVWM happy. SW_SHOWNOACTIVATE is needed to make windows * send SIZE_RESTORED after ShowWindow(SW_SHOWMINNOACTIVE). */ @@ -3257,7 +3247,7 @@ static void test_wndproc(void) SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0); ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n", expect_messages->message, expect_messages->window); - ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received); + ok(syscommand_received == 1, "Got %lu WM_SYSCOMMAND messages.\n", syscommand_received); expect_messages = NULL; flush_events();
@@ -3284,18 +3274,18 @@ static void test_wndproc(void)
/* Releasing a device in lost state breaks follow-up tests on native. */ hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
filter_messages = focus_window; ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
/* Fix up the mode until Wine's device release behavior is fixed. */ change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
/* Hide the device window. It prevents WM_ACTIVATEAPP messages from being sent @@ -3329,14 +3319,14 @@ static void test_wndproc(void) ok(IsIconic(focus_window), "The focus window is not iconic.\n");
hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr);
syscommand_received = 0; expect_messages = sc_restore_messages; SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0); ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n", expect_messages->message, expect_messages->window); - ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received); + ok(syscommand_received == 1, "Got %lu WM_SYSCOMMAND messages.\n", syscommand_received); expect_messages = NULL; flush_events();
@@ -3377,14 +3367,14 @@ static void test_wndproc(void)
filter_messages = focus_window; hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr);
filter_messages = NULL; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); filter_messages = NULL;
ShowWindow(device_window, SW_RESTORE); @@ -3407,7 +3397,7 @@ static void test_wndproc(void) expect_messages = mode_change_messages; filter_messages = focus_window; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); filter_messages = NULL;
flush_events(); @@ -3427,7 +3417,7 @@ static void test_wndproc(void) expect_messages = mode_change_messages_hidden; filter_messages = focus_window; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); filter_messages = NULL;
flush_events(); @@ -3446,13 +3436,13 @@ static void test_wndproc(void) ok(device_style & WS_VISIBLE, "Expected the device window to be visible.\n");
proc = SetWindowLongPtrA(focus_window, GWLP_WNDPROC, (LONG_PTR)DefWindowProcA); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)DefWindowProcA, proc);
done: @@ -3470,7 +3460,7 @@ done: DestroyWindow(focus_window); UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL)); change_ret = ChangeDisplaySettingsExW(NULL, NULL, NULL, 0, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); }
static void test_wndproc_windowed(void) @@ -3498,9 +3488,9 @@ static void test_wndproc_windowed(void) ok(RegisterClassA(&wc), "Failed to register window class.\n");
thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.window_created, "CreateEvent failed, last error %#lx.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.test_finished, "CreateEvent failed, last error %#lx.\n", GetLastError());
focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth, @@ -3509,16 +3499,16 @@ static void test_wndproc_windowed(void) WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); - ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); + ok(!!thread, "Failed to create thread, last error %#lx.\n", GetLastError());
res = WaitForSingleObject(thread_params.window_created, INFINITE); - ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(res == WAIT_OBJECT_0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError());
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
trace("device_window %p, focus_window %p, dummy_window %p.\n", @@ -3555,42 +3545,42 @@ static void test_wndproc_windowed(void) thread_params.dummy_window, tmp);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
filter_messages = NULL;
device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
filter_messages = focus_window;
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
filter_messages = device_window;
@@ -3605,31 +3595,31 @@ static void test_wndproc_windowed(void)
device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
filter_messages = device_window;
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
device_desc.device_window = device_window; if (!(device = create_device(d3d8, focus_window, &device_desc))) @@ -3642,31 +3632,31 @@ static void test_wndproc_windowed(void)
device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
filter_messages = device_window;
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
done: filter_messages = NULL; @@ -3768,7 +3758,7 @@ static void test_fpu_setup(void) ok(!!d3d8, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = window; @@ -3791,12 +3781,12 @@ static void test_fpu_setup(void) ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr);
callback_set_cw = 0xf60; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0x7f, "Callback cw is %#x, expected 0x7f.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n"); cw = get_fpu_cw(); @@ -3805,7 +3795,7 @@ static void test_fpu_setup(void) callback_cw = 0; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n");
@@ -3833,13 +3823,13 @@ static void test_fpu_setup(void) ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr);
callback_cw = 0; callback_set_cw = 0x37f; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n"); cw = get_fpu_cw(); @@ -3883,19 +3873,19 @@ static void test_ApplyStateBlock(void) IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(!received, "Expected = FALSE, received TRUE.\n");
hr = IDirect3DDevice8_ApplyStateBlock(device, 0); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(!received, "Expected FALSE, received TRUE.\n");
hr = IDirect3DDevice8_ApplyStateBlock(device, token); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(received, "Expected TRUE, received FALSE.\n");
IDirect3DDevice8_DeleteStateBlock(device, token); @@ -3927,38 +3917,38 @@ static void test_depth_stencil_size(void) }
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger2); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds_bigger); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr);
/* try to set the small ds without changing the render target at the same time */ hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds_bigger2); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &surf); - ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#lx.\n", hr); ok(surf == rt, "The render target is %p, expected %p\n", surf, rt); IDirect3DSurface8_Release(surf); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(surf == ds_bigger2, "The depth stencil is %p, expected %p\n", surf, ds_bigger2); IDirect3DSurface8_Release(surf);
hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); - ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#x.\n", hr); + ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#lx.\n", hr); ok(surf == NULL, "The depth stencil is %p, expected NULL\n", surf); if (surf) IDirect3DSurface8_Release(surf);
@@ -4014,19 +4004,19 @@ static void test_window_style(void) style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; todo_wine ok(style == expected_style || broken(style == (expected_style & ~WS_OVERLAPPEDWINDOW)) /* w1064v1809 */, - "Expected device window style %#x, got %#x.\n", + "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; todo_wine ok(style == expected_style || broken(style == (expected_style & ~WS_EX_OVERLAPPEDWINDOW)) /* w1064v1809 */, - "Expected device window extended style %#x, got %#x.\n", + "Expected device window extended style %#lx, got %#lx.\n", expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style);
GetWindowRect(device_window, &r); @@ -4041,44 +4031,44 @@ static void test_window_style(void)
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; - ok(style == expected_style, "Expected device window style %#x, got %#x.\n", + ok(style == expected_style, "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; - ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", + ok(style == expected_style, "Expected device window extended style %#lx, got %#lx.\n", expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style);
device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n");
style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_MINIMIZE | WS_VISIBLE; - todo_wine ok(style == expected_style, "Expected device window style %#x, got %#x.\n", + todo_wine ok(style == expected_style, "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; - todo_wine ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", + todo_wine ok(style == expected_style, "Expected device window extended style %#lx, got %#lx.\n", expected_style, style);
style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style);
/* Follow-up tests fail on native if the device is destroyed while lost. */ @@ -4088,10 +4078,10 @@ static void test_window_style(void) ok(ret, "Failed to set foreground window.\n"); flush_events(); hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
done: IDirect3D8_Release(d3d8); @@ -4180,47 +4170,47 @@ static void test_unsupported_shaders(void) }
hr = IDirect3DDevice8_CreateVertexShader(device, decl, simple_ps, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, simple_vs, &ps); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_2_0, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, ps_2_0, &ps); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.MaxVertexShaderConst < 256) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_256, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); }
static void test_mode_change(void) { + unsigned int display_count = 0, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW old_devmode, devmode, devmode2, *original_modes = NULL; struct device_desc device_desc, device_desc2; WCHAR second_monitor_name[CCHDEVICENAME]; IDirect3DDevice8 *device, *device2; - unsigned int display_count = 0; RECT d3d_rect, focus_rect, r; IDirect3DSurface8 *backbuffer; MONITORINFOEXW monitor_info; @@ -4233,15 +4223,14 @@ static void test_mode_change(void) BOOL ret; LONG change_ret; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0;
memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode, ®istry_mode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode, ®istry_mode), "Got a different mode.\n");
d3d8 = Direct3DCreate8(D3D_SDK_VERSION); @@ -4251,7 +4240,7 @@ static void test_mode_change(void) for (i = 0; i < adapter_mode_count; ++i) { hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm); - ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#lx.\n", hr);
if (d3ddm.Format != D3DFMT_X8R8G8B8) continue; @@ -4307,7 +4296,7 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
/* Make the windows visible, otherwise device::release does not restore the mode if * the application is not in foreground like on the testbot. */ @@ -4333,12 +4322,12 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == user32_width && devmode.dmPelsHeight == user32_height, - "Expected resolution %ux%u, got %ux%u.\n", + "Expected resolution %ux%u, got %lux%lu.\n", user32_width, user32_height, devmode.dmPelsWidth, devmode.dmPelsHeight);
GetWindowRect(device_window, &r); @@ -4349,9 +4338,9 @@ static void test_mode_change(void) wine_dbgstr_rect(&r));
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(backbuffer, &desc); - ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#lx.\n", hr); ok(desc.Width == d3d_width, "Got unexpected backbuffer width %u, expected %u.\n", desc.Width, d3d_width); ok(desc.Height == d3d_height, "Got unexpected backbuffer height %u, expected %u.\n", @@ -4359,17 +4348,17 @@ static void test_mode_change(void) IDirect3DSurface8_Release(backbuffer);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth && devmode.dmPelsHeight == registry_mode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", + "Expected resolution %lux%lu, got %lux%lu.\n", registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode.dmPelsWidth, devmode.dmPelsHeight);
change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
/* The mode restore also happens when the device was created at the original screen size. */
@@ -4384,10 +4373,10 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
memset(&devmode2, 0, sizeof(devmode2)); devmode2.dmSize = sizeof(devmode2); @@ -4395,14 +4384,14 @@ static void test_mode_change(void) ok(ret, "Failed to get display mode.\n"); ok(devmode2.dmPelsWidth == registry_mode.dmPelsWidth && devmode2.dmPelsHeight == registry_mode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", registry_mode.dmPelsWidth, + "Expected resolution %lux%lu, got %lux%lu.\n", registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n");
/* Test that no mode restorations if no mode changes happened */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4412,17 +4401,17 @@ static void test_mode_change(void) device = create_device(d3d8, device_window, &device_desc); ok(!!device, "Failed to create a D3D device.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, ®istry_mode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n");
/* Test that mode restorations use display settings in the registry with a fullscreen device */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4432,13 +4421,13 @@ static void test_mode_change(void) device = create_device(d3d8, device_window, &device_desc); ok(!!device, "Failed to create a D3D device.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4446,7 +4435,7 @@ static void test_mode_change(void) /* Test that mode restorations use display settings in the registry with a fullscreen device * having the same display mode and then reset to a different mode */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4459,21 +4448,21 @@ static void test_mode_change(void) device_desc.width = d3d_width; device_desc.height = d3d_height; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == d3d_width && devmode2.dmPelsHeight == d3d_height, - "Expected resolution %ux%u, got %ux%u.\n", d3d_width, d3d_height, + "Expected resolution %ux%u, got %lux%lu.\n", d3d_width, d3d_height, devmode2.dmPelsWidth, devmode2.dmPelsHeight);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4487,13 +4476,13 @@ static void test_mode_change(void) second_monitor = IDirect3D8_GetAdapterMonitor(d3d8, 1); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(second_monitor, (MONITORINFO *)&monitor_info); - ok(ret, "GetMonitorInfoW failed, error %#x.\n", GetLastError()); + ok(ret, "GetMonitorInfoW failed, error %#lx.\n", GetLastError()); lstrcpyW(second_monitor_name, monitor_info.szDevice);
memset(&old_devmode, 0, sizeof(old_devmode)); old_devmode.dmSize = sizeof(old_devmode); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &old_devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError());
i = 0; d3d_width = 0; @@ -4536,37 +4525,37 @@ static void test_mode_change(void) ok(!!device, "Failed to create a D3D device.\n");
change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); if (devmode2.dmPelsWidth == old_devmode.dmPelsWidth && devmode2.dmPelsHeight == old_devmode.dmPelsHeight) { skip("Failed to change display settings of the second monitor.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); goto done; }
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr);
ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); - ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %u, got %u.\n", + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); + ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %lu, got %u.\n", old_devmode.dmPelsWidth, d3ddm.Width); - ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %u, got %u.\n", + ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %lu, got %u.\n", old_devmode.dmPelsHeight, d3ddm.Height);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n");
@@ -4580,22 +4569,22 @@ static void test_mode_change(void) ok(!!device, "Failed to create a D3D device.\n");
change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); - ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %u, got %u.\n", + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); + ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %lu, got %u.\n", old_devmode.dmPelsWidth, d3ddm.Width); - ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %u, got %u.\n", + ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %lu, got %u.\n", old_devmode.dmPelsHeight, d3ddm.Height); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4606,25 +4595,25 @@ static void test_mode_change(void)
change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == devmode.dmPelsWidth && devmode2.dmPelsHeight == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == devmode.dmPelsWidth && devmode2.dmPelsHeight == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == devmode.dmPelsWidth && d3ddm.Height == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4642,28 +4631,28 @@ static void test_mode_change(void) ok(!!device2, "Failed to create a D3D device.\n");
change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret);
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr);
ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == old_devmode.dmPelsWidth && d3ddm.Height == old_devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", old_devmode.dmPelsWidth, + "Expected resolution %lux%lu, got %ux%u.\n", old_devmode.dmPelsWidth, old_devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height);
refcount = IDirect3DDevice8_Release(device2); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n");
@@ -4675,25 +4664,25 @@ static void test_mode_change(void) ok(!!device2, "Failed to create a D3D device.\n");
change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == old_devmode.dmPelsWidth && d3ddm.Height == old_devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", old_devmode.dmPelsWidth, + "Expected resolution %lux%lu, got %ux%u.\n", old_devmode.dmPelsWidth, old_devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height);
refcount = IDirect3DDevice8_Release(device2); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
done: DestroyWindow(device_window); @@ -4733,10 +4722,10 @@ static void test_device_window_reset(void) GetWindowRect(device_window, &device_rect);
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; @@ -4758,10 +4747,10 @@ static void test_device_window_reset(void) wine_dbgstr_rect(&r));
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
device_desc.device_window = device_window; hr = reset_device(device, &device_desc); @@ -4775,13 +4764,13 @@ static void test_device_window_reset(void) wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r));
proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc);
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
done: IDirect3D8_Release(d3d8); @@ -4813,41 +4802,41 @@ static void depth_blit_test(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2); - ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3); - ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
/* Partial blit. */ SetRect(&src_rect, 0, 0, 320, 240); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Flipped. */ SetRect(&src_rect, 0, 480, 640, 0); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, explicit. */ SetRect(&src_rect, 0, 0, 640, 480); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Depth -> color blit.*/ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, current depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, unbound depth stencil -> current depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, unbound depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr);
IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(ds3); @@ -4882,17 +4871,17 @@ static void test_reset_resources(void)
hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &surface); - ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt); - ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface); - ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(surface);
@@ -4900,15 +4889,15 @@ static void test_reset_resources(void) ok(SUCCEEDED(hr), "Failed to reset device.\n");
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr); ok(surface == rt, "Got unexpected surface %p for render target.\n", surface); IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(rt);
ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref);
done: IDirect3D8_Release(d3d8); @@ -4939,39 +4928,39 @@ static void test_set_rt_vp_scissor(void)
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 640, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 480, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 640, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 480, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 128, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 128, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
vp.X = 10; vp.Y = 20; @@ -4980,17 +4969,17 @@ static void test_set_rt_vp_scissor(void) vp.MinZ = 0.25f; vp.MaxZ = 0.75f; hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set viewport, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 128, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 128, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ);
@@ -5036,65 +5025,65 @@ static void test_validate_vs(void) };
hr = ValidateVertexShader(NULL, NULL, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(NULL, NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(NULL, NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string "%s".\n", errors); heap_free(errors); hr = ValidateVertexShader(NULL, NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors);
hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string "%s".\n", errors); heap_free(errors);
hr = ValidateVertexShader(vs_code, declaration_valid1, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, declaration_valid2, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, declaration_invalid, NULL, FALSE, NULL); - todo_wine ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
memset(&caps, 0, sizeof(caps)); caps.VertexShaderVersion = D3DVS_VERSION(1, 1); caps.MaxVertexShaderConst = 4; hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 0); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 2); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(8, 8); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 1); caps.MaxVertexShaderConst = 3; hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - todo_wine ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr);
*vs_code = D3DVS_VERSION(1, 0); hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); *vs_code = D3DVS_VERSION(1, 2); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string "%s".\n", errors); heap_free(errors); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors); } @@ -5121,58 +5110,58 @@ static void test_validate_ps(void) HRESULT hr;
hr = ValidatePixelShader(NULL, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); errors = (void *)0xcafeface; hr = ValidatePixelShader(NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors); errors = (void *)0xcafeface; hr = ValidatePixelShader(NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors);
hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string "%s".\n", errors); heap_free(errors);
memset(&caps, 0, sizeof(caps)); caps.PixelShaderVersion = D3DPS_VERSION(1, 1); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(1, 0); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(1, 2); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(8, 8); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
*ps_1_1_code = D3DPS_VERSION(1, 0); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); *ps_1_1_code = D3DPS_VERSION(1, 4); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_2_0_code, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); *ps_1_1_code = D3DPS_VERSION(1, 5); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string "%s".\n", errors); heap_free(errors); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors); } @@ -5201,7 +5190,7 @@ static void test_volume_get_container(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("No volume texture support, skipping tests.\n"); @@ -5213,47 +5202,47 @@ static void test_volume_get_container(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 128, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); ok(!!volume, "Got unexpected volume %p.\n", volume);
/* These should work... */ container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IUnknown, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DResource8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DBaseTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolumeTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
/* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolume8, (void **)&container); - ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); + ok(hr == E_NOINTERFACE, "Got unexpected hr %#lx.\n", hr); ok(!container, "Got unexpected container %p.\n", container);
IDirect3DVolume8_Release(volume); IDirect3DVolumeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5299,24 +5288,24 @@ static void test_vb_lock_flags(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, 1024, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, test_data[i].flags); - ok(hr == test_data[i].result, "Got unexpected hr %#x for %s.\n", + ok(hr == test_data[i].result, "Got unexpected hr %#lx for %s.\n", hr, test_data[i].debug_string); if (SUCCEEDED(hr)) { ok(!!data, "Got unexpected data %p.\n", data); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); } }
IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5345,68 +5334,68 @@ static void test_texture_stage_states(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
for (i = 0; i < caps.MaxTextureBlendStages; ++i) { hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLOROP, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_MODULATE), - "Got unexpected value %#x for D3DTSS_COLOROP, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_COLOROP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG1, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_COLORARG1, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_TEXTURE, "Got unexpected value %#lx for D3DTSS_COLORARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG2, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG2, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_COLORARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAOP, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_SELECTARG1), - "Got unexpected value %#x for D3DTSS_ALPHAOP, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_ALPHAOP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG1, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_ALPHAARG1, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_TEXTURE, "Got unexpected value %#lx for D3DTSS_ALPHAARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG2, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG2, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_ALPHAARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT00, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT01, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT10, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT11, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXCOORDINDEX, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == i, "Got unexpected value %#x for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == i, "Got unexpected value %#lx for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLSCALE, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLOFFSET, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXTURETRANSFORMFLAGS, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == D3DTTFF_DISABLE, - "Got unexpected value %#x for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG0, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG0, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_COLORARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG0, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG0, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_ALPHAARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_RESULTARG, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_RESULTARG, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_RESULTARG, stage %u.\n", value, i); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5433,35 +5422,35 @@ static void test_cube_textures(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
if (caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); } else { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_DEFAULT cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_DEFAULT cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_MANAGED cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_MANAGED cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_SYSTEMMEM cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_SYSTEMMEM cube texture.\n", hr); } hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5489,30 +5478,30 @@ static void test_get_set_texture(void)
texture = (IDirect3DBaseTexture8 *)0xdeadbeef; hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetTexture(device, 0, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, (IDirect3DTexture8 **)&texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); texture_vtbl = texture->lpVtbl; texture->lpVtbl = (IDirect3DBaseTexture8Vtbl *)0xdeadbeef; hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); texture->lpVtbl = NULL; hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); texture->lpVtbl = texture_vtbl; IDirect3DBaseTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -5555,14 +5544,14 @@ static void test_image_surface_pool(void) }
hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); ok(desc.Pool == D3DPOOL_SYSTEMMEM, "Got unexpected pool %#x.\n", desc.Pool); IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5591,47 +5580,47 @@ static void test_surface_get_container(void)
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); ok(!!surface, "Got unexpected surface %p.\n", surface);
/* These should work... */ container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IUnknown, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DResource8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container);
/* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DSurface8, (void **)&container); - ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); + ok(hr == E_NOINTERFACE, "Got unexpected hr %#lx.\n", hr); ok(!container, "Got unexpected container %p.\n", container);
IDirect3DSurface8_Release(surface); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5708,23 +5697,23 @@ static void test_lockrect_invalid(void) { case D3DRTYPE_SURFACE: hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx, type %s.\n", hr, resources[r].name); break;
case D3DRTYPE_TEXTURE: hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8, resources[r].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx, type %s.\n", hr, resources[r].name); break;
case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice8_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, resources[r].pool, &cube_texture); - ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx, type %s.\n", hr, resources[r].name); break;
default: @@ -5732,13 +5721,13 @@ static void test_lockrect_invalid(void) }
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx, type %s.\n", hr, resources[r].name); base = locked_rect.pBits; hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); expected_hr = resources[r].type == D3DRTYPE_TEXTURE ? D3D_OK : D3DERR_INVALIDCALL; hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == expected_hr, "Got hr %#x, expected %#x, type %s.\n", hr, expected_hr, resources[r].name); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, type %s.\n", hr, expected_hr, resources[r].name);
for (i = 0; i < ARRAY_SIZE(valid); ++i) { @@ -5748,7 +5737,7 @@ static void test_lockrect_invalid(void) locked_rect.Pitch = 0xdeadbeef;
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base; @@ -5758,12 +5747,12 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s\n", hr, resources[r].name);
if (texture) { hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base; @@ -5772,12 +5761,12 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } if (cube_texture) { hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name);
offset = (BYTE *)locked_rect.pBits - base; @@ -5786,7 +5775,7 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } }
@@ -5798,10 +5787,10 @@ static void test_lockrect_invalid(void) locked_rect.Pitch = 1; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); if (resources[r].validate) - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(rect), resources[r].name); else - ok(SUCCEEDED(hr), "Got unexpected hr %#x for rect %s, type %s.\n", + ok(SUCCEEDED(hr), "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(rect), resources[r].name);
if (SUCCEEDED(hr)) @@ -5813,7 +5802,7 @@ static void test_lockrect_invalid(void) offset, expected_offset,wine_dbgstr_rect(rect), resources[r].name);
hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } else { @@ -5825,12 +5814,12 @@ static void test_lockrect_invalid(void) }
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); if (resources[r].clear) { ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n", @@ -5846,58 +5835,58 @@ static void test_lockrect_invalid(void) locked_rect.Pitch, resources[r].name); } hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name);
IDirect3DSurface8_Release(surface); if (texture) { hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); ok(locked_rect.pBits == (void *)0xdeadbeef, "Got unexpected pBits %p, type %s.\n", locked_rect.pBits, resources[r].name); ok(locked_rect.Pitch == 1, "Got unexpected Pitch %u, type %s.\n", locked_rect.Pitch, resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3D_OK, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name);
IDirect3DTexture8_Release(texture);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, resources[r].pool, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for type %s.\n", hr, resources[r].name); }
@@ -5905,50 +5894,50 @@ static void test_lockrect_invalid(void) { hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n", locked_rect.pBits, resources[r].name); ok(!locked_rect.Pitch, "Got unexpected Pitch %u, type %s.\n", locked_rect.Pitch, resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name);
hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name);
IDirect3DTexture8_Release(cube_texture);
hr = IDirect3DDevice8_CreateCubeTexture(device, 128, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, resources[r].pool, &cube_texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for type %s.\n", hr, resources[r].name); } }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5985,64 +5974,64 @@ static void test_private_data(void) }
hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, 0, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, 5, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *) * 2, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
/* A failing SetPrivateData call does not clear the old data with the same tag. */ hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(device), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(device) * 2, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); size = sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get private data, hr %#lx.\n", hr); IUnknown_Release(ptr); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr);
refcount = get_refcount((IUnknown *)device); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); expected_refcount = refcount + 1; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); expected_refcount = refcount - 1; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, surface, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); size = 2 * sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); expected_refcount = refcount + 2; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); ok(ptr == (IUnknown *)device, "Got unexpected ptr %p, expected %p.\n", ptr, device); IUnknown_Release(ptr); expected_refcount--; @@ -6050,26 +6039,26 @@ static void test_private_data(void) ptr = (IUnknown *)0xdeadbeef; size = 1; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); size = 2 * sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); size = 1; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(hr == D3DERR_MOREDATA, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3DERR_MOREDATA, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, NULL, NULL); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); size = 0xdeadbabe; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, &ptr, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); - ok(size == 0xdeadbabe, "Got unexpected size %u.\n", size); + ok(size == 0xdeadbabe, "Got unexpected size %lu.\n", size); /* GetPrivateData with size = NULL causes an access violation on Windows if the * requested data exists. */
@@ -6077,43 +6066,43 @@ static void test_private_data(void) IDirect3DSurface8_Release(surface); expected_refcount = refcount - 2; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount);
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get texture level 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture level 0, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2); - ok(SUCCEEDED(hr), "Failed to get texture level 1, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture level 1, hr %#lx.\n", hr);
hr = IDirect3DTexture8_SetPrivateData(texture, &d3d8_private_data_test_guid, data, sizeof(data), 0); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr);
memset(data, 0, sizeof(data)); size = sizeof(data); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, data, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DTexture8_GetPrivateData(texture, &d3d8_private_data_test_guid, data, &size); - ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get private data, hr %#lx.\n", hr); ok(data[0] == 1 && data[1] == 2 && data[2] == 3 && data[3] == 4, - "Got unexpected private data: %u, %u, %u, %u.\n", data[0], data[1], data[2], data[3]); + "Got unexpected private data: %lu, %lu, %lu, %lu.\n", data[0], data[1], data[2], data[3]);
hr = IDirect3DTexture8_FreePrivateData(texture, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr);
hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, data, sizeof(data), 0); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetPrivateData(surface2, &d3d8_private_data_test_guid, data, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface2); IDirect3DSurface8_Release(surface); IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -6139,12 +6128,12 @@ static void test_surface_dimensions(void) }
hr = IDirect3DDevice8_CreateImageSurface(device, 0, 1, D3DFMT_A8R8G8B8, &surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 1, 0, D3DFMT_A8R8G8B8, &surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -6186,56 +6175,56 @@ static void test_surface_format_null(void)
hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_NULL); - ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#x.\n", hr); + ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#lx.\n", hr);
hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_NULL, D3DFMT_D24S8); - ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_NULL, D3DMULTISAMPLE_NONE, TRUE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get original render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(ds);
hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); ok(desc.Width == 128, "Expected width 128, got %u.\n", desc.Width); ok(desc.Height == 128, "Expected height 128, got %u.\n", desc.Height);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); ok(locked_rect.Pitch, "Expected non-zero pitch, got %u.\n", locked_rect.Pitch); ok(!!locked_rect.pBits, "Expected non-NULL pBits, got %p.\n", locked_rect.pBits);
hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 0, D3DUSAGE_RENDERTARGET, D3DFMT_NULL, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6282,12 +6271,12 @@ static void test_surface_double_unlock(void)
hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); break;
case D3DPOOL_SYSTEMMEM: hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_X8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create image surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create image surface, hr %#lx.\n", hr); break;
default: @@ -6295,19 +6284,19 @@ static void test_surface_double_unlock(void) }
hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, for surface in pool %#x.\n", hr, pools[i]); hr = IDirect3DSurface8_LockRect(surface, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#x.\n", pools[i], hr); + ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#lx.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#x.\n", pools[i], hr); + ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#lx.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, for surface in pool %#x.\n", hr, pools[i]);
IDirect3DSurface8_Release(surface); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6422,7 +6411,7 @@ static void test_surface_blocks(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); tex_pow2 = caps.TextureCaps & D3DPTEXTURECAPS_POW2; if (tex_pow2) tex_pow2 = !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); @@ -6540,7 +6529,7 @@ static void test_surface_blocks(void) * on an r200 GPU creates scratch ATI2N texture even though the card doesn't * support it. */ ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), - "Got unexpected hr %#x for format %s, pool %s, type %s, size %ux%u.\n", + "Got unexpected hr %#lx for format %s, pool %s, type %s, size %ux%u.\n", hr, formats[i].name, create_tests[j].pool_name, create_tests[j].type_name, w, h);
if (FAILED(hr)) @@ -6564,9 +6553,9 @@ static void test_surface_blocks(void) hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, pools[j].pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0, formats[i].fmt, pools[j].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
if (formats[i].block_width > 1) @@ -6580,7 +6569,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); }
SetRect(&rect, 0, 0, formats[i].block_width >> 1, formats[i].block_height); @@ -6592,7 +6581,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } }
@@ -6607,7 +6596,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); }
SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height >> 1); @@ -6619,28 +6608,27 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } }
for (k = 0; k < ARRAY_SIZE(invalid); ++k) { hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &invalid[k], 0); - ok(FAILED(hr) == !pools[j].success, "Invalid lock %s(%#x), expected %s, format %s, pool %s, case %u.\n", - SUCCEEDED(hr) ? "succeeded" : "failed", hr, pools[j].success ? "success" : "failure", - formats[i].name, pools[j].name, k); + ok(FAILED(hr) == !pools[j].success, "Got hr %#lx, format %s, pool %s, case %u.\n", + hr, formats[i].name, pools[j].name, k); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } }
SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for format %s, pool %s.\n", hr, formats[i].name, pools[j].name); + ok(hr == D3D_OK, "Got unexpected hr %#lx for format %s, pool %s.\n", hr, formats[i].name, pools[j].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface); } @@ -6652,26 +6640,26 @@ static void test_surface_blocks(void)
hr = IDirect3DDevice8_CreateTexture(device, formats[i].block_width, formats[i].block_height, 2, D3DUSAGE_DYNAMIC, formats[i].fmt, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, format %s.\n", hr, formats[i].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, format %s.\n", hr, formats[i].name);
hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr);
rect.left = 0; rect.top = 0; rect.right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; rect.bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr);
rect.right = formats[i].block_width; rect.bottom = formats[i].block_height; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) IDirect3DTexture8_UnlockRect(texture, 1);
@@ -6679,7 +6667,7 @@ static void test_surface_blocks(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6714,10 +6702,10 @@ static void test_set_palette(void) pal[i].peFlags = 0xff; } hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(pal); i++) { pal[i].peRed = i; @@ -6728,12 +6716,12 @@ static void test_set_palette(void) if (caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(hr == D3DERR_INVALIDCALL, "SetPaletteEntries returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); @@ -6787,14 +6775,14 @@ static void test_pinned_buffers(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*ptr), tests[test].usage, 0, tests[test].pool, &buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); ok(desc.Pool == tests[test].pool, "Test %u: got unexpected pool %#x.\n", test, desc.Pool); - ok(desc.Usage == tests[test].usage, "Test %u: got unexpected usage %#x.\n", test, desc.Usage); + ok(desc.Usage == tests[test].usage, "Test %u: got unexpected usage %#lx.\n", test, desc.Usage);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); for (i = 0; i < vertex_count; ++i) { ptr[i].x = i * 1.0f; @@ -6802,21 +6790,21 @@ static void test_pinned_buffers(void) ptr[i].z = i * 3.0f; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr)); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); ok(ptr2 == ptr, "Test %u: got unexpected ptr2 %p, expected %p.\n", test, ptr2, ptr); for (i = 0; i < vertex_count; ++i) { @@ -6828,7 +6816,7 @@ static void test_pinned_buffers(void) } } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr);
IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); @@ -6875,7 +6863,7 @@ static void test_npot_textures(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); tex_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_POW2); cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2); vol_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2); @@ -6905,7 +6893,7 @@ static void test_npot_textures(void) { expected = pools[i].hr; } - ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#x, expected %#x.\n", + ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#lx, expected %#lx.\n", pools[i].pool_name, levels, hr, expected);
if (SUCCEEDED(hr)) @@ -6916,13 +6904,11 @@ static void test_npot_textures(void) pools[i].pool, &cube_texture); if (tex_pow2) { - ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, pools[i].hr); + ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } else { - ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, D3D_OK); + ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); }
if (SUCCEEDED(hr)) @@ -6932,13 +6918,11 @@ static void test_npot_textures(void) pools[i].pool, &volume_texture); if (tex_pow2) { - ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, pools[i].hr); + ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } else { - ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, D3D_OK); + ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); }
if (SUCCEEDED(hr)) @@ -6949,7 +6933,7 @@ done: if (device) { refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); } IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -6997,7 +6981,7 @@ static void test_volume_locking(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); @@ -7008,18 +6992,18 @@ static void test_volume_locking(void) { hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 4, 1, tests[i].usage, D3DFMT_A8R8G8B8, tests[i].pool, &texture); - ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#x returned %#x, expected %#x.\n", + ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#lx returned %#lx, expected %#lx.\n", tests[i].pool, tests[i].usage, hr, tests[i].create_hr); if (FAILED(hr)) continue;
locked_box.pBits = (void *)0xdeadbeef; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(hr == tests[i].lock_hr, "Lock returned %#x, expected %#x.\n", hr, tests[i].lock_hr); + ok(hr == tests[i].lock_hr, "Lock returned %#lx, expected %#lx.\n", hr, tests[i].lock_hr); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } else { @@ -7030,7 +7014,7 @@ static void test_volume_locking(void)
out: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7097,7 +7081,7 @@ static void test_update_volumetexture(void) d3d8 = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); is_warp = adapter_is_warp(&identifier); if (!(device = create_device(d3d8, window, NULL))) { @@ -7108,7 +7092,7 @@ static void test_update_volumetexture(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); @@ -7122,29 +7106,29 @@ static void test_update_volumetexture(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, src_usage, D3DFMT_A8R8G8B8, tests[i].src_pool, &src); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, dst_usage, D3DFMT_A8R8G8B8, tests[i].dst_pool, &dst); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(src, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); *((DWORD *)locked_box.pBits) = 0x11223344; hr = IDirect3DVolumeTexture8_UnlockBox(src, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); - ok(hr == tests[i].hr, "UpdateTexture returned %#x, expected %#x, src pool %x, dst pool %u.\n", + ok(hr == tests[i].hr, "UpdateTexture returned %#lx, expected %#lx, src pool %#x, dst pool %#x.\n", hr, tests[i].hr, tests[i].src_pool, tests[i].dst_pool);
if (SUCCEEDED(hr)) { - DWORD content = *((DWORD *)locked_box.pBits); + unsigned int content = *((unsigned int *)locked_box.pBits); hr = IDirect3DVolumeTexture8_LockBox(dst, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); ok(content == 0x11223344, "Dest texture contained %#x, expected 0x11223344.\n", content); hr = IDirect3DVolumeTexture8_UnlockBox(dst, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); @@ -7161,16 +7145,16 @@ static void test_update_volumetexture(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].src_size, tests2[i].src_size, tests2[i].src_size, tests2[i].src_lvl, 0, tests2[i].src_fmt, D3DPOOL_SYSTEMMEM, &src); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx, case %u.\n", hr, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_lvl, 0, tests2[i].dst_fmt, D3DPOOL_DEFAULT, &dst); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx, case %u.\n", hr, i);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); todo_wine_if (FAILED(hr)) ok(SUCCEEDED(hr) || (is_warp && (i == 6 || i == 7)), /* Fails with Win10 WARP driver */ - "Failed to update texture, hr %#x, case %u.\n", hr, i); + "Failed to update texture, hr %#lx, case %u.\n", hr, i);
IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); @@ -7186,7 +7170,7 @@ static void test_update_volumetexture(void)
out: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7216,7 +7200,7 @@ static void test_create_rt_ds_fail(void) surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 4, 4, D3DFMT_D16, D3DMULTISAMPLE_NONE, FALSE, &surface); - ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#lx.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface); @@ -7224,13 +7208,13 @@ static void test_create_rt_ds_fail(void) surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 4, 4, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, &surface); - ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#lx.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7323,7 +7307,7 @@ static void test_volume_blocks(void) return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2);
for (i = 0; i < ARRAY_SIZE(formats); i++) @@ -7376,7 +7360,7 @@ static void test_volume_blocks(void) may_succeed = TRUE;
ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), - "Got unexpected hr %#x for format %s, pool %s, size %ux%ux%u.\n", + "Got unexpected hr %#lx for format %s, pool %s, size %ux%ux%u.\n", hr, formats[i].name, create_tests[j].name, w, h, d);
if (FAILED(hr)) @@ -7393,7 +7377,7 @@ static void test_volume_blocks(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 24, 8, 8, 1, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr);
/* Test lockrect offset */ for (j = 0; j < ARRAY_SIZE(offset_tests); j++) @@ -7402,7 +7386,7 @@ static void test_volume_blocks(void) bytes_per_pixel = formats[i].block_size / (formats[i].block_width * formats[i].block_height);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
base = locked_box.pBits; if (formats[i].broken == 1) @@ -7435,7 +7419,7 @@ static void test_volume_blocks(void) locked_box.SlicePitch, formats[i].name, expected_slice_pitch);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x, j %u.\n", hr, j); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx, j %u.\n", hr, j);
box.Left = offset_tests[j].x; box.Top = offset_tests[j].y; @@ -7444,7 +7428,7 @@ static void test_volume_blocks(void) box.Bottom = offset_tests[j].y2; box.Back = offset_tests[j].z2; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x, j %u.\n", hr, j); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx, j %u.\n", hr, j);
offset = (BYTE *)locked_box.pBits - base; if (formats[i].broken == 1) @@ -7469,7 +7453,7 @@ static void test_volume_blocks(void) offset, formats[i].name, expected_offset, box.Left, box.Top, box.Front);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); }
/* Test partial block locks */ @@ -7488,7 +7472,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); }
box.Left = 0; @@ -7502,7 +7486,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } }
@@ -7519,7 +7503,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); }
box.Left = 0; @@ -7533,7 +7517,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } }
@@ -7543,9 +7527,9 @@ static void test_volume_blocks(void) box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
@@ -7556,25 +7540,25 @@ static void test_volume_blocks(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, formats[i].block_width, formats[i].block_height, 2, 2, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture);
- ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
box.Left = box.Top = box.Front = 0; box.Right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; box.Bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; box.Back = 1; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) IDirect3DVolumeTexture8_UnlockBox(texture, 1);
@@ -7636,12 +7620,12 @@ static void test_lockbox_invalid(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); base = locked_box.pBits; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i) { @@ -7655,7 +7639,7 @@ static void test_lockbox_invalid(void) hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, box, 0); /* Unlike surfaces, volumes properly check the box even in Windows XP */ ok(hr == test_data[i].result, - "Got unexpected hr %#x with box [%u, %u, %u]->[%u, %u, %u], expected %#x.\n", + "Got unexpected hr %#lx with box [%u, %u, %u]->[%u, %u, %u], expected %#lx.\n", hr, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back, test_data[i].result); if (FAILED(hr)) @@ -7668,42 +7652,42 @@ static void test_lockbox_invalid(void) offset, expected_offset, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back);
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); }
/* locked_box = NULL throws an exception on Windows */ hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_boxt_2, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_boxt_2.Left, test_boxt_2.Top, test_boxt_2.Front, test_boxt_2.Right, test_boxt_2.Bottom, test_boxt_2.Back); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
IDirect3DVolumeTexture8_Release(texture);
hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7778,37 +7762,37 @@ static void test_pixel_format(void) ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, point, 3 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format);
hr = IDirect3DDevice8_Present(device, NULL, NULL, hwnd2, NULL); - ok(SUCCEEDED(hr), "Present failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); @@ -7853,56 +7837,56 @@ static void test_begin_end_state_block(void) }
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
stateblock = 0xdeadbeef; hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(!!stateblock && stateblock != 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(!!stateblock && stateblock != 0xdeadbeef, "Got unexpected stateblock %#lx.\n", stateblock);
stateblock2 = 0xdeadbeef; hr = IDirect3DDevice8_EndStateBlock(device, &stateblock2); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); - ok(stateblock2 == 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock2); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); + ok(stateblock2 == 0xdeadbeef, "Got unexpected stateblock %#lx.\n", stateblock2);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value);
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &stateblock2); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7934,79 +7918,79 @@ static void test_shader_constant_apply(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); vs_version = caps.VertexShaderVersion & 0xffff; ps_version = caps.PixelShaderVersion & 0xffff;
if (vs_version) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, initial, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, initial, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_const, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); } if (ps_version) { hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, initial, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, initial, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, ps_const, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); }
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#lx.\n", hr);
if (vs_version) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, vs_const, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); } if (ps_version) { hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, ps_const, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); }
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#lx.\n", hr);
if (vs_version) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); @@ -8014,12 +7998,12 @@ static void test_shader_constant_apply(void) if (ps_version) { hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); @@ -8028,17 +8012,17 @@ static void test_shader_constant_apply(void) /* Apply doesn't overwrite constants that aren't explicitly set on the * source stateblock. */ hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Failed to apply stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to apply stateblock, hr %#lx.\n", hr);
if (vs_version) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); @@ -8046,12 +8030,12 @@ static void test_shader_constant_apply(void) if (ps_version) { hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); @@ -8059,7 +8043,7 @@ static void test_shader_constant_apply(void)
IDirect3DDevice8_DeleteStateBlock(device, stateblock); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8093,32 +8077,32 @@ static void test_resource_type(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_X8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_CreateTexture(device, 2, 8, 4, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); type = IDirect3DTexture8_GetType(texture); ok(type == D3DRTYPE_TEXTURE, "Expected type D3DRTYPE_TEXTURE, got %u.\n", type);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width); ok(surface_desc.Height == 8, "Expected height 8, got %u.\n", surface_desc.Height); hr = IDirect3DTexture8_GetLevelDesc(texture, 0, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width); @@ -8126,15 +8110,15 @@ static void test_resource_type(void) IDirect3DSurface8_Release(surface);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 2, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width); ok(surface_desc.Height == 2, "Expected height 2, got %u.\n", surface_desc.Height); hr = IDirect3DTexture8_GetLevelDesc(texture, 2, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width); @@ -8146,19 +8130,19 @@ static void test_resource_type(void) { hr = IDirect3DDevice8_CreateCubeTexture(device, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &cube_texture); - ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#lx.\n", hr); type = IDirect3DCubeTexture8_GetType(cube_texture); ok(type == D3DRTYPE_CUBETEXTURE, "Expected type D3DRTYPE_CUBETEXTURE, got %u.\n", type);
hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get cube map surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get cube map surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); hr = IDirect3DCubeTexture8_GetLevelDesc(cube_texture, 0, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); IDirect3DSurface8_Release(surface); @@ -8171,22 +8155,22 @@ static void test_resource_type(void) { hr = IDirect3DDevice8_CreateVolumeTexture(device, 2, 4, 8, 4, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &volume_texture); - ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); type = IDirect3DVolumeTexture8_GetType(volume_texture); ok(type == D3DRTYPE_VOLUMETEXTURE, "Expected type D3DRTYPE_VOLUMETEXTURE, got %u.\n", type);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 0, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); /* IDirect3DVolume8 is not an IDirect3DResource8 and has no GetType method. */ hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width); ok(volume_desc.Height == 4, "Expected height 4, got %u.\n", volume_desc.Height); ok(volume_desc.Depth == 8, "Expected depth 8, got %u.\n", volume_desc.Depth); hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 0, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width); @@ -8195,16 +8179,16 @@ static void test_resource_type(void) IDirect3DVolume8_Release(volume);
hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 2, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width); ok(volume_desc.Height == 1, "Expected height 1, got %u.\n", volume_desc.Height); ok(volume_desc.Depth == 2, "Expected depth 2, got %u.\n", volume_desc.Depth); hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 2, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width); @@ -8217,7 +8201,7 @@ static void test_resource_type(void) skip("Mipmapped volume maps not supported.\n");
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8246,39 +8230,39 @@ static void test_mipmap_lock(void)
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture_dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 0, &surface_dst); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 1, &surface_dst2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface2, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, surface_dst, NULL); - ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface2, NULL, 0, surface_dst2, NULL); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
/* Apparently there's no validation on the container. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture_dst); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr);
hr = IDirect3DSurface8_UnlockRect(surface2); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_dst); @@ -8288,7 +8272,7 @@ static void test_mipmap_lock(void) IDirect3DTexture8_Release(texture);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8327,41 +8311,41 @@ static void test_writeonly_resource(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#lx.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(ptr, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, 0); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n"); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n"); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr);
refcount = IDirect3DVertexBuffer8_Release(buffer); - ok(!refcount, "Vertex buffer has %u references left.\n", refcount); + ok(!refcount, "Vertex buffer has %lu references left.\n", refcount); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8381,7 +8365,7 @@ static void test_lost_device(void) d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = window; device_desc.width = registry_mode.dmPelsWidth; @@ -8407,78 +8391,78 @@ static void test_lost_device(void) goto done; }
- ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* The device is not lost on Windows 10. */ - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr);
ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); ret = SetForegroundWindow(window); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr);
hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); /* The device is not lost on Windows 10. */ - todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr);
ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = reset_device(device, &device_desc); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); ret = SetForegroundWindow(window); ok(ret, "Failed to set foreground window.\n"); hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8524,21 +8508,21 @@ static void test_resource_priority(void) { hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 0, 0, D3DFMT_X8R8G8B8, test_data[i].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, pool %s.\n", hr, test_data[i].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, pool %s.\n", hr, test_data[i].name);
priority = IDirect3DTexture8_GetPriority(texture); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_SetPriority(texture, 1); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_GetPriority(texture); if (test_data[i].can_set_priority) { - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_SetPriority(texture, 0); - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); } else - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name);
IDirect3DTexture8_Release(texture);
@@ -8546,28 +8530,28 @@ static void test_resource_priority(void) { hr = IDirect3DDevice8_CreateVertexBuffer(device, 256, 0, 0, test_data[i].pool, &buffer); - ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x, pool %s.\n", hr, test_data[i].name); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#lx, pool %s.\n", hr, test_data[i].name);
priority = IDirect3DVertexBuffer8_GetPriority(buffer); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_SetPriority(buffer, 1); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_GetPriority(buffer); if (test_data[i].can_set_priority) { - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_SetPriority(buffer, 0); - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); } else - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name);
IDirect3DVertexBuffer8_Release(buffer); } }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8643,7 +8627,7 @@ static void test_swapchain_parameters(void) return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); IDirect3DDevice8_Release(device);
present_parameters_windowed.BackBufferWidth = registry_mode.dmPelsWidth; @@ -8670,24 +8654,24 @@ static void test_swapchain_parameters(void)
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); - ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i); + ok(hr == tests[i].hr, "Expected hr %#lx, got %#lx, test %u.\n", tests[i].hr, hr, i); if (SUCCEEDED(hr)) { for (j = 0; j < bb_count; ++j) { hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i); + ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#lx, test %u.\n", j, hr, i); IDirect3DSurface8_Release(backbuffer); } hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, test %u.\n", hr, i);
IDirect3DDevice8_Release(device); }
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters_windowed, &device); - ok(SUCCEEDED(hr), "Failed to create device, hr %#x, test %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create device, hr %#lx, test %u.\n", hr, i);
memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.BackBufferWidth = registry_mode.dmPelsWidth; @@ -8700,12 +8684,12 @@ static void test_swapchain_parameters(void) present_parameters.BackBufferCount = tests[i].backbuffer_count;
hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i); + ok(hr == tests[i].hr, "Expected hr %#lx, got %#lx, test %u.\n", tests[i].hr, hr, i);
if (FAILED(hr)) { hr = IDirect3DDevice8_Reset(device, &present_parameters_windowed); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x, test %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx, test %u.\n", hr, i); } else { @@ -8713,12 +8697,12 @@ static void test_swapchain_parameters(void) { hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); todo_wine_if (j) - ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i); + ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#lx, test %u.\n", j, hr, i); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(backbuffer); } hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, test %u.\n", hr, i); } IDirect3DDevice8_Release(device); } @@ -8754,7 +8738,7 @@ static void test_swapchain_parameters(void)
hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); - ok(hr == expected_hr, "Got unexpected hr %#x, test %u.\n", hr, i); + ok(hr == expected_hr, "Got unexpected hr %#lx, test %u.\n", hr, i); if (SUCCEEDED(hr)) IDirect3DDevice8_Release(device); } @@ -8776,54 +8760,54 @@ static void test_check_device_format(void) { hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_SURFACE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); }
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_D32); ok(hr == D3DERR_NOTAVAILABLE || broken(hr == D3DERR_INVALIDCALL /* Windows 10 */), - "Got unexpected hr %#x.\n", hr); + "Got unexpected hr %#lx.\n", hr);
hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_R5G6B5, D3DFMT_D32); ok(hr == D3DERR_NOTAVAILABLE || broken(hr == D3DERR_INVALIDCALL /* Windows 10 */), - "Got unexpected hr %#x.\n", hr); + "Got unexpected hr %#lx.\n", hr);
IDirect3D8_Release(d3d); } @@ -8877,7 +8861,7 @@ static void test_miptree_layout(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr);
base_dimension = 257; if (caps.TextureCaps & (D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_CUBEMAP_POW2)) @@ -8899,14 +8883,14 @@ static void test_miptree_layout(void) { hr = IDirect3DDevice8_CreateTexture(device, base_dimension, base_dimension, 0, 0, formats[format_idx].format, pools[pool_idx].pool, &texture_2d); - ok(SUCCEEDED(hr), "Failed to create a %s %s texture, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create a %s %s texture, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, hr);
level_count = IDirect3DTexture8_GetLevelCount(texture_2d); for (i = 0, offset = 0; i < level_count; ++i) { hr = IDirect3DTexture8_LockRect(texture_2d, i, &map_desc, NULL, 0); - ok(SUCCEEDED(hr), "%s, %s: Failed to lock level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to lock level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, hr);
if (!i) @@ -8918,7 +8902,7 @@ static void test_miptree_layout(void) offset += (base_dimension >> i) * map_desc.Pitch;
hr = IDirect3DTexture8_UnlockRect(texture_2d, i); - ok(SUCCEEDED(hr), "%s, %s Failed to unlock level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s Failed to unlock level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, hr); }
@@ -8936,7 +8920,7 @@ static void test_miptree_layout(void) { hr = IDirect3DDevice8_CreateCubeTexture(device, base_dimension, 0, 0, formats[format_idx].format, pools[pool_idx].pool, &texture_cube); - ok(SUCCEEDED(hr), "Failed to create a %s %s cube texture, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create a %s %s cube texture, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, hr);
level_count = IDirect3DCubeTexture8_GetLevelCount(texture_cube); @@ -8945,7 +8929,7 @@ static void test_miptree_layout(void) for (j = 0; j < level_count; ++j) { hr = IDirect3DCubeTexture8_LockRect(texture_cube, i, j, &map_desc, NULL, 0); - ok(SUCCEEDED(hr), "%s, %s: Failed to lock face %u, level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to lock face %u, level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, j, hr);
if (!i && !j) @@ -8957,7 +8941,7 @@ static void test_miptree_layout(void) offset += (base_dimension >> j) * map_desc.Pitch;
hr = IDirect3DCubeTexture8_UnlockRect(texture_cube, i, j); - ok(SUCCEEDED(hr), "%s, %s: Failed to unlock face %u, level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to unlock face %u, level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, j, hr); } offset = (offset + 15) & ~15; @@ -8995,30 +8979,30 @@ static void test_render_target_device_mismatch(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr);
device2 = create_device(d3d, window, NULL); ok(!!device2, "Failed to create a D3D device.\n");
hr = IDirect3DDevice8_CreateRenderTarget(device2, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_GetRenderTarget(device2, &surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface);
hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(surface == rt, "Got unexpected render target %p, expected %p.\n", surface, rt); IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(rt); @@ -9061,68 +9045,68 @@ static void test_format_unknown(void) iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_P8, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64, D3DFMT_P8, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); }
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64, D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_UNKNOWN, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface);
refcount = IDirect3DDevice8_Release(device); @@ -9156,16 +9140,16 @@ static void test_destroyed_window(void) }
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_lockable_backbuffer(void) @@ -9193,10 +9177,10 @@ static void test_lockable_backbuffer(void) }
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface);
@@ -9212,19 +9196,19 @@ static void test_lockable_backbuffer(void) present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER;
hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock rect, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.width = 640; @@ -9236,16 +9220,16 @@ static void test_lockable_backbuffer(void) ok(!!device, "Failed to create device.\n");
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock rect, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9277,21 +9261,21 @@ static void test_clip_planes_limits(void) desc.flags = device_flags[i]; if (!(device = create_device(d3d, window, &desc))) { - skip("Failed to create D3D device, flags %#x.\n", desc.flags); + skip("Failed to create D3D device, flags %#lx.\n", desc.flags); continue; }
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "Failed to get caps, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get caps, hr %#lx.\n", hr);
- trace("Max user clip planes: %u.\n", caps.MaxUserClipPlanes); + trace("Max user clip planes: %lu.\n", caps.MaxUserClipPlanes);
for (j = 0; j < caps.MaxUserClipPlanes; ++j) { memset(plane, 0xff, sizeof(plane)); hr = IDirect3DDevice8_GetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#lx.\n", j, hr); ok(!plane[0] && !plane[1] && !plane[2] && !plane[3], "Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n", j, plane[0], plane[1], plane[2], plane[3]); @@ -9304,31 +9288,31 @@ static void test_clip_planes_limits(void) { plane[3] = j; hr = IDirect3DDevice8_SetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to set clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to set clip plane %u, hr %#lx.\n", j, hr); } for (j = 0; j < caps.MaxUserClipPlanes; ++j) { memset(plane, 0xff, sizeof(plane)); hr = IDirect3DDevice8_GetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#lx.\n", j, hr); ok(plane[0] == 2.0f && plane[1] == 8.0f && plane[2] == 5.0f && plane[3] == j, "Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n", j, plane[0], plane[1], plane[2], plane[3]); }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0xffffffff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(state == 0xffffffff, "Got unexpected state %#x.\n", state); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(state == 0xffffffff, "Got unexpected state %#lx.\n", state); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x80000000); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(state == 0x80000000, "Got unexpected state %#x.\n", state); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(state == 0x80000000, "Got unexpected state %#lx.\n", state);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
IDirect3D8_Release(d3d); @@ -9367,7 +9351,7 @@ static void test_swapchain_multisample_reset(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr);
memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.BackBufferWidth = 640; @@ -9378,13 +9362,13 @@ static void test_swapchain_multisample_reset(void) present_parameters.Windowed = TRUE; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9414,7 +9398,7 @@ static void test_device_caps(void) { /* Test IDirect3D8_GetDeviceCaps */ hr = IDirect3D8_GetDeviceCaps(d3d, adapter_idx, D3DDEVTYPE_HAL, &caps); - ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Adapter %u: GetDeviceCaps failed, hr %#x.\n", + ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Adapter %u: GetDeviceCaps failed, hr %#lx.\n", adapter_idx, hr); if (hr == D3DERR_NOTAVAILABLE) { @@ -9433,30 +9417,30 @@ static void test_device_caps(void) break; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Adapter %u: Failed to get caps, hr %#x.\n", adapter_idx, hr); + ok(SUCCEEDED(hr), "Adapter %u: Failed to get caps, hr %#lx.\n", adapter_idx, hr);
ok(caps.AdapterOrdinal == adapter_idx, "Adapter %u: Got unexpected adapter ordinal %u.\n", adapter_idx, caps.AdapterOrdinal); ok(!(caps.Caps & ~D3DCAPS_READ_SCANLINE), - "Adapter %u: Caps field has unexpected flags %#x.\n", adapter_idx, caps.Caps); + "Adapter %u: Caps field has unexpected flags %#lx.\n", adapter_idx, caps.Caps); ok(!(caps.Caps2 & ~(D3DCAPS2_CANCALIBRATEGAMMA | D3DCAPS2_CANRENDERWINDOWED | D3DCAPS2_CANMANAGERESOURCE | D3DCAPS2_DYNAMICTEXTURES | D3DCAPS2_FULLSCREENGAMMA | D3DCAPS2_NO2DDURING3DSCENE | D3DCAPS2_RESERVED)), - "Adapter %u: Caps2 field has unexpected flags %#x.\n", adapter_idx, caps.Caps2); + "Adapter %u: Caps2 field has unexpected flags %#lx.\n", adapter_idx, caps.Caps2); /* Nvidia returns that 0x400 flag, which is probably Vista+ * D3DCAPS3_DXVAHD from d3d9caps.h */ /* AMD doesn't filter all the ddraw / d3d9 caps. Consider that behavior * broken. */ ok(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | D3DCAPS3_RESERVED | 0x400)) || broken(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | 0x80))), - "Adapter %u: Caps3 field has unexpected flags %#x.\n", adapter_idx, caps.Caps3); + "Adapter %u: Caps3 field has unexpected flags %#lx.\n", adapter_idx, caps.Caps3); ok(!(caps.PrimitiveMiscCaps & ~(D3DPMISCCAPS_MASKZ | D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_CULLNONE | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_TSSARGTEMP | D3DPMISCCAPS_BLENDOP | D3DPMISCCAPS_NULLREFERENCE)) || broken(!(caps.PrimitiveMiscCaps & ~0x003fdff6)), - "Adapter %u: PrimitiveMiscCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: PrimitiveMiscCaps field has unexpected flags %#lx.\n", adapter_idx, caps.PrimitiveMiscCaps); /* AMD includes an unknown 0x2 flag. */ ok(!(caps.RasterCaps & ~(D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_ZTEST @@ -9466,21 +9450,21 @@ static void test_device_caps(void) | D3DPRASTERCAPS_WFOG | D3DPRASTERCAPS_ZFOG | D3DPRASTERCAPS_COLORPERSPECTIVE | D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE)) || broken(!(caps.RasterCaps & ~0x0ff7f19b)), - "Adapter %u: RasterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: RasterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.RasterCaps); ok(!(caps.SrcBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA)), - "Adapter %u: SrcBlendCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: SrcBlendCaps field has unexpected flags %#lx.\n", adapter_idx, caps.SrcBlendCaps); ok(!(caps.DestBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA)), - "Adapter %u: DestBlendCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: DestBlendCaps field has unexpected flags %#lx.\n", adapter_idx, caps.DestBlendCaps); ok(!(caps.TextureCaps & ~(D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_SQUAREONLY @@ -9489,7 +9473,7 @@ static void test_device_caps(void) | D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP | D3DPTEXTURECAPS_MIPVOLUMEMAP | D3DPTEXTURECAPS_MIPCUBEMAP | D3DPTEXTURECAPS_CUBEMAP_POW2 | D3DPTEXTURECAPS_VOLUMEMAP_POW2)), - "Adapter %u: TextureCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: TextureCaps field has unexpected flags %#lx.\n", adapter_idx, caps.TextureCaps); ok(!(caps.TextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT @@ -9497,50 +9481,50 @@ static void test_device_caps(void) | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)) || broken(!(caps.TextureFilterCaps & ~0x0703073f)), - "Adapter %u: TextureFilterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: TextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.TextureFilterCaps); ok(!(caps.CubeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)), - "Adapter %u: CubeTextureFilterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: CubeTextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.CubeTextureFilterCaps); ok(!(caps.VolumeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)), - "Adapter %u: VolumeTextureFilterCaps field has unexpected flags %#x.\n", + "Adapter %u: VolumeTextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.VolumeTextureFilterCaps); ok(!(caps.LineCaps & ~(D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST | D3DLINECAPS_BLEND | D3DLINECAPS_ALPHACMP | D3DLINECAPS_FOG)), - "Adapter %u: LineCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: LineCaps field has unexpected flags %#lx.\n", adapter_idx, caps.LineCaps); ok(!(caps.StencilCaps & ~(D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_ZERO | D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_INCR | D3DSTENCILCAPS_DECR)), - "Adapter %u: StencilCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: StencilCaps field has unexpected flags %#lx.\n", adapter_idx, caps.StencilCaps); ok(!(caps.VertexProcessingCaps & ~(D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER | D3DVTXPCAPS_TWEENING | D3DVTXPCAPS_NO_VSDT_UBYTE4)), - "Adapter %u: VertexProcessingCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: VertexProcessingCaps field has unexpected flags %#lx.\n", adapter_idx, caps.VertexProcessingCaps); /* Both Nvidia and AMD give 10 here. */ ok(caps.MaxActiveLights <= 10, - "Adapter %u: MaxActiveLights field has unexpected value %u.\n", adapter_idx, + "Adapter %u: MaxActiveLights field has unexpected value %lu.\n", adapter_idx, caps.MaxActiveLights); /* AMD gives 6, Nvidia returns 8. */ ok(caps.MaxUserClipPlanes <= 8, - "Adapter %u: MaxUserClipPlanes field has unexpected value %u.\n", adapter_idx, + "Adapter %u: MaxUserClipPlanes field has unexpected value %lu.\n", adapter_idx, caps.MaxUserClipPlanes); ok(caps.MaxVertexW == 0.0f || caps.MaxVertexW >= 1e10f, "Adapter %u: MaxVertexW field has unexpected value %.8e.\n", adapter_idx, caps.MaxVertexW);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u: Device has %u references left.\n", adapter_idx, refcount); + ok(!refcount, "Adapter %u: Device has %lu references left.\n", adapter_idx, refcount); } IDirect3D8_Release(d3d); DestroyWindow(window); @@ -9569,19 +9553,19 @@ static void test_get_info(void)
/* As called by Chessmaster 9000 (bug 42118). */ hr = IDirect3DDevice8_GetInfo(device, 4, info, 16); - ok(hr == S_FALSE, "Unexpected hr %#x.\n", hr); + ok(hr == S_FALSE, "Unexpected hr %#lx.\n", hr);
for (i = 0; i < 256; ++i) { hr = IDirect3DDevice8_GetInfo(device, i, info, sizeof(info)); if (i <= 4) - ok(hr == (i < 4 ? E_FAIL : S_FALSE), "info_id %u, unexpected hr %#x.\n", i, hr); + ok(hr == (i < 4 ? E_FAIL : S_FALSE), "info_id %u, unexpected hr %#lx.\n", i, hr); else - ok(hr == E_FAIL || hr == S_FALSE, "info_id %u, unexpected hr %#x.\n", i, hr); + ok(hr == E_FAIL || hr == S_FALSE, "info_id %u, unexpected hr %#lx.\n", i, hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9686,7 +9670,7 @@ static void test_resource_access(void) d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier);
device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; @@ -9703,15 +9687,15 @@ static void test_resource_access(void) }
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(backbuffer, &surface_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour_format = surface_desc.Format;
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(depth_stencil, &surface_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); depth_format = surface_desc.Format;
depth_2d = SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, @@ -9722,7 +9706,7 @@ static void test_resource_access(void) D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, depth_format));
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(surface_types); ++i) { @@ -9757,12 +9741,12 @@ static void test_resource_access(void) todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage) ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_2d) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue;
hr = IDirect3DTexture8_GetSurfaceLevel(texture_2d, 0, &surface); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DTexture8_Release(texture_2d); break;
@@ -9772,13 +9756,13 @@ static void test_resource_access(void) todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage) ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_cube) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue;
hr = IDirect3DCubeTexture8_GetCubeMapSurface(texture_cube, D3DCUBEMAP_FACE_POSITIVE_X, 0, &surface); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DCubeTexture8_Release(texture_cube); break;
@@ -9786,7 +9770,7 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 16, 16, format, D3DMULTISAMPLE_NONE, tests[j].usage & D3DUSAGE_DYNAMIC, &surface); ok(hr == (tests[j].format == FORMAT_COLOUR ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9798,7 +9782,7 @@ static void test_resource_access(void) ok(hr == (tests[j].format == FORMAT_DEPTH ? D3D_OK : tests[j].format == FORMAT_COLOUR ? D3DERR_INVALIDCALL : E_INVALIDARG) || (tests[j].format == FORMAT_ATI2 && hr == D3D_OK), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9806,7 +9790,7 @@ static void test_resource_access(void) case SURFACE_IMAGE: hr = IDirect3DDevice8_CreateImageSurface(device, 16, 16, format, &surface); ok(hr == ((tests[j].format != FORMAT_DEPTH || depth_plain) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9817,31 +9801,31 @@ static void test_resource_access(void) }
hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (surface_types[i].type == SURFACE_RT) { - ok(surface_desc.Usage == D3DUSAGE_RENDERTARGET, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == D3DUSAGE_RENDERTARGET, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else if (surface_types[i].type == SURFACE_DS) { - ok(surface_desc.Usage == D3DUSAGE_DEPTHSTENCIL, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == D3DUSAGE_DEPTHSTENCIL, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else if (surface_types[i].type == SURFACE_IMAGE) { - ok(!surface_desc.Usage, "Test %s %u: Got unexpected usage %#x.\n", + ok(!surface_desc.Usage, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_SYSTEMMEM, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else { - ok(surface_desc.Usage == tests[j].usage, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == tests[j].usage, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == tests[j].pool, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); @@ -9855,31 +9839,31 @@ static void test_resource_access(void) expected_hr = D3D_OK; else expected_hr = D3DERR_INVALIDCALL; - ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DSurface8_UnlockRect(surface); todo_wine_if(expected_hr != D3D_OK && surface_types[i].type == SURFACE_2D) - ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr);
if (SUCCEEDED(IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&texture))) { hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DBaseTexture8_Release(texture); }
hr = IDirect3DDevice8_SetRenderTarget(device, surface, depth_stencil); ok(hr == (surface_desc.Usage & D3DUSAGE_RENDERTARGET ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, surface); ok(hr == (surface_desc.Usage & D3DUSAGE_DEPTHSTENCIL ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr);
IDirect3DSurface8_Release(surface); } @@ -9907,16 +9891,16 @@ static void test_resource_access(void) || (tests[i].pool == D3DPOOL_SCRATCH && !tests[i].usage) ? D3D_OK : D3DERR_INVALIDCALL)) || (tests[i].format == FORMAT_ATI2 && (hr == D3D_OK || warp)), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue;
hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(volume_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, volume_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(volume_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, volume_desc.Usage); ok(volume_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, volume_desc.Pool);
hr = IDirect3DVolume8_LockBox(volume, &lb, NULL, 0); @@ -9925,15 +9909,15 @@ static void test_resource_access(void) else expected_hr = D3DERR_INVALIDCALL; ok(hr == expected_hr || (volume_desc.Pool == D3DPOOL_DEFAULT && hr == D3D_OK), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DVolume8_UnlockBox(volume); ok(hr == expected_hr || (volume_desc.Pool == D3DPOOL_DEFAULT && hr == D3D_OK), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
IDirect3DVolume8_Release(volume); IDirect3DVolumeTexture8_Release(texture); @@ -9948,24 +9932,24 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateIndexBuffer(device, 16, tests[i].usage, tests[i].format == FORMAT_COLOUR ? D3DFMT_INDEX32 : D3DFMT_INDEX16, tests[i].pool, &ib); ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC) - ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr); + ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue;
hr = IDirect3DIndexBuffer8_GetDesc(ib, &ib_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(ib_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, ib_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(ib_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, ib_desc.Usage); ok(ib_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, ib_desc.Pool);
hr = IDirect3DIndexBuffer8_Lock(ib, 0, 0, &data, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetIndices(device, NULL, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
IDirect3DIndexBuffer8_Release(ib); } @@ -9979,24 +9963,24 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, 16, tests[i].usage, tests[i].format == FORMAT_COLOUR ? 0 : D3DFVF_XYZRHW, tests[i].pool, &vb); ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC) - ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr); + ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue;
hr = IDirect3DVertexBuffer8_GetDesc(vb, &vb_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(vb_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, vb_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(vb_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, vb_desc.Usage); ok(vb_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, vb_desc.Pool);
hr = IDirect3DVertexBuffer8_Lock(vb, 0, 0, &data, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 16); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
IDirect3DVertexBuffer8_Release(vb); } @@ -10004,7 +9988,7 @@ static void test_resource_access(void) IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10070,52 +10054,52 @@ static void test_multiply_transform(void) for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat1, sizeof(mat1)), "Test %u: Got unexpected transform matrix.\n", i);
hr = IDirect3DDevice8_MultiplyTransform(device, tests[i], &mat2); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat2, sizeof(mat2)), "Test %u: Got unexpected transform matrix.\n", i);
/* MultiplyTransform() goes directly into the primary stateblock. */
hr = IDirect3DDevice8_SetTransform(device, tests[i], &mat1); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_MultiplyTransform(device, tests[i], &mat2); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat2, sizeof(mat2)), "Test %u: Got unexpected transform matrix.\n", i);
hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_SetTransform(device, tests[i], &mat1); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat1, sizeof(mat1)), "Test %u: Got unexpected transform matrix.\n", i);
IDirect3DDevice8_DeleteStateBlock(device, stateblock); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10161,147 +10145,147 @@ static void test_draw_primitive(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_DEFAULT, &vertex_buffer); - ok(SUCCEEDED(hr), "CreateVertexBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexBuffer failed, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vertex_buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Lock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Lock failed, hr %#lx.\n", hr); memcpy(ptr, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(vertex_buffer); - ok(SUCCEEDED(hr), "Unlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Unlock failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &index_buffer); - ok(SUCCEEDED(hr), "CreateIndexBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateIndexBuffer failed, hr %#lx.\n", hr); hr = IDirect3DIndexBuffer8_Lock(index_buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Lock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Lock failed, hr %#lx.\n", hr); memcpy(ptr, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(index_buffer); - ok(SUCCEEDED(hr), "Unlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Unlock failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState D3DRS_LIGHTING failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState D3DRS_LIGHTING failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2); - ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(current_vb == vertex_buffer, "Unexpected vb %p.\n", current_vb); ok(stride == sizeof(*quad), "Unexpected stride %u.\n", stride); IDirect3DVertexBuffer8_Release(current_vb);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, quad, 0); - ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, quad, sizeof(*quad)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(!current_vb, "Unexpected vb %p.\n", current_vb); ok(!stride, "Unexpected stride %u.\n", stride);
/* NULL index buffer, NULL stream source. */ hr = IDirect3DDevice8_SetIndices(device, NULL, 0); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
/* Valid index buffer, NULL stream source. */ hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 4, 0, 2); - ok(SUCCEEDED(hr), "DrawIndexedPrimitive failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitive failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(current_ib == index_buffer, "Unexpected index buffer %p.\n", current_ib); ok(base_vertex_index == 1, "Unexpected base vertex index %u.\n", base_vertex_index); IDirect3DIndexBuffer8_Release(current_ib);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 0, indices, D3DFMT_INDEX16, quad, 0); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, 0); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(!current_ib, "Unexpected index buffer %p.\n", current_ib); ok(!base_vertex_index, "Unexpected base vertex index %u.\n", base_vertex_index);
/* Resetting of stream source and index buffer is not recorded in stateblocks. */
hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(!current_vb, "Unexpected vb %p.\n", current_vb); ok(!stride, "Unexpected stride %u.\n", stride); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(!current_ib, "Unexpected index buffer %p.\n", current_ib); ok(!base_vertex_index, "Unexpected base vertex index %u.\n", base_vertex_index);
hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Capture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Capture failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Apply failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Apply failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(current_vb == vertex_buffer, "Unexpected vb %p.\n", current_vb); ok(stride == sizeof(*quad), "Unexpected stride %u.\n", stride); IDirect3DVertexBuffer8_Release(current_vb); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(current_ib == index_buffer, "Unexpected index buffer %p.\n", current_ib); ok(base_vertex_index == 1, "Unexpected base vertex index %u.\n", base_vertex_index); IDirect3DIndexBuffer8_Release(current_ib);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr);
IDirect3DDevice8_DeleteStateBlock(device, stateblock); IDirect3DVertexBuffer8_Release(vertex_buffer); IDirect3DIndexBuffer8_Release(index_buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10336,14 +10320,14 @@ static void test_get_display_mode(void) }
hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); hr = IDirect3D8_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
desc.adapter_ordinal = D3DADAPTER_DEFAULT; desc.device_window = window; @@ -10359,18 +10343,18 @@ static void test_get_display_mode(void) }
hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Width == 640, "Unexpected width %u.\n", mode.Width); ok(mode.Height == 480, "Unexpected width %u.\n", mode.Height); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); hr = IDirect3D8_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Width == 640, "Unexpected width %u.\n", mode.Width); ok(mode.Height == 480, "Unexpected width %u.\n", mode.Height); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); DestroyWindow(window);
/* D3D8 uses adapter indices to determine which adapter to use to get the display mode */ @@ -10390,7 +10374,7 @@ static void test_get_display_mode(void) ok(!!monitor, "Adapter %u: GetAdapterMonitor failed.\n", adapter_idx - 1); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx - 1, + ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx - 1, GetLastError()); previous_monitor_rect = monitor_info.rcMonitor;
@@ -10430,7 +10414,7 @@ static void test_get_display_mode(void) ok(!!monitor, "Adapter %u test %u: GetAdapterMonitor failed.\n", adapter_idx, test_idx); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u test %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u test %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx, test_idx, GetLastError()); width = monitor_info.rcMonitor.right - monitor_info.rcMonitor.left; height = monitor_info.rcMonitor.bottom - monitor_info.rcMonitor.top; @@ -10441,12 +10425,12 @@ static void test_get_display_mode(void) * position doesn't affect which adapter to use to get the display mode */ ret = SetWindowPos(window, 0, previous_monitor_rect.left, previous_monitor_rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u test %u: SetWindowPos failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u test %u: SetWindowPos failed, error %#lx.\n", adapter_idx, test_idx, GetLastError()); }
hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr); ok(mode.Width == width, "Adapter %u test %u: Expect width %u, got %u.\n", adapter_idx, test_idx, width, mode.Width); @@ -10454,7 +10438,7 @@ static void test_get_display_mode(void) adapter_idx, test_idx, height, mode.Height);
hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetDisplayMode failed, hr %#x.\n", adapter_idx, + ok(hr == D3D_OK, "Adapter %u test %u: GetDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr); ok(mode.Width == width, "Adapter %u test %u: Expect width %u, got %u.\n", adapter_idx, test_idx, width, mode.Width); @@ -10462,7 +10446,7 @@ static void test_get_display_mode(void) adapter_idx, test_idx, height, mode.Height);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u test %u: Device has %u references left.\n", adapter_idx, + ok(!refcount, "Adapter %u test %u: Device has %lu references left.\n", adapter_idx, test_idx, refcount); DestroyWindow(window); } @@ -10502,13 +10486,13 @@ static void test_multi_adapter(void)
monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoA(monitor, (MONITORINFO *)&monitor_info); - ok(ret, "Adapter %u: Failed to get monitor info, error %#x.\n", i, GetLastError()); + ok(ret, "Adapter %u: Failed to get monitor info, error %#lx.\n", i, GetLastError());
if (!i) ok(monitor_info.dwFlags == MONITORINFOF_PRIMARY, - "Adapter %u: Got unexpected monitor flags %#x.\n", i, monitor_info.dwFlags); + "Adapter %u: Got unexpected monitor flags %#lx.\n", i, monitor_info.dwFlags); else - ok(!monitor_info.dwFlags, "Adapter %u: Got unexpected monitor flags %#x.\n", i, + ok(!monitor_info.dwFlags, "Adapter %u: Got unexpected monitor flags %#lx.\n", i, monitor_info.dwFlags);
/* Test D3D adapters after they got detached */ @@ -10520,7 +10504,7 @@ static void test_multi_adapter(void) old_mode.dmSize = sizeof(old_mode); ret = EnumDisplaySettingsA(monitor_info.szDevice, ENUM_CURRENT_SETTINGS, &old_mode); /* Win10 TestBots may return FALSE but it's actually successful */ - ok(ret || broken(!ret), "Adapter %u: EnumDisplaySettingsA failed for %s, error %#x.\n", i, + ok(ret || broken(!ret), "Adapter %u: EnumDisplaySettingsA failed for %s, error %#lx.\n", i, monitor_info.szDevice, GetLastError());
/* Detach */ @@ -10531,11 +10515,11 @@ static void test_multi_adapter(void) ret = ChangeDisplaySettingsExA(monitor_info.szDevice, &mode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); ret = ChangeDisplaySettingsExA(monitor_info.szDevice, NULL, NULL, 0, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret);
/* Check if it is really detached */ @@ -10543,7 +10527,7 @@ static void test_multi_adapter(void) mode.dmSize = sizeof(mode); ret = EnumDisplaySettingsA(monitor_info.szDevice, ENUM_CURRENT_SETTINGS, &mode); /* Win10 TestBots may return FALSE but it's actually successful */ - ok(ret || broken(!ret) , "Adapter %u: EnumDisplaySettingsA failed for %s, error %#x.\n", i, + ok(ret || broken(!ret) , "Adapter %u: EnumDisplaySettingsA failed for %s, error %#lx.\n", i, monitor_info.szDevice, GetLastError()); if (mode.dmPelsWidth && mode.dmPelsHeight) { @@ -10565,11 +10549,11 @@ static void test_multi_adapter(void) ret = ChangeDisplaySettingsExA(monitor_info.szDevice, &old_mode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); ret = ChangeDisplaySettingsExA(monitor_info.szDevice, NULL, NULL, 0, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); }
@@ -10608,7 +10592,7 @@ static void test_creation_parameters(void)
memset(¶ms, 0, sizeof(params)); hr = IDirect3DDevice8_GetCreationParameters(device, ¶ms); - ok(hr == D3D_OK, "Adapter %u: GetCreationParameters failed, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: GetCreationParameters failed, hr %#lx.\n", adapter_idx, hr); ok(params.AdapterOrdinal == adapter_idx, "Adapter %u: Got unexpected adapter ordinal %u.\n", adapter_idx, params.AdapterOrdinal); ok(params.DeviceType == D3DDEVTYPE_HAL, "Adapter %u: Expect device type %#x, got %#x.\n", @@ -10647,7 +10631,7 @@ static void test_cursor_clipping(void) for (adapter_idx = 0; adapter_idx < adapter_count; ++adapter_idx) { hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, ¤t_mode); - ok(hr == D3D_OK, "Adapter %u: GetAdapterDisplayMode failed, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, hr); for (mode_idx = 0; SUCCEEDED(IDirect3D8_EnumAdapterModes(d3d, adapter_idx, mode_idx, &mode)); ++mode_idx) { @@ -10663,11 +10647,11 @@ static void test_cursor_clipping(void) current_mode.Width, current_mode.Height);
ret = ClipCursor(NULL); - ok(ret, "Adapter %u: ClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: ClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10683,7 +10667,7 @@ static void test_cursor_clipping(void) flush_events(); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10692,7 +10676,7 @@ static void test_cursor_clipping(void) flush_events(); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10725,7 +10709,7 @@ static void test_window_position(void) ok(!!monitor, "Adapter %u: GetAdapterMonitor failed.\n", adapter_idx); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx, GetLastError());
window = create_window(); device_desc.adapter_ordinal = adapter_idx; @@ -10741,37 +10725,37 @@ static void test_window_position(void) } flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect));
/* Device resets should restore the window rectangle to fit the whole monitor */ ret = SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u: SetWindowPos failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetWindowPos failed, error %#lx.\n", adapter_idx, GetLastError()); hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Adapter %u: Failed to reset device, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: Failed to reset device, hr %#lx.\n", adapter_idx, hr); flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect));
/* Window activation should restore the window rectangle to fit the whole monitor */ ret = SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u: SetWindowPos failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetWindowPos failed, error %#lx.\n", adapter_idx, GetLastError()); ret = SetForegroundWindow(GetDesktopWindow()); - ok(ret, "Adapter %u: SetForegroundWindow failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetForegroundWindow failed, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = ShowWindow(window, SW_RESTORE); - ok(ret, "Adapter %u: Failed to restore window, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: Failed to restore window, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = SetForegroundWindow(window); - ok(ret, "Adapter %u: SetForegroundWindow failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetForegroundWindow failed, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect)); diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c index 83f153a2897..4a27738d5d4 100644 --- a/dlls/d3d8/tests/stateblock.c +++ b/dlls/d3d8/tests/stateblock.c @@ -183,22 +183,22 @@ static int switch_render_target(IDirect3DDevice8* device, struct event_data *eve
/* Create new swapchain */ hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &present_parameters, &swapchain); - ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#lx.\n", hr); if (FAILED(hr)) goto error;
/* Get its backbuffer */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "GetBackBuffer returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetBackBuffer returned %#lx.\n", hr); if (FAILED(hr)) goto error;
/* Save the current render target */ hr = IDirect3DDevice8_GetRenderTarget(device, &event_data->original_render_target); - ok(SUCCEEDED(hr), "GetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) goto error;
/* Set the new swapchain's backbuffer as a render target */ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) goto error;
IDirect3DSurface8_Release(backbuffer); @@ -217,7 +217,7 @@ static int revert_render_target(IDirect3DDevice8 *device, struct event_data *eve
/* Reset the old render target */ hr = IDirect3DDevice8_SetRenderTarget(device, event_data->original_render_target, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) { IDirect3DSurface8_Release(event_data->original_render_target); @@ -234,7 +234,7 @@ static int create_stateblock_all(IDirect3DDevice8 *device, struct event_data *ev HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -244,7 +244,7 @@ static int create_stateblock_vertex(IDirect3DDevice8 *device, struct event_data HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_VERTEXSTATE, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -254,7 +254,7 @@ static int create_stateblock_pixel(IDirect3DDevice8 *device, struct event_data * HRESULT hr;
hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_PIXELSTATE, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -264,7 +264,7 @@ static int begin_stateblock(IDirect3DDevice8 *device, struct event_data *event_d HRESULT hr;
hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "BeginStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -274,7 +274,7 @@ static int end_stateblock(IDirect3DDevice8 *device, struct event_data *event_dat HRESULT hr;
hr = IDirect3DDevice8_EndStateBlock(device, &event_data->stateblock); - ok(SUCCEEDED(hr), "EndStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "EndStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -290,7 +290,7 @@ static int apply_stateblock(IDirect3DDevice8 *device, struct event_data *event_d HRESULT hr;
hr = IDirect3DDevice8_ApplyStateBlock(device, event_data->stateblock); - ok(SUCCEEDED(hr), "Apply returned %#x.\n", hr); + ok(SUCCEEDED(hr), "Apply returned %#lx.\n", hr);
IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock); if (FAILED(hr)) return EVENT_ERROR; @@ -302,7 +302,7 @@ static int capture_stateblock(IDirect3DDevice8 *device, struct event_data *event HRESULT hr;
hr = IDirect3DDevice8_CaptureStateBlock(device, event_data->stateblock); - ok(SUCCEEDED(hr), "Capture returned %#x.\n", hr); + ok(SUCCEEDED(hr), "Capture returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR;
return EVENT_OK; @@ -497,12 +497,12 @@ static void shader_constant_apply_data(IDirect3DDevice8 *device, const struct st if (!scarg->pshader) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, index, scdata->float_constant, 1); - ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetPixelShaderConstant(device, index, scdata->float_constant, 1); - ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#lx.\n", hr); } }
@@ -519,12 +519,12 @@ static void shader_constant_check_data(IDirect3DDevice8 *device, const struct st if (!scarg->pshader) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, scarg->idx, value.float_constant, 1); - ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#lx.\n", hr); } else { hr = IDirect3DDevice8_GetPixelShaderConstant(device, scarg->idx, value.float_constant, 1); - ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#lx.\n", hr); }
ok(!memcmp(value.float_constant, scdata->float_constant, sizeof(scdata->float_constant)), @@ -675,10 +675,10 @@ static void light_apply_data(IDirect3DDevice8 *device, const struct state_test * HRESULT hr;
hr = IDirect3DDevice8_SetLight(device, index, &ldata->light); - ok(SUCCEEDED(hr), "SetLight returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetLight returned %#lx.\n", hr);
hr = IDirect3DDevice8_LightEnable(device, index, ldata->enabled); - ok(SUCCEEDED(hr), "SetLightEnable returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetLightEnable returned %#lx.\n", hr); }
static void light_check_data(IDirect3DDevice8 *device, const struct state_test *test, @@ -694,10 +694,10 @@ static void light_check_data(IDirect3DDevice8 *device, const struct state_test * value.get_light_result = IDirect3DDevice8_GetLight(device, larg->idx, &value.light);
ok(value.get_enabled_result == ldata->get_enabled_result, - "Chain stage %u: expected get_enabled_result %#x, got %#x.\n", + "Chain stage %u: expected get_enabled_result %#lx, got %#lx.\n", chain_stage, ldata->get_enabled_result, value.get_enabled_result); ok(value.get_light_result == ldata->get_light_result, - "Chain stage %u: expected get_light_result %#x, got %#x.\n", + "Chain stage %u: expected get_light_result %#lx, got %#lx.\n", chain_stage, ldata->get_light_result, value.get_light_result);
ok(value.enabled == ldata->enabled, @@ -921,22 +921,22 @@ static void transform_apply_data(IDirect3DDevice8 *device, const struct state_te HRESULT hr;
hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &tdata->view); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &tdata->projection); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0, &tdata->texture0); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &tdata->texture7); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &tdata->world0); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(255), &tdata->world255); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); }
static void compare_matrix(const char *name, unsigned int chain_stage, @@ -976,32 +976,32 @@ static void transform_check_data(IDirect3DDevice8 *device, const struct state_te
value = transform_poison_data.view; hr = IDirect3DDevice8_GetTransform(device, D3DTS_VIEW, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("View", chain_stage, &value, &tdata->view);
value = transform_poison_data.projection; hr = IDirect3DDevice8_GetTransform(device, D3DTS_PROJECTION, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Projection", chain_stage, &value, &tdata->projection);
value = transform_poison_data.texture0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Texture0", chain_stage, &value, &tdata->texture0);
value = transform_poison_data.texture7; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Texture7", chain_stage, &value, &tdata->texture7);
value = transform_poison_data.world0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLD, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("World0", chain_stage, &value, &tdata->world0);
value = transform_poison_data.world255; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLDMATRIX(255), &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("World255", chain_stage, &value, &tdata->world255); }
@@ -1135,7 +1135,7 @@ static void render_state_apply_data(IDirect3DDevice8 *device, const struct state for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { hr = IDirect3DDevice8_SetRenderState(device, render_state_indices[i], rsdata->states[i]); - ok(SUCCEEDED(hr), "SetRenderState returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState returned %#lx.\n", hr); } }
@@ -1151,8 +1151,8 @@ static void render_state_check_data(IDirect3DDevice8 *device, const struct state { DWORD value = ctx->poison_data_buffer.states[i]; hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value); - ok(SUCCEEDED(hr), "GetRenderState returned %#x.\n", hr); - ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#x, got %#x.\n", + ok(SUCCEEDED(hr), "GetRenderState returned %#lx.\n", hr); + ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#lx, got %#lx.\n", chain_stage, render_state_indices[i], rsdata->states[i], value); } } @@ -1500,25 +1500,25 @@ static void resource_apply_data(IDirect3DDevice8 *device, const struct state_tes HRESULT hr;
hr = IDirect3DDevice8_SetVertexShader(device, d->vs); - ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr); + ok(SUCCEEDED(hr), "SetVertexShader (%lu) returned %#lx.\n", d->vs, hr);
hr = IDirect3DDevice8_SetPixelShader(device, d->ps); - ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr); + ok(SUCCEEDED(hr), "SetPixelShader (%lu) returned %#lx.\n", d->ps, hr);
hr = IDirect3DDevice8_SetIndices(device, d->ib, 0); - ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr); + ok(SUCCEEDED(hr), "SetIndices (%p) returned %#lx.\n", d->ib, hr);
for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64); - ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n", + ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#lx.\n", i, d->vb[i], hr); }
for (i = 0; i < arg->tex_count; ++i) { hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]); - ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr); + ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#lx.\n", i, d->tex[i], hr); } }
@@ -1529,26 +1529,26 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes const struct resource_test_data *poison = &ctx->poison_data; const struct resource_test_arg *arg = test->test_arg; const struct resource_test_data *d = expected_data; - unsigned int i; + unsigned int i, base_index; HRESULT hr; void *ptr; DWORD v;
v = poison->vs; hr = IDirect3DDevice8_GetVertexShader(device, &v); - ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr); - ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n", + ok(SUCCEEDED(hr), "GetVertexShader returned %#lx.\n", hr); + ok(v == d->vs, "Chain stage %u, expected vertex shader %#lx, received %#lx.\n", chain_stage, d->vs, v);
v = poison->ps; hr = IDirect3DDevice8_GetPixelShader(device, &v); - ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr); - ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n", + ok(SUCCEEDED(hr), "GetPixelShader returned %#lx.\n", hr); + ok(v == d->ps, "Chain stage %u, expected pixel shader %#lx, received %#lx.\n", chain_stage, d->ps, v);
ptr = poison->ib; - hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v); - ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr); + hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &base_index); + ok(SUCCEEDED(hr), "GetIndices returned %#lx.\n", hr); ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n", chain_stage, d->ib, ptr); if (SUCCEEDED(hr) && ptr) @@ -1559,8 +1559,8 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes for (i = 0; i < arg->stream_count; ++i) { ptr = poison->vb[i]; - hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v); - ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr); + hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &base_index); + ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#lx.\n", i, hr); ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n", chain_stage, i, d->vb[i], ptr); if (SUCCEEDED(hr) && ptr) @@ -1573,7 +1573,7 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes { ptr = poison->tex[i]; hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr); - ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr); + ok(SUCCEEDED(hr), "SetTexture (%u) returned %#lx.\n", i, hr); ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n", chain_stage, i, d->tex[i], ptr); if (SUCCEEDED(hr) && ptr) @@ -1638,24 +1638,24 @@ static void resource_test_data_init(IDirect3DDevice8 *device, if (arg->vs_version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0); - ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#lx.\n", hr); }
if (arg->ps_version) { hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps); - ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#lx.\n", hr); }
hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib); - ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#lx.\n", hr);
data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &data->vb[i]); - ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#lx.\n", i, hr); }
data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); @@ -1663,7 +1663,7 @@ static void resource_test_data_init(IDirect3DDevice8 *device, { hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]); - ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#lx.\n", i, hr); } }
@@ -1727,13 +1727,13 @@ static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *t if (ctx->test_data_all.vs) { hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs); - ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr); + ok(SUCCEEDED(hr), "DeleteVertexShader (%lu) returned %#lx.\n", ctx->test_data_all.vs, hr); }
if (ctx->test_data_all.ps) { hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps); - ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr); + ok(SUCCEEDED(hr), "DeletePixelShader (%lu) returned %#lx.\n", ctx->test_data_all.ps, hr); }
IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib); @@ -1819,7 +1819,7 @@ static void test_state_management(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
texture_stages = caps.MaxTextureBlendStages;
@@ -1858,7 +1858,7 @@ static void test_state_management(void) execute_test_chain_all(device, tests, tcount);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index afcda103844..a2c762f9556 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -110,17 +110,17 @@ static void get_rt_readback(IDirect3DSurface8 *surface, struct surface_readback
memset(rb, 0, sizeof(*rb)); hr = IDirect3DSurface8_GetDevice(surface, &device); - ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &rb->surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, rb->surface, NULL); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); IDirect3DTexture8_Release(tex); IDirect3DDevice8_Release(device); } @@ -135,7 +135,7 @@ static void release_surface_readback(struct surface_readback *rb) HRESULT hr;
hr = IDirect3DSurface8_UnlockRect(rb->surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(rb->surface); }
@@ -147,7 +147,7 @@ static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) HRESULT hr;
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
get_rt_readback(rt, &rb); /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't @@ -169,10 +169,10 @@ static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) D3DLOCKED_RECT lockedRect;
hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock surface, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
switch(desc.Format) { @@ -187,7 +187,7 @@ static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) }
hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
return color; } @@ -204,8 +204,7 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) {r.top - 1, r.top + 1}, {r.bottom + 1, r.bottom - 1} }; - unsigned int i, j, x_side, y_side; - DWORD color; + unsigned int i, j, x_side, y_side, color; LONG x, y;
for (i = 0; i < 2; ++i) @@ -216,14 +215,14 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) { for (y_side = 0; y_side < 2; ++y_side) { - DWORD expected = (x_side == 1 && y_side == 1) ? 0xffffffff : 0xff000000; + unsigned int expected = (x_side == 1 && y_side == 1) ? 0xffffffff : 0xff000000;
x = x_coords[i][x_side]; y = y_coords[j][y_side]; if (x < 0 || x >= 640 || y < 0 || y >= 480) continue; color = get_readback_color(rb, x, y); - ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x.\n", + ok(color == expected, "%s: Pixel (%ld, %ld) has color %08x, expected %08x.\n", message, x, y, color, expected); } } @@ -234,14 +233,14 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) #define check_rt_color(a, b) check_rt_color_(__LINE__, a, b) static void check_rt_color_(unsigned int line, IDirect3DSurface8 *rt, D3DCOLOR expected_color) { - D3DCOLOR color = 0xdeadbeef; + unsigned int color = 0xdeadbeef; struct surface_readback rb; D3DSURFACE_DESC desc; unsigned int x, y; HRESULT hr;
hr = IDirect3DSurface8_GetDesc(rt, &desc); - ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#x.\n", hr); + ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#lx.\n", hr);
get_rt_readback(rt, &rb); for (y = 0; y < desc.Height; ++y) @@ -283,8 +282,8 @@ static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND static void test_sanity(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -299,23 +298,23 @@ static void test_sanity(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 639, 479); ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -326,12 +325,11 @@ static void lighting_test(void) DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i;
static const struct { @@ -455,61 +453,61 @@ static void lighting_test(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
/* No lights are defined... That means, lit vertices should be entirely black. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, nfvf); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); @@ -523,25 +521,25 @@ static void lighting_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); - ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color == tests[i].expected || broken(color == tests[i].broken), @@ -549,7 +547,7 @@ static void lighting_test(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -629,8 +627,7 @@ static void test_specular_lighting(void) }; static const struct expected_color { - unsigned int x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_directional[] = { @@ -814,14 +811,13 @@ static void test_specular_lighting(void) {&spot, TRUE, 0.0f, expected_spot_0, ARRAY_SIZE(expected_spot_0)}, {&point_range, FALSE, 0.0f, expected_point_range_0, ARRAY_SIZE(expected_point_range_0)}, }; + unsigned int color, i, j, x, y; IDirect3DDevice8 *device; D3DMATERIAL8 material; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i, j, x, y; struct { struct vec3 position; @@ -866,33 +862,33 @@ static void test_specular_lighting(void) }
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); - ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light); - ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); - ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#lx.\n", hr);
memset(&material, 0, sizeof(material)); material.Specular.r = 1.0f; @@ -901,21 +897,21 @@ static void test_specular_lighting(void) material.Specular.a = 1.0f; material.Power = tests[i].specular_power; hr = IDirect3DDevice8_SetMaterial(device, &material); - ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set material, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, vertices_side * vertices_side, indices_count / 3, indices, D3DFMT_INDEX16, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (j = 0; j < tests[i].expected_count; ++j) { @@ -928,7 +924,7 @@ static void test_specular_lighting(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -941,8 +937,8 @@ static void clear_test(void) /* Tests the correctness of clearing parameters */ D3DRECT rect_negneg, rect[2]; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -957,7 +953,7 @@ static void clear_test(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Positive x, negative y */ rect[0].x1 = 0; @@ -974,7 +970,7 @@ static void clear_test(void) * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* negative x, negative y */ rect_negneg.x1 = 640; @@ -982,7 +978,7 @@ static void clear_test(void) rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); @@ -996,14 +992,14 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
rect[0].x1 = 0; rect[0].y1 = 0; rect[0].x2 = 640; rect[0].y2 = 480; hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), @@ -1012,9 +1008,9 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), @@ -1023,7 +1019,7 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1033,8 +1029,8 @@ static void fog_test(void) { float start = 0.0f, end = 1.0f; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -1141,76 +1137,76 @@ static void fog_test(void)
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); - ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr);
/* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); - ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); - ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); /* Untransformed, vertex fog = NONE, table fog = NONE: * Read the fog weighting from the specular color. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
/* This makes it use the Z value. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
/* Transformed vertices. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: * Use specular color alpha component. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* Transformed, table fog != none, vertex anything: * Use Z value as input to the fog equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1), @@ -1231,28 +1227,28 @@ static void fog_test(void) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); @@ -1264,25 +1260,25 @@ static void fog_test(void)
/* Test fog behavior with an orthogonal (but not identity) projection matrix */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); - ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); - ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); @@ -1298,7 +1294,7 @@ static void fog_test(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1316,9 +1312,8 @@ static void fog_with_shader_test(void) DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; DWORD pixel_shader[2] = {0, 0}; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -1520,7 +1515,7 @@ static void fog_with_shader_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); @@ -1537,50 +1532,50 @@ static void fog_with_shader_test(void) * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); - ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
/* Set shader constant value */ hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); - ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); - ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); - ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); - ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); - ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); - ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); - ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr);
for(j = 0; j < 11; ++j) { @@ -1591,16 +1586,16 @@ static void fog_with_shader_test(void) quad[3].position.z = 0.001f + j / 10.02f;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); @@ -1616,7 +1611,7 @@ static void fog_with_shader_test(void) IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1628,10 +1623,10 @@ static void cnd_test(void) DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue; DWORD shader_11, shader_12, shader_13, shader_14; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; - DWORD color; HWND window; HRESULT hr;
@@ -1850,7 +1845,7 @@ static void cnd_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); @@ -1859,68 +1854,68 @@ static void cnd_test(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); @@ -1969,43 +1964,43 @@ static void cnd_test(void) "pixel 482, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color @@ -2064,39 +2059,39 @@ static void cnd_test(void) "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Retest with the coissue flag on the alpha instruction instead. This * works "as expected". The Windows 8 testbot (WARP) seems to handle this * the same as coissue on .rgb. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* 1.4 shader */ color = getPixelColor(device, 158, 118); @@ -2151,7 +2146,7 @@ static void cnd_test(void) "pixel 562, 122 has color %08x, expected 0x00000000\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2); @@ -2166,7 +2161,7 @@ static void cnd_test(void) IDirect3DDevice8_DeletePixelShader(device, shader_12); IDirect3DDevice8_DeletePixelShader(device, shader_11); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2175,8 +2170,8 @@ done: static void z_range_test(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -2247,56 +2242,56 @@ static void z_range_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
/* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, * then call Present. Then clear the color buffer to make sure it has some defined content * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut * by the depth value. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
/* Test the untransformed vertex path */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
/* Test the transformed vertex path */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
/* Do not test the exact corner pixels, but go pretty close to them */
@@ -2345,7 +2340,7 @@ static void z_range_test(void) ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) @@ -2355,37 +2350,37 @@ static void z_range_test(void) goto done; } hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1); - ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1); - ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DeleteVertexShader(device, shader); - ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#lx.\n", hr);
/* Z < 1.0 */ color = getPixelColor(device, 28, 238); @@ -2409,10 +2404,10 @@ static void z_range_test(void) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2421,9 +2416,8 @@ done: static void test_scalar_instructions(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -2516,10 +2510,10 @@ static void test_scalar_instructions(void) { const char *name; const DWORD *byte_code; - D3DCOLOR color; + unsigned int color; /* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA * 3D 7.14.1.5025, use the .x component instead of the .w one. */ - D3DCOLOR broken_color; + unsigned int broken_color; } test_data[] = { @@ -2541,7 +2535,7 @@ static void test_scalar_instructions(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); @@ -2552,19 +2546,19 @@ static void test_scalar_instructions(void) for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0); - ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#lx.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0); - ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); - ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#lx.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); - ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#lx.\n", test_data[i].name, hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)), @@ -2572,16 +2566,16 @@ static void test_scalar_instructions(void) test_data[i].name, color, test_data[i].color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to present, hr %#lx.\n", test_data[i].name, hr);
hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); - ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#lx.\n", test_data[i].name, hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2592,8 +2586,8 @@ static void offscreen_test(void) IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -2616,17 +2610,17 @@ static void offscreen_test(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); - ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); - ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); if (!offscreenTexture) { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); - ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); if (!offscreenTexture) { skip("Cannot create an offscreen render target.\n"); @@ -2636,51 +2630,51 @@ static void offscreen_test(void) }
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); - ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
/* Draw without textures - Should result in a white quad. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr);
/* This time with the texture .*/ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
/* Center quad - should be white */ color = getPixelColor(device, 320, 240); @@ -2701,7 +2695,7 @@ static void offscreen_test(void) IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2712,8 +2706,8 @@ static void test_blend(void) IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -2756,95 +2750,95 @@ static void test_blend(void)
/* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); - ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); - ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
/* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
/* Switch to the offscreen buffer, and redo the testing. The offscreen * render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA * "don't work" on render targets without alpha channel, they give * essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
/* Render the offscreen texture onto the frame buffer to be able to * compare it regularly. Disable alpha blending for the final * composition. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), @@ -2869,7 +2863,7 @@ static void test_blend(void) IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2880,15 +2874,14 @@ static void p8_texture_test(void) IDirect3DTexture8 *texture, *texture2; IDirect3DDevice8 *device; PALETTEENTRY table[256]; + unsigned int color, i; unsigned char *data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - UINT i;
static const float quad[] = { @@ -2923,32 +2916,32 @@ static void p8_texture_test(void) }
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture2, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; alpha of every entry is set to 1.0, which MS says is required when there's no @@ -2959,41 +2952,41 @@ static void p8_texture_test(void) } table[1].peRed = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
table[1].peRed = 0; table[1].peBlue = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color); @@ -3001,25 +2994,25 @@ static void p8_texture_test(void) ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 32, 32); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
/* Test palettes with alpha */ IDirect3DDevice8_GetDeviceCaps(device, &caps); @@ -3027,10 +3020,10 @@ static void p8_texture_test(void) skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); } else { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; @@ -3039,36 +3032,36 @@ static void p8_texture_test(void) table[1].peRed = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
table[1].peRed = 0; table[1].peBlue = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color); @@ -3076,13 +3069,13 @@ static void p8_texture_test(void) ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); }
IDirect3DTexture8_Release(texture); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3093,9 +3086,8 @@ static void texop_test(void) IDirect3DTexture8 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -3116,7 +3108,7 @@ static void texop_test(void) D3DTEXTUREOP op; const char *name; DWORD caps_flag; - D3DCOLOR result; + unsigned int result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, @@ -3156,40 +3148,40 @@ static void texop_test(void)
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); - ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_data); ++i) { @@ -3200,31 +3192,31 @@ static void texop_test(void) }
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); - ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); }
IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3243,9 +3235,9 @@ done: static void depth_clamp_test(void) { IDirect3DDevice8 *device; + unsigned int color; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -3314,7 +3306,7 @@ static void depth_clamp_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
vp.X = 0; vp.Y = 0; @@ -3324,55 +3316,55 @@ static void depth_clamp_test(void) vp.MaxZ = 7.5;
hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { @@ -3402,10 +3394,10 @@ static void depth_clamp_test(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3416,10 +3408,9 @@ static void depth_buffer_test(void) IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -3450,7 +3441,7 @@ static void depth_buffer_test(void) {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; - static const DWORD expected_colors[4][4] = + static const unsigned int expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, @@ -3475,71 +3466,71 @@ static void depth_buffer_test(void) vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt3); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
for (i = 0; i < 4; ++i) { @@ -3554,7 +3545,7 @@ static void depth_buffer_test(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); @@ -3562,7 +3553,7 @@ static void depth_buffer_test(void) IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3576,10 +3567,9 @@ static void depth_buffer2_test(void) IDirect3DSurface8 *backbuffer, *rt1, *rt2; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -3614,57 +3604,57 @@ static void depth_buffer2_test(void) vp.MaxZ = 1.0;
hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
for (i = 0; i < 4; ++i) { @@ -3679,14 +3669,14 @@ static void depth_buffer2_test(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3747,8 +3737,7 @@ static void intz_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -3772,7 +3761,7 @@ static void intz_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping INTZ test.\n"); @@ -3795,94 +3784,94 @@ static void intz_test(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr);
/* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -3890,57 +3879,57 @@ static void intz_test(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
/* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -3948,67 +3937,67 @@ static void intz_test(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
/* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -4016,15 +4005,15 @@ static void intz_test(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr);
IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4084,8 +4073,7 @@ static void shadow_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -4109,7 +4097,7 @@ static void shadow_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping shadow test.\n"); @@ -4118,48 +4106,48 @@ static void shadow_test(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(formats); ++i) { @@ -4174,58 +4162,58 @@ static void shadow_test(void)
hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Do the actual shadow mapping. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture);
get_rt_readback(original_rt, &rb); for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); + unsigned int color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. * Accept alpha mismatches as broken but make sure to check the color channels. */ @@ -4238,15 +4226,15 @@ static void shadow_test(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); }
hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4259,8 +4247,8 @@ static void multisample_copy_rects_test(void) POINT dst_point = {96, 96}; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -4284,36 +4272,36 @@ static void multisample_copy_rects_test(void)
hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); - ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds_plain); - ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); - ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); - ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to read render target back, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); - ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#lx, expected %#lx.\n", hr, D3DERR_INVALIDCALL);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); - ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to read render target back, hr %#lx.\n", hr);
hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#lx.\n", hr);
color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); @@ -4322,14 +4310,14 @@ static void multisample_copy_rects_test(void) ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DSurface8_UnlockRect(readback); - ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#lx.\n", hr);
IDirect3DSurface8_Release(readback); IDirect3DSurface8_Release(ds_plain); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4377,8 +4365,7 @@ static void resz_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -4431,7 +4418,7 @@ static void resz_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); @@ -4440,144 +4427,145 @@ static void resz_test(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); - ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds);
hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); IDirect3DSurface8_Release(intz_ds); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr);
/* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr);
/* The destination depth texture has to be bound to sampler 0 */ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr);
/* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
/* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); - ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(value == 0x7fa05000, "Got value %#lx.\n", value);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Read the depth values back. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + unsigned int color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
/* Test edge cases - try with no texture at all */ hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr);
/* With a non-multisampled depth buffer */ IDirect3DSurface8_Release(ds); @@ -4586,75 +4574,75 @@ static void resz_test(void) D3DMULTISAMPLE_NONE, &ds);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr);
/* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + unsigned int color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
IDirect3DSurface8_Release(ds); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4662,16 +4650,13 @@ done:
static void zenable_test(void) { + unsigned int color, x, y, i, j, test; IDirect3DDevice8 *device; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - UINT x, y; - UINT i, j; - UINT test; IDirect3DSurface8 *ds, *rt;
static const struct @@ -4697,9 +4682,9 @@ static void zenable_test(void) }
hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr);
for (test = 0; test < 2; ++test) { @@ -4716,28 +4701,28 @@ static void zenable_test(void) if (!test) { hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (i = 0; i < 4; ++i) { @@ -4753,14 +4738,14 @@ static void zenable_test(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr); }
IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) @@ -4785,7 +4770,7 @@ static void zenable_test(void) { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; - static const D3DCOLOR expected[] = + static const unsigned int expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, @@ -4810,22 +4795,22 @@ static void zenable_test(void) DWORD vs, ps;
hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (i = 0; i < 4; ++i) { @@ -4841,16 +4826,16 @@ static void zenable_test(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4859,9 +4844,8 @@ done: static void fog_special_test(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD ps, vs; @@ -4889,7 +4873,7 @@ static void fog_special_test(void) { DWORD vertexmode, tablemode; BOOL vs, ps; - D3DCOLOR color_left, color_right; + unsigned int color_left, color_right; } tests[] = { @@ -4941,11 +4925,11 @@ static void fog_special_test(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); } else { @@ -4955,7 +4939,7 @@ static void fog_special_test(void) if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); } else { @@ -4967,35 +4951,35 @@ static void fog_special_test(void) * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); - ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog color, hr %#lx.\n", hr);
conv.f = 0.5f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); - ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog start, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); - ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog end, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); i++) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr);
if (!tests[i].vs) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); } else if (vs) { hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } else { @@ -5005,12 +4989,12 @@ static void fog_special_test(void) if (!tests[i].ps) { hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); } else if (ps) { hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); } else { @@ -5018,16 +5002,16 @@ static void fog_special_test(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); - ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); - ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 310, 240); ok(color_match(color, tests[i].color_left, 1), @@ -5037,7 +5021,7 @@ static void fog_special_test(void) "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr); }
if (vs) @@ -5045,7 +5029,7 @@ static void fog_special_test(void) if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5055,13 +5039,12 @@ static void volume_dxtn_test(void) { IDirect3DVolumeTexture8 *texture; struct surface_readback rb; + unsigned int colour, i, j; IDirect3DDevice8 *device; IDirect3DSurface8 *rt; D3DLOCKED_BOX box; - unsigned int i, j; IDirect3D8 *d3d; ULONG refcount; - DWORD colour; HWND window; HRESULT hr;
@@ -5088,17 +5071,17 @@ static void volume_dxtn_test(void) 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; - static const DWORD dxt1_expected_colours[] = + static const unsigned int dxt1_expected_colours[] = { 0xffff0000, 0x00000000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, }; - static const DWORD dxt3_expected_colours[] = + static const unsigned int dxt3_expected_colours[] = { 0xffff0000, 0xeeff0000, 0xff00ff00, 0xdd00ff00, 0xff0000ff, 0xcc0000ff, 0xffffffff, 0xbbffffff, }; - static const DWORD dxt5_expected_colours[] = + static const unsigned int dxt5_expected_colours[] = { 0xffff0000, 0x00ff0000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff @@ -5110,7 +5093,7 @@ static void volume_dxtn_test(void) D3DFORMAT format; const BYTE *data; DWORD data_size; - const DWORD *expected_colours; + const unsigned int *expected_colours; } tests[] = { @@ -5148,7 +5131,7 @@ static void volume_dxtn_test(void) }
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -5160,37 +5143,37 @@ static void volume_dxtn_test(void) } hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, tests[i].format, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); memcpy(box.pBits, tests[i].data, tests[i].data_size); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set colour arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
get_rt_readback(rt, &rb); for (j = 0; j < ARRAY_SIZE(dxt1_expected_colours); ++j) @@ -5202,13 +5185,13 @@ static void volume_dxtn_test(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); }
IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5218,10 +5201,9 @@ static void volume_v16u16_test(void) { IDirect3DVolumeTexture8 *texture; IDirect3DDevice8 *device; + unsigned int color, i; D3DLOCKED_BOX box; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -5273,7 +5255,7 @@ static void volume_v16u16_test(void) goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping test.\n"); @@ -5282,13 +5264,13 @@ static void volume_v16u16_test(void) }
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set filter, hr %#lx.\n", hr);
for (i = 0; i < 2; i++) { @@ -5301,10 +5283,10 @@ static void volume_v16u16_test(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, pool, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr);
hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr);
texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); texel[0] = 32767; @@ -5320,7 +5302,7 @@ static void volume_v16u16_test(void) texel[1] = 0;
hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr);
if (i) { @@ -5328,29 +5310,29 @@ static void volume_v16u16_test(void)
hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, D3DPOOL_DEFAULT, &texture2); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr);
IDirect3DVolumeTexture8_Release(texture); texture = texture2; }
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 120, 160); ok (color_match(color, 0x000080ff, 2), @@ -5366,15 +5348,15 @@ static void volume_v16u16_test(void) "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DVolumeTexture8_Release(texture); }
hr = IDirect3DDevice8_DeletePixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5389,9 +5371,9 @@ static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) DWORD *mem;
hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); if (FAILED(hr)) return;
@@ -5404,7 +5386,7 @@ static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) } } hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); }
static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) @@ -5424,11 +5406,11 @@ static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) };
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); }
static void add_dirty_rect_test(void) @@ -5439,9 +5421,8 @@ static void add_dirty_rect_test(void) *surface_managed0, *surface_managed1, *surface_dynamic; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; DWORD *texel; HWND window; @@ -5469,124 +5450,124 @@ static void add_dirty_rect_test(void)
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_red); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex_managed); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed0); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 1, &surface_managed1); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr);
/* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* AddDirtyRect on the destination is ignored. */ hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle * tracking is supported. */ hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), @@ -5595,13 +5576,13 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), @@ -5611,70 +5592,70 @@ static void add_dirty_rect_test(void) fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Manually copying the surface works, though. */ hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to copy rects, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to copy rects, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr);
/* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Maps without either of these flags record a dirty rectangle. */ fill_surface(surface_src_green, 0x00ffffff, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Partial LockRect works just like a partial AddDirtyRect call. */ hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); texel = locked_rect.pBits; for (i = 0; i < 64; i++) texel[i] = 0x00ff00ff; for (i = 1; i < 64; i++) memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), @@ -5683,55 +5664,55 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* CopyRects() ignores the missing dirty marker. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Tests with managed textures. */ fill_surface(surface_managed0, 0x00ff0000, 0); fill_surface(surface_managed1, 0x00ff0000, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); @@ -5741,86 +5722,86 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* AddDirtyRect uploads the new contents. * Partial surface updates work, and two separate dirty rectangles are * tracked individually. Tested on Nvidia Kepler, other drivers untested. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, &part_rect); - ok(hr == S_OK, "Failed to add dirty rect, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to add dirty rect, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 1, 1); todo_wine ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(hr == S_OK, "Failed to add dirty rect, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to add dirty rect, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* So does ResourceManagerDiscardBytes. */ fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0); - ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Test blitting from a managed texture. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_CopyRects(device, surface_managed0, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to update surface, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr);
/* Tests with dynamic textures */ fill_surface(surface_dynamic, 0x0000ffff, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dynamic); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ffff, 1), "Expected color 0x0000ffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); @@ -5829,31 +5810,31 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ffff00, 1), "Expected color 0x00ffff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* AddDirtyRect on a locked texture is allowed. */ hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
/* Redundant AddDirtyRect calls are ok. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr);
/* Test out-of-bounds regions. */ for (i = 0; i < ARRAY_SIZE(oob_rect); ++i) { hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, &oob_rect[i]); - ok(hr == D3DERR_INVALIDCALL, "[%u] Got unexpected hr %#x.\n", i, hr); + ok(hr == D3DERR_INVALIDCALL, "[%u] Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, &oob_rect[i], 0); - ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); - ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#lx.\n", i, hr); }
IDirect3DSurface8_Release(surface_dst2); @@ -5876,26 +5857,26 @@ static void add_dirty_rect_test(void)
hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); - ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); - ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); - ok(hr == D3D_OK, "Failed to get surface level, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); - ok(hr == D3D_OK, "Failed to get surface level, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get surface level, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); fill_surface(surface_src_green, 0x00ff0000, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to copy rects, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to copy rects, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr);
IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_src_green); @@ -5903,7 +5884,7 @@ static void add_dirty_rect_test(void) IDirect3DTexture8_Release(tex_src_green);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5960,13 +5941,12 @@ static void test_3dc_formats(void) IDirect3D8 *d3d; IDirect3DDevice8 *device; IDirect3DTexture8 *ati1n_texture, *ati2n_texture; + unsigned int color, i; D3DCAPS8 caps; D3DLOCKED_RECT rect; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i;
window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -5989,7 +5969,7 @@ static void test_3dc_formats(void) goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DTA_TEMP not supported, skipping tests.\n"); @@ -5999,55 +5979,55 @@ static void test_3dc_formats(void)
hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, D3DPOOL_MANAGED, &ati1n_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(ati1n_texture, 0, &rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); hr = IDirect3DTexture8_UnlockRect(ati1n_texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, D3DPOOL_MANAGED, &ati2n_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(ati2n_texture, 0, &rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); hr = IDirect3DTexture8_UnlockRect(ati2n_texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (i = 0; i < 4; ++i) { @@ -6060,11 +6040,11 @@ static void test_3dc_formats(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DTexture8_Release(ati2n_texture); IDirect3DTexture8_Release(ati1n_texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
done: IDirect3D8_Release(d3d); @@ -6075,10 +6055,11 @@ static void test_fog_interpolation(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; + static const struct { struct vec3 position; @@ -6097,7 +6078,6 @@ static void test_fog_interpolation(void) DWORD d; float f; } conv; - unsigned int i; static const struct { D3DFOGMODE vfog, tfog; @@ -6138,30 +6118,30 @@ static void test_fog_interpolation(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n");
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); conv.f = 5.0; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
/* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. @@ -6170,7 +6150,7 @@ static void test_fog_interpolation(void) * The input value is independent of the actual z and w component of * the vertex position. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); i++) { @@ -6178,20 +6158,20 @@ static void test_fog_interpolation(void) continue;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 0, 240); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); @@ -6202,11 +6182,11 @@ static void test_fog_interpolation(void) color = getPixelColor(device, 639, 240); ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6215,10 +6195,11 @@ static void test_negative_fixedfunction_fog(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; + static const struct { struct vec3 position; @@ -6243,7 +6224,6 @@ static void test_negative_fixedfunction_fog(void) {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, }; - unsigned int i; static const D3DMATRIX zero = {{{ 1.0f, 0.0f, 0.0f, 0.0f, @@ -6312,20 +6292,20 @@ static void test_negative_fixedfunction_fog(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n");
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); i++) { @@ -6333,38 +6313,38 @@ static void test_negative_fixedfunction_fog(void) continue;
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) || broken(color_match(color, tests[i].color_broken2, 2)), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6373,10 +6353,10 @@ static void test_table_fog_zw(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; D3DCAPS8 caps; static struct { @@ -6401,7 +6381,7 @@ static void test_table_fog_zw(void) { float z, w; D3DZBUFFERTYPE z_test; - D3DCOLOR color; + unsigned int color; } tests[] = { @@ -6414,7 +6394,6 @@ static void test_table_fog_zw(void) {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, }; - unsigned int i;
window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -6429,7 +6408,7 @@ static void test_table_fog_zw(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); @@ -6437,25 +6416,25 @@ static void test_table_fog_zw(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
quad[0].position.z = tests[i].z; quad[1].position.z = tests[i].z; @@ -6466,40 +6445,39 @@ static void test_table_fog_zw(void) quad[2].position.w = tests[i].w; quad[3].position.w = tests[i].w; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); }
done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); }
static void test_signed_formats(void) { + unsigned int expected_color, color, i, j, x, y; IDirect3DDevice8 *device; HWND window; HRESULT hr; - unsigned int i, j, x, y; IDirect3DTexture8 *texture, *texture_sysmem; D3DLOCKED_RECT locked_rect; DWORD shader, shader_alpha; IDirect3D8 *d3d; - D3DCOLOR color; D3DCAPS8 caps; ULONG refcount;
@@ -6628,7 +6606,6 @@ static void test_signed_formats(void) {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; - D3DCOLOR expected_color;
window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -6643,7 +6620,7 @@ static void test_signed_formats(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { @@ -6652,13 +6629,13 @@ static void test_signed_formats(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(formats); i++) { @@ -6675,10 +6652,10 @@ static void test_signed_formats(void) texture_sysmem = NULL; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, tests[j].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); for (y = 0; y < 4; y++) { memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, @@ -6686,34 +6663,34 @@ static void test_signed_formats(void) tests[j].width * formats[i].pixel_size); } hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
if (tests[j].pool == D3DPOOL_SYSTEMMEM) { texture_sysmem = texture; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture_sysmem); }
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (y = 0; y < 4; y++) { @@ -6732,19 +6709,19 @@ static void test_signed_formats(void) } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetPixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
for (y = 0; y < 4; y++) { @@ -6762,7 +6739,7 @@ static void test_signed_formats(void) } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DTexture8_Release(texture); } @@ -6773,24 +6750,23 @@ static void test_signed_formats(void)
done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); }
static void test_updatetexture(void) { + unsigned int color, t, i, f, l, x, y, z; IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; IDirect3DBaseTexture8 *src, *dst; - unsigned int t, i, f, l, x, y, z; D3DLOCKED_RECT locked_rect; D3DLOCKED_BOX locked_box; ULONG refcount; D3DCAPS8 caps; - D3DCOLOR color; BOOL ati2n_supported, do_visual_test; static const struct { @@ -6891,22 +6867,22 @@ static void test_updatetexture(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture stage state, hr %#lx.\n", hr);
for (t = 0; t < ARRAY_SIZE(texture_types); ++t) { @@ -6928,7 +6904,7 @@ static void test_updatetexture(void) }
hr = IDirect3DDevice8_SetVertexShader(device, texture_types[t].fvf); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -6942,36 +6918,36 @@ static void test_updatetexture(void) tests[i].src_width, tests[i].src_height, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DCubeTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DVolumeTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; default: trace("Unexpected resource type.\n"); @@ -7021,7 +6997,7 @@ static void test_updatetexture(void) default: trace("Unexpected resource type.\n"); } - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr);
for (z = 0; z < depth; ++z) { @@ -7050,7 +7026,7 @@ static void test_updatetexture(void) default: trace("Unexpected resource type.\n"); } - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
width >>= 1; if (!width) @@ -7069,28 +7045,28 @@ static void test_updatetexture(void) if (FAILED(hr)) { todo_wine ok(SUCCEEDED(hr) || broken(tests[i].broken_updatetex), - "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); + "Failed to update texture, hr %#lx, case %u, %u.\n", hr, t, i); IDirect3DBaseTexture8_Release(src); IDirect3DBaseTexture8_Release(dst); continue; } - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx, case %u, %u.\n", hr, t, i);
if (do_visual_test) { hr = IDirect3DDevice8_SetTexture(device, 0, dst); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, texture_types[t].quad, texture_types[t].vertex_size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok (color_match(color, 0x007f7f00, 3) || broken(tests[i].broken_result) @@ -7104,7 +7080,7 @@ static void test_updatetexture(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7144,15 +7120,14 @@ static void test_pointsize(void) IDirect3DSurface8 *rt, *backbuffer, *depthstencil; IDirect3DTexture8 *tex1, *tex2; IDirect3DDevice8 *device; + unsigned int color, i, j; DWORD vs, ps; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - unsigned int i, j;
static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; @@ -7282,7 +7257,7 @@ static void test_pointsize(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (caps.MaxPointSize < 32.0f) { skip("MaxPointSize %f < 32.0, skipping.\n", caps.MaxPointSize); @@ -7293,99 +7268,99 @@ static void test_pointsize(void) /* The r500 Windows driver needs a draw with regular texture coordinates at least once during the * device's lifetime, otherwise texture coordinate generation only works for texture 0. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); - ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
ptsize = 31.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
ptsize = 30.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
if (caps.MaxPointSize >= 63.0f) { ptsize = 63.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
ptsize = 62.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); }
ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr);
/* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
/* pointsize < pointsize_min < pointsize_max? * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); @@ -7413,51 +7388,51 @@ static void test_pointsize(void) * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex1, 0, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); hr = IDirect3DTexture8_UnlockRect(tex1, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex2, 0, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); hr = IDirect3DTexture8_UnlockRect(tex2, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)tex2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#lx.\n", hr); ptsize = 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set point size, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set point size, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 64 - 4, 64 - 4); ok(color == 0x00ff0000, "pSprite: Pixel (64 - 4),(64 - 4) has color 0x%08x, expected 0x00ff0000\n", color); @@ -7472,25 +7447,25 @@ static void test_pointsize(void) U(matrix).m[0][0] = 1.0f / 64.0f; U(matrix).m[1][1] = -1.0f / 64.0f; hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); - ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); - ok(SUCCEEDED(hr), "Failed to create a render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, &S(U(matrix))._11, 4); - ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#lx.\n", hr);
if (caps.MaxPointSize < 63.0f) { @@ -7499,7 +7474,7 @@ static void test_pointsize(void) }
hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(test_setups); ++i) { @@ -7512,7 +7487,7 @@ static void test_pointsize(void) if (test_setups[i].vs->code) { hr = IDirect3DDevice8_CreateVertexShader(device, test_setups[i].decl, test_setups[i].vs->code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); } else { @@ -7521,7 +7496,7 @@ static void test_pointsize(void) if (test_setups[i].ps->code) { hr = IDirect3DDevice8_CreatePixelShader(device, test_setups[i].ps->code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -7529,9 +7504,9 @@ static void test_pointsize(void) }
hr = IDirect3DDevice8_SetVertexShader(device, vs ? vs : test_setups[i].accepted_fvf); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
for (j = 0; j < ARRAY_SIZE(tests); ++j) { @@ -7543,25 +7518,25 @@ static void test_pointsize(void)
ptsize = tests[j].zero_size ? 0.0f : 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#lx.\n", hr);
ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); - ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, tests[j].vertex_data, tests[j].vertex_size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
if (tests[j].zero_size) { @@ -7618,7 +7593,7 @@ static void test_pointsize(void) IDirect3DDevice8_DeletePixelShader(device, ps); } hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
cleanup: IDirect3DSurface8_Release(backbuffer); @@ -7628,7 +7603,7 @@ cleanup: IDirect3DTexture8_Release(tex1); IDirect3DTexture8_Release(tex2); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -7662,18 +7637,18 @@ static void test_multisample_mismatch(void)
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt_multi); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt_multi, ds); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr);
IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt_multi);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -7708,8 +7683,8 @@ static void test_texcoordindex(void) HRESULT hr; IDirect3DTexture8 *texture1, *texture2; D3DLOCKED_RECT locked_rect; + unsigned int color; ULONG refcount; - D3DCOLOR color; DWORD *ptr;
window = create_window(); @@ -7724,65 +7699,65 @@ static void test_texcoordindex(void) }
hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff00ff00; ptr[2] = 0xff0000ff; ptr[3] = 0xff00ffff; hr = IDirect3DTexture8_UnlockRect(texture1, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff0000ff; ptr[2] = 0xffff0000; ptr[3] = 0xffff00ff; hr = IDirect3DTexture8_UnlockRect(texture2, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX3); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7794,19 +7769,19 @@ static void test_texcoordindex(void) ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); - ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE1, &mat); - ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7818,19 +7793,19 @@ static void test_texcoordindex(void) ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); - ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7842,13 +7817,13 @@ static void test_texcoordindex(void) ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DTexture8_Release(texture1); IDirect3DTexture8_Release(texture2);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7860,10 +7835,10 @@ static void test_vshader_input(void) DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader; DWORD color_nocolor_shader = 0; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; - DWORD color; HWND window; HRESULT hr;
@@ -8021,7 +7996,7 @@ static void test_vshader_input(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); @@ -8030,44 +8005,44 @@ static void test_vshader_input(void) }
hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color); @@ -8075,41 +8050,41 @@ static void test_vshader_input(void) ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, texcoord_color_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
IDirect3DDevice8_SetVertexShader(device, 0);
@@ -8127,7 +8102,7 @@ static void test_vshader_input(void) "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader); IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader); @@ -8140,7 +8115,7 @@ static void test_vshader_input(void) IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8149,7 +8124,7 @@ done: static void test_fixed_function_fvf(void) { IDirect3DDevice8 *device; - DWORD color; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; @@ -8199,24 +8174,24 @@ static void test_fixed_function_fvf(void)
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, @@ -8225,16 +8200,16 @@ static void test_fixed_function_fvf(void)
/* Test with no diffuse color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no diffuse attribute test.\n", color); @@ -8242,21 +8217,21 @@ static void test_fixed_function_fvf(void)
/* Test what happens with specular lighting enabled and no specular color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "Got unexpected color 0x%08x in the no specular attribute test.\n", color); @@ -8264,17 +8239,17 @@ static void test_fixed_function_fvf(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_transformed, sizeof(quad_transformed[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 88, 108); ok(color == 0x000000ff, @@ -8331,7 +8306,7 @@ static void test_fixed_function_fvf(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8340,13 +8315,12 @@ done: static void test_flip(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; IDirect3DSurface8 *back_buffers[3], *test_surface; - unsigned int i; - D3DCOLOR color; D3DPRESENT_PARAMETERS present_parameters = {0};
window = create_window(); @@ -8373,35 +8347,35 @@ static void test_flip(void) for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); } hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface); IDirect3DSurface8_Release(test_surface);
hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[0], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[2], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
/* Render target is unmodified. */ hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface); IDirect3DSurface8_Release(test_surface);
@@ -8409,7 +8383,7 @@ static void test_flip(void) for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &test_surface); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n", i, back_buffers[i], test_surface); IDirect3DSurface8_Release(test_surface); @@ -8422,10 +8396,10 @@ static void test_flip(void) ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); @@ -8433,7 +8407,7 @@ static void test_flip(void) ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); @@ -8442,7 +8416,7 @@ static void test_flip(void) IDirect3DSurface8_Release(back_buffers[i]);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) @@ -8460,22 +8434,22 @@ static void test_flip(void) for (i = 0; i < present_parameters.BackBufferCount; ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); }
hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &test_surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, back_buffers[0], NULL, 0, test_surface, NULL); - ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CopyRects failed, hr %#lx.\n", hr);
color = get_surface_color(test_surface, 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); @@ -8485,7 +8459,7 @@ static void test_flip(void) IDirect3DSurface8_Release(back_buffers[i]);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
done: IDirect3D8_Release(d3d); @@ -8580,17 +8554,16 @@ static void test_uninitialized_varyings(void) {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; HWND window; HRESULT hr; DWORD vs, ps; - unsigned int i; ULONG refcount; D3DCAPS8 caps; IDirect3DSurface8 *backbuffer; D3DADAPTER_IDENTIFIER8 identifier; struct surface_readback rb; - D3DCOLOR color; BOOL warp;
window = create_window(); @@ -8605,31 +8578,31 @@ static void test_uninitialized_varyings(void) }
hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -8642,20 +8615,20 @@ static void test_uninitialized_varyings(void) if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } else { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -8663,19 +8636,19 @@ static void test_uninitialized_varyings(void) }
hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); @@ -8693,11 +8666,11 @@ static void test_uninitialized_varyings(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8706,8 +8679,8 @@ static void test_shademode(void) { IDirect3DVertexBuffer8 *vb_strip; IDirect3DVertexBuffer8 *vb_list; + unsigned int color0, color1; IDirect3DDevice8 *device; - DWORD color0, color1; BYTE *data = NULL; IDirect3D8 *d3d; ULONG refcount; @@ -8772,7 +8745,7 @@ static void test_shademode(void) const struct test_shader *vs, *ps; DWORD primtype; DWORD shademode; - DWORD color0, color1; + unsigned int color0, color1; } tests[] = { @@ -8802,28 +8775,28 @@ static void test_shademode(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(data, quad_strip, sizeof(quad_strip)); hr = IDirect3DVertexBuffer8_Unlock(vb_strip); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(data, quad_list, sizeof(quad_list)); hr = IDirect3DVertexBuffer8_Unlock(vb_list); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because * the color fixups we have to do for FLAT shading will be dependent on that. */ @@ -8835,9 +8808,9 @@ static void test_shademode(void) if (caps.VertexShaderVersion >= tests[i].vs->version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0); - ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set vertex shader, hr %#lx.\n", hr); } else { @@ -8849,16 +8822,16 @@ static void test_shademode(void) { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set FVF, hr %#lx.\n", hr); } if (tests[i].ps->version) { if (caps.PixelShaderVersion >= tests[i].ps->version) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps); - ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set pixel shader, hr %#lx.\n", hr); } else { @@ -8878,20 +8851,20 @@ static void test_shademode(void)
hr = IDirect3DDevice8_SetStreamSource(device, 0, tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0])); - ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set stream source, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); - ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set shade mode, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ @@ -8916,12 +8889,12 @@ static void test_shademode(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr);
IDirect3DVertexBuffer8_Release(vb_strip); IDirect3DVertexBuffer8_Release(vb_list); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8929,13 +8902,12 @@ static void test_shademode(void) static void test_multisample_init(void) { IDirect3DDevice8 *device; + unsigned int color, x, y; IDirect3D8 *d3d; IDirect3DSurface8 *back, *multi; ULONG refcount; HWND window; HRESULT hr; - D3DCOLOR color; - unsigned int x, y; struct surface_readback rb; BOOL all_zero = TRUE;
@@ -8957,13 +8929,13 @@ static void test_multisample_init(void) }
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &back); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &multi); - ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, multi, NULL, 0, back, NULL); - ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CopyRects failed, hr %#lx.\n", hr);
get_rt_readback(back, &rb); for (y = 0; y < 480; ++y) @@ -8987,7 +8959,7 @@ static void test_multisample_init(void) IDirect3DSurface8_Release(back);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
done: IDirect3D8_Release(d3d); @@ -9001,12 +8973,11 @@ static void test_texture_blending(void)
IDirect3DTexture8 *texture_bumpmap, *texture_red; IDirect3DSurface8 *backbuffer; + unsigned int color, i, j, k; struct surface_readback rb; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; - unsigned int i, j, k; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -9073,7 +9044,7 @@ static void test_texture_blending(void) const struct test { DWORD tex_op_caps; - D3DCOLOR expected_color; + unsigned int expected_color; struct texture_stage stage[8]; } tests[] = @@ -9432,7 +9403,7 @@ static void test_texture_blending(void)
memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#lx.\n", hr);
if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { @@ -9450,31 +9421,31 @@ static void test_texture_blending(void) }
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Can't get back buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#lx.\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); *((WORD *)locked_rect.pBits) = 0xff00; hr = IDirect3DTexture8_UnlockRect(texture_bumpmap, 0); - ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "UnlockRect failed, hr %#lx.\n", hr);
memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_red, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff0000; hr = IDirect3DTexture8_UnlockRect(texture_red, 0); - ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "UnlockRect failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -9482,7 +9453,7 @@ static void test_texture_blending(void)
if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps) { - skip("Texture operations %#x not supported.\n", current_test->tex_op_caps); + skip("Texture operations %#lx not supported.\n", current_test->tex_op_caps); continue; }
@@ -9494,7 +9465,7 @@ static void test_texture_blending(void) { hr = IDirect3DDevice8_SetTextureStageState(device, j, default_stage_state.state[k].name, default_stage_state.state[k].value); - ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#lx.\n", i, hr); }
if (current_test->stage[j].texture != TEXTURE_INVALID) @@ -9518,23 +9489,23 @@ static void test_texture_blending(void) { hr = IDirect3DDevice8_SetTextureStageState(device, j, current_state[k].name, current_state[k].value); - ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#lx.\n", i, hr); } }
hr = IDirect3DDevice8_SetTexture(device, j, (IDirect3DBaseTexture8 *)current_texture); - ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#lx.\n", i, hr); }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#lx.\n", i, hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#lx.\n", i, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); - ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#lx.\n", i, hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#lx.\n", i, hr);
get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); @@ -9542,14 +9513,14 @@ static void test_texture_blending(void) "Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color); release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#lx.\n", i, hr); }
IDirect3DTexture8_Release(texture_bumpmap); IDirect3DTexture8_Release(texture_red); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -9610,10 +9581,9 @@ static void test_color_clamping(void) {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, }; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; DWORD vs, ps; HWND window; @@ -9631,41 +9601,41 @@ static void test_color_clamping(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); - ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -9678,7 +9648,7 @@ static void test_color_clamping(void) if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); } else { @@ -9687,7 +9657,7 @@ static void test_color_clamping(void) if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -9695,21 +9665,21 @@ static void test_color_clamping(void) }
hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr);
hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), @@ -9722,10 +9692,10 @@ static void test_color_clamping(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9733,9 +9703,9 @@ static void test_color_clamping(void) static void test_edge_antialiasing_blending(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d8; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; HWND window; HRESULT hr; @@ -9777,111 +9747,111 @@ static void test_edge_antialiasing_blending(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); - trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); + trace("Edge antialiasing support: %#lx.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable blending, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD); - ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set blend op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set src blend, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable blending, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE); - ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -9909,9 +9879,9 @@ static void test_max_index16(void) IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; struct vertex *vb_data; + unsigned int color; IDirect3D8 *d3d8; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; HWND window; BYTE *data; @@ -9923,7 +9893,7 @@ static void test_max_index16(void) ok(!!d3d8, "Failed to create a D3D object.\n");
hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier);
if (!(device = create_device(d3d8, window, window, TRUE))) @@ -9935,10 +9905,10 @@ static void test_max_index16(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.MaxVertexIndex < 0xffff) { - skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); + skip("Max vertex index is lower than 0xffff (%#lx).\n", caps.MaxVertexIndex); IDirect3DDevice8_Release(device); IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -9947,50 +9917,50 @@ static void test_max_index16(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib); - ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); vb_data[0] = green_quad[0]; vb_data[1] = green_quad[1]; vb_data[2] = green_quad[2]; vb_data[0xffff] = green_quad[3]; hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); - ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock index buffer, hr %#lx.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex)); - ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set stream source, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 20, 20); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); @@ -10001,7 +9971,7 @@ static void test_max_index16(void) IDirect3DIndexBuffer8_Release(ib); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -10011,8 +9981,8 @@ static void test_backbuffer_resize(void) D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DSurface8 *backbuffer; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -10042,16 +10012,16 @@ static void test_backbuffer_resize(void) /* Wine d3d8 implementation had a bug which was triggered by a * SetRenderTarget() call with an unreferenced surface. */ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); refcount = IDirect3DSurface8_Release(backbuffer); - ok(!refcount, "Surface has %u references left.\n", refcount); + ok(!refcount, "Surface has %lu references left.\n", refcount); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
@@ -10064,43 +10034,43 @@ static void test_backbuffer_resize(void) present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -10127,9 +10097,9 @@ static void test_drawindexedprimitiveup(void) }; static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7}; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; - D3DCOLOR color; HWND window; HRESULT hr;
@@ -10146,33 +10116,33 @@ static void test_drawindexedprimitiveup(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); @@ -10184,14 +10154,14 @@ static void test_drawindexedprimitiveup(void) ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
color = getPixelColor(device, 160, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); @@ -10203,21 +10173,20 @@ static void test_drawindexedprimitiveup(void) ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); }
static void test_map_synchronisation(void) { + unsigned int colour, i, j, tri_count, size; LARGE_INTEGER frequency, diff, ts[3]; - unsigned int i, j, tri_count, size; D3DADAPTER_IDENTIFIER8 identifier; IDirect3DVertexBuffer8 *buffer; IDirect3DDevice8 *device; BOOL unsynchronised, ret; IDirect3D8 *d3d; - D3DCOLOR colour; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -10278,7 +10247,7 @@ static void test_map_synchronisation(void) }
hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); /* Maps are always synchronised on WARP. */ if (adapter_is_warp(&identifier)) { @@ -10287,12 +10256,12 @@ static void test_map_synchronisation(void) }
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr);
tri_count = 0x1000; if (tri_count > caps.MaxPrimitiveCount) { - skip("Device supports only %u primitives, skipping test.\n", caps.MaxPrimitiveCount); + skip("Device supports only %lu primitives, skipping test.\n", caps.MaxPrimitiveCount); goto done; } size = (tri_count + 2) * sizeof(*quad1.strip); @@ -10302,32 +10271,32 @@ static void test_map_synchronisation(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr);
/* Initial draw to initialise states, compile shaders, etc. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Read the result to ensure the GPU has finished drawing. */ colour = getPixelColor(device, 320, 240);
@@ -10335,25 +10304,25 @@ static void test_map_synchronisation(void) ret = QueryPerformanceCounter(&ts[0]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); /* Time drawing a single triangle. */ ret = QueryPerformanceCounter(&ts[1]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 1); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ret = QueryPerformanceCounter(&ts[2]); ok(ret, "Failed to read performance counter.\n"); @@ -10366,7 +10335,7 @@ static void test_map_synchronisation(void) tri_count = ((tri_count + 2 + 3) & ~3) - 2; if (tri_count > caps.MaxPrimitiveCount) { - skip("Would need to draw %u triangles, but the device only supports %u primitives.\n", + skip("Would need to draw %u triangles, but the device only supports %lu primitives.\n", tri_count, caps.MaxPrimitiveCount); goto done; } @@ -10376,36 +10345,36 @@ static void test_map_synchronisation(void) { hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr);
/* Start a draw operation. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
/* Map the last quad while the draw is in progress. */ hr = IDirect3DVertexBuffer8_Lock(buffer, size - sizeof(quad2), sizeof(quad2), (BYTE **)&quads, tests[i].flags); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); *quads = quad2; hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); unsynchronised = color_match(colour, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1); @@ -10413,14 +10382,14 @@ static void test_map_synchronisation(void) tests[i].unsynchronised ? "unsynchronised" : "synchronised", tests[i].flags);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
IDirect3DVertexBuffer8_Release(buffer); }
done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10472,12 +10441,12 @@ static void test_viewport(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr);
/* This crashes on Windows. */ /* hr = IDirect3DDevice8_SetViewport(device, NULL); */ @@ -10488,40 +10457,40 @@ static void test_viewport(void) { hr = IDirect3DDevice8_CreateRenderTarget(device, rt_sizes[i].x, rt_sizes[i].y, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x (i %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx (i %u).\n", hr, i); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x (i %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx (i %u).\n", hr, i); } else { hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); }
for (j = 0; j < ARRAY_SIZE(tests); ++j) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx (i %u, j %u).\n", hr, i, j);
hr = IDirect3DDevice8_SetViewport(device, &tests[j].vp); if (tests[j].vp.X + tests[j].vp.Width > rt_sizes[i].x || tests[j].vp.Y + tests[j].vp.Height > rt_sizes[i].y) { ok(hr == D3DERR_INVALIDCALL, - "Setting the viewport returned unexpected hr %#x (i %u, j %u).\n", hr, i, j); + "Setting the viewport returned unexpected hr %#lx (i %u, j %u).\n", hr, i, j); continue; } else { - ok(SUCCEEDED(hr), "Failed to set the viewport, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to set the viewport, hr %#lx (i %u, j %u).\n", hr, i, j); }
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Got unexpected hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx (i %u, j %u).\n", hr, i, j);
get_rt_readback(rt, &rb); check_rect(&rb, tests[j].expected_rect, tests[j].message); @@ -10532,10 +10501,10 @@ static void test_viewport(void) }
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -10544,10 +10513,9 @@ done: static void test_color_vertex(void) { IDirect3DDevice8 *device; + unsigned int colour, i; D3DMATERIAL8 material; IDirect3D8 *d3d; - D3DCOLOR colour; - unsigned int i; ULONG refcount; HWND window; HRESULT hr; @@ -10561,7 +10529,8 @@ static void test_color_vertex(void) * in the struct will be fed into the specular vertex colour slot. */ static const struct { - DWORD fvf, color_vertex, ambient, emissive, result; + DWORD fvf, color_vertex, ambient, emissive; + unsigned int result; } tests[] = { @@ -10610,36 +10579,36 @@ static void test_color_vertex(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENT, 0xffffffff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr);
memset(&material, 0, sizeof(material)); material.Ambient.b = 0.5f; material.Emissive.b = 0.25f; hr = IDirect3DDevice8_SetMaterial(device, &material); - ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to set material, hr %#lx\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORVERTEX, tests[i].color_vertex); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENTMATERIALSOURCE, tests[i].ambient); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf); - ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, tests[i].result, 1), @@ -10648,7 +10617,7 @@ static void test_color_vertex(void) }
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10657,14 +10626,13 @@ static void test_sysmem_draw(void) { IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb, *get_vb; D3DPRESENT_PARAMETERS present_parameters = {0}; + unsigned int colour, i, stride; IDirect3DTexture8 *texture; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; - unsigned int i, stride; struct vec4 *dst_data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR colour; ULONG refcount; HWND window; HRESULT hr; @@ -10742,48 +10710,48 @@ static void test_sysmem_draw(void) }
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_SYSTEMMEM, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(quad), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_CreateVertexBuffer(device, ARRAY_SIZE(quad) * sizeof(*dst_data), 0, D3DFVF_XYZRHW, D3DPOOL_SYSTEMMEM, &dst_vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_ProcessVertices(device, 0, 0, ARRAY_SIZE(quad), dst_vb, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(dst_vb, 0, 0, (BYTE **)&dst_data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(quad); ++i) { ok(compare_vec4(&dst_data[i], quad[i].position.x * 320.0f + 320.0f, @@ -10792,168 +10760,168 @@ static void test_sysmem_draw(void) i, dst_data[i].x, dst_data[i].y, dst_data[i].z, dst_data[i].w); } hr = IDirect3DVertexBuffer8_Unlock(dst_vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &vs, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s0), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s0, 0, sizeof(quad_s0), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad_s0, sizeof(quad_s0)); hr = IDirect3DVertexBuffer8_Unlock(vb_s0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s1), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s1, 0, sizeof(quad_s1), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad_s1, sizeof(quad_s1)); hr = IDirect3DVertexBuffer8_Unlock(vb_s1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 1, vb_s1, sizeof(*quad_s1)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetIndices(device, ib, 4); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 5, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour);
/* Test that releasing but not unbinding a vertex buffer doesn't break. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
refcount = IDirect3DVertexBuffer8_Release(vb_s1); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_GetStreamSource(device, 1, &get_vb, &stride); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(get_vb == vb_s1, "Got unexpected vertex buffer %p.\n", get_vb); refcount = IDirect3DVertexBuffer8_Release(get_vb); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour);
hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(lr.pBits, texture_data, sizeof(texture_data)); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
IDirect3DTexture8_Release(texture); IDirect3DVertexBuffer8_Release(vb_s0); @@ -10962,7 +10930,7 @@ static void test_sysmem_draw(void) IDirect3DVertexBuffer8_Release(dst_vb); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10972,9 +10940,8 @@ static void test_alphatest(void) #define ALPHATEST_PASSED 0x0000ff00 #define ALPHATEST_FAILED 0x00ff0000 IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD value; @@ -10985,9 +10952,7 @@ static void test_alphatest(void) static const struct { D3DCMPFUNC func; - D3DCOLOR color_less; - D3DCOLOR color_equal; - D3DCOLOR color_greater; + unsigned int color_less, color_equal, color_greater; } test_data[] = { @@ -11026,14 +10991,14 @@ static void test_alphatest(void) }
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed, hr %#lx.\n", hr);
ps = 0; for (j = 0; j < 2; ++j) @@ -11053,64 +11018,64 @@ static void test_alphatest(void) }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) break;
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &ps); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader failed, hr %#lx.\n", hr); }
for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAFUNC, test_data[i].func); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0x70); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color_greater, 0), "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", color, test_data[i].color_greater, test_data[i].func); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0xff70); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ALPHAREF, &value); - ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderState failed, hr %#x.\n", hr); - ok(value == 0xff70, "Unexpected D3DRS_ALPHAREF value %#x.\n", value); + ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderState failed, hr %#lx.\n", hr); + ok(value == 0xff70, "Unexpected D3DRS_ALPHAREF value %#lx.\n", value); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color_greater, 0), "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", color, test_data[i].color_greater, test_data[i].func); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#lx.\n", hr); } } if (ps) IDirect3DDevice8_DeletePixelShader(device, ps);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -11119,8 +11084,8 @@ done: static void test_desktop_window(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -11142,15 +11107,15 @@ static void test_desktop_window(void) ok(!!device, "Failed to create a D3D device.\n");
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color);
hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr);
refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount);
IDirect3D8_Release(d3d); } @@ -11160,9 +11125,9 @@ static void test_sample_mask(void) IDirect3DSurface8 *rt, *ms_rt; struct surface_readback rb; IDirect3DDevice8 *device; + unsigned int colour; IDirect3D8 *d3d; ULONG refcount; - DWORD colour; HWND window; HRESULT hr;
@@ -11201,31 +11166,31 @@ static void test_sample_mask(void) }
hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &ms_rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, ms_rt, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_MULTISAMPLEMASK, 0x5); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_CopyRects(device, ms_rt, NULL, 0, rt, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); get_rt_readback(rt, &rb); colour = get_readback_color(&rb, 64, 64); /* Multiple generations of Nvidia cards return broken results. @@ -11240,12 +11205,12 @@ static void test_sample_mask(void) release_surface_readback(&rb);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
IDirect3DSurface8_Release(ms_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11297,62 +11262,62 @@ static void test_dynamic_map_synchronization(void)
hr = IDirect3DDevice8_CreateVertexBuffer(device, 200 * 4 * sizeof(struct dynamic_vb_vertex), D3DUSAGE_DYNAMIC, D3DFVF_XYZ, D3DPOOL_DEFAULT, &buffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(struct dynamic_vb_vertex)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
for (y = 0; y < 200; ++y) { hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr);
fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, 0, y);
hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
for (x = 1; x < 200; ++x) { hr = IDirect3DVertexBuffer8_Lock(buffer, 4 * sizeof(struct dynamic_vb_vertex) * x, 4 * sizeof(struct dynamic_vb_vertex), &data, D3DLOCK_NOOVERWRITE); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr);
fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, x, y);
hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr);
hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4 * x, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } }
hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(hr == S_OK, "Failed to get render target, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to get render target, hr %#lx.\n", hr); check_rt_color(rt, 0x0000ff00); IDirect3DSurface8_Release(rt);
hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11364,11 +11329,10 @@ static void test_filling_convention(void) static const DWORD colour_right = 0x00000000; static const DWORD colour_left = 0x00ff0000; static const DWORD colour_top = 0x0000ff00; + unsigned int colour, expected, i, j, x, y; IDirect3DSurface8 *rt, *backbuffer, *cur; struct surface_readback rb; IDirect3DDevice8 *device; - unsigned int i, j, x, y; - DWORD colour, expected; DWORD shader = 0; IDirect3D8 *d3d; ULONG refcount; @@ -11732,24 +11696,24 @@ static void test_filling_convention(void)
hr = IDirect3DDevice8_CreateRenderTarget(device, vp_size, vp_size, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &shader, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } else skip("Skipping vertex shader codepath in filling convention test.\n");
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -11765,21 +11729,21 @@ static void test_filling_convention(void) cur = (j & 1) ? rt : backbuffer;
hr = IDirect3DDevice8_SetVertexShader(device, (j & 2) ? tests[i].fvf : shader); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, cur, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, colour_clear, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, tests[i].geometry, tests[i].stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
get_rt_readback(cur, &rb); for (y = 0; y < 8; y++) @@ -11827,7 +11791,7 @@ static void test_filling_convention(void) /* IDirect3DDevice8::CopyRects can't stretch, so don't bother making the offscreen surface * visible. Use the d3d9 test if you need to see visual output. */ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } }
@@ -11836,7 +11800,7 @@ static void test_filling_convention(void) IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11855,7 +11819,7 @@ START_TEST(visual)
memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); trace("Driver string: "%s"\n", identifier.Driver); trace("Description string: "%s"\n", identifier.Description); /* Only Windows XP's default VGA driver should have an empty description */ diff --git a/dlls/d3d9/tests/d3d9ex.c b/dlls/d3d9/tests/d3d9ex.c index 89d6df8382b..19c4eec7921 100644 --- a/dlls/d3d9/tests/d3d9ex.c +++ b/dlls/d3d9/tests/d3d9ex.c @@ -2612,6 +2612,7 @@ static DWORD WINAPI wndproc_thread(void *param)
static void test_wndproc(void) { + unsigned int adapter_mode_count, i, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; struct wndproc_thread_param thread_params; struct device_desc device_desc; static WINDOWPOS windowpos; @@ -2622,10 +2623,8 @@ static void test_wndproc(void) ULONG ref; DWORD res, tid; HWND tmp; - UINT i, adapter_mode_count; HRESULT hr; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW devmode; LONG change_ret, device_style; BOOL ret;
Hi,
It looks like your patch introduced the new failures shown below. Please investigate and fix them before resubmitting your patch. If they are not new, fixing them anyway would help a lot. Otherwise please ask for the known failures list to be updated.
The tests also ran into some preexisting test failures. If you know how to fix them that would be helpful. See the TestBot job for the details:
The full results can be found at: https://testbot.winehq.org/JobDetails.pl?Key=118451
Your paranoid android.
=== w8 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w8adm (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w864 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064v1507 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064v1809 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w1064_tsign (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.
=== w10pro64 (32 bit report) ===
d3d8: visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 0, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 1, 13. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 1. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 2. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 3. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 4. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 5. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 8. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 10. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 12. visual.c:121: Test failed: Got hr 0x88760868. visual.c:7072: Test failed: Got unexpected color 0x00000000, case 2, 13. visual.c:121: Test failed: Got hr 0x88760868.