Signed-off-by: Michael Stefaniuc mstefani@winehq.org --- dlls/d3d8/tests/stateblock.c | 14 +++---- dlls/d3d8/tests/visual.c | 88 ++++++++++++++++++++------------------------ 2 files changed, 47 insertions(+), 55 deletions(-)
diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c index 3ad9c1c140..83f153a289 100644 --- a/dlls/d3d8/tests/stateblock.c +++ b/dlls/d3d8/tests/stateblock.c @@ -1108,7 +1108,7 @@ const D3DRENDERSTATETYPE render_state_indices[] =
struct render_state_data { - DWORD states[sizeof(render_state_indices) / sizeof(*render_state_indices)]; + DWORD states[ARRAY_SIZE(render_state_indices)]; };
struct render_state_arg @@ -1132,7 +1132,7 @@ static void render_state_apply_data(IDirect3DDevice8 *device, const struct state unsigned int i; HRESULT hr;
- for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i) + 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); @@ -1147,7 +1147,7 @@ static void render_state_check_data(IDirect3DDevice8 *device, const struct state unsigned int i; HRESULT hr;
- for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i) + for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { DWORD value = ctx->poison_data_buffer.states[i]; hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value); @@ -1244,7 +1244,7 @@ static void render_state_poison_data_init(struct render_state_data *data) { unsigned int i;
- for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i) + for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { data->states[i] = 0x1337c0de; } @@ -1423,10 +1423,10 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes render_state_test_data_init(&ctx->test_data_all_buffer); render_state_poison_data_init(&ctx->poison_data_buffer);
- for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i) + for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { ctx->test_data_vertex_buffer.states[i] = ctx->default_data_buffer.states[i]; - for (j = 0; j < sizeof(states_vertex) / sizeof(*states_vertex); ++j) + for (j = 0; j < ARRAY_SIZE(states_vertex); ++j) { if (render_state_indices[i] == states_vertex[j]) { @@ -1436,7 +1436,7 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes }
ctx->test_data_pixel_buffer.states[i] = ctx->default_data_buffer.states[i]; - for (j = 0; j < sizeof(states_pixel) / sizeof(*states_pixel); ++j) + for (j = 0; j < ARRAY_SIZE(states_pixel); ++j) { if (render_state_indices[i] == states_pixel[j]) { diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index c2a4abfc04..bed70d8a17 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -494,7 +494,7 @@ static void lighting_test(void) hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + 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); @@ -706,22 +706,14 @@ static void test_specular_lighting(void) } tests[] = { - {&directional, FALSE, 30.0f, expected_directional, - sizeof(expected_directional) / sizeof(expected_directional[0])}, - {&directional, TRUE, 30.0f, expected_directional_local, - sizeof(expected_directional_local) / sizeof(expected_directional_local[0])}, - {&point, FALSE, 30.0f, expected_point, - sizeof(expected_point) / sizeof(expected_point[0])}, - {&point, TRUE, 30.0f, expected_point_local, - sizeof(expected_point_local) / sizeof(expected_point_local[0])}, - {&spot, FALSE, 30.0f, expected_spot, - sizeof(expected_spot) / sizeof(expected_spot[0])}, - {&spot, TRUE, 30.0f, expected_spot_local, - sizeof(expected_spot_local) / sizeof(expected_spot_local[0])}, - {&point_range, FALSE, 30.0f, expected_point_range, - sizeof(expected_point_range) / sizeof(expected_point_range[0])}, - {&point_side, TRUE, 0.0f, expected_point_side, - sizeof(expected_point_side) / sizeof(expected_point_side[0])}, + {&directional, FALSE, 30.0f, expected_directional, ARRAY_SIZE(expected_directional)}, + {&directional, TRUE, 30.0f, expected_directional_local, ARRAY_SIZE(expected_directional_local)}, + {&point, FALSE, 30.0f, expected_point, ARRAY_SIZE(expected_point)}, + {&point, TRUE, 30.0f, expected_point_local, ARRAY_SIZE(expected_point_local)}, + {&spot, FALSE, 30.0f, expected_spot, ARRAY_SIZE(expected_spot)}, + {&spot, TRUE, 30.0f, expected_spot_local, ARRAY_SIZE(expected_spot_local)}, + {&point_range, FALSE, 30.0f, expected_point_range, ARRAY_SIZE(expected_point_range)}, + {&point_side, TRUE, 0.0f, expected_point_side, ARRAY_SIZE(expected_point_side)}, }; IDirect3DDevice8 *device; D3DMATERIAL8 material; @@ -795,7 +787,7 @@ static void test_specular_lighting(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + 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); @@ -1480,7 +1472,7 @@ static void fog_with_shader_test(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
- for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); ++i) + 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); @@ -2458,7 +2450,7 @@ static void test_scalar_instructions(void) goto done; }
- for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + 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); @@ -3100,7 +3092,7 @@ static void texop_test(void) 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);
- for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + for (i = 0; i < ARRAY_SIZE(test_data); ++i) { if (!(caps.TextureOpCaps & test_data[i].caps_flag)) { @@ -3789,7 +3781,7 @@ static void intz_test(void) ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb); - for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), @@ -3847,7 +3839,7 @@ static void intz_test(void) ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb); - for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), @@ -3915,7 +3907,7 @@ static void intz_test(void) ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb); - for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), @@ -4070,7 +4062,7 @@ static void shadow_test(void) D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
- for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i) + for (i = 0; i < ARRAY_SIZE(formats); ++i) { D3DFORMAT format = formats[i].format; IDirect3DTexture8 *texture; @@ -4132,7 +4124,7 @@ static void shadow_test(void) IDirect3DTexture8_Release(texture);
get_rt_readback(original_rt, &rb); - for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j) + for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) { D3DCOLOR 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, @@ -4459,7 +4451,7 @@ static void resz_test(void) hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
- for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), @@ -4544,7 +4536,7 @@ static void resz_test(void) hr = IDirect3DDevice8_EndScene(device); ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
- for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i) + for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), @@ -4891,7 +4883,7 @@ static void fog_special_test(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + 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); @@ -5926,7 +5918,7 @@ static void test_fog_interpolation(void) hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + for (i = 0; i < ARRAY_SIZE(tests); i++) { if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; @@ -6081,7 +6073,7 @@ static void test_negative_fixedfunction_fog(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); i++) + for (i = 0; i < ARRAY_SIZE(tests); i++) { if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog) continue; @@ -6206,7 +6198,7 @@ static void test_table_fog_zw(void) hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + 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); @@ -6414,7 +6406,7 @@ static void test_signed_formats(void) hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
- for (i = 0; i < sizeof(formats) / sizeof(*formats); i++) + for (i = 0; i < ARRAY_SIZE(formats); i++) { hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format); @@ -6424,7 +6416,7 @@ static void test_signed_formats(void) continue; }
- for (j = 0; j < sizeof(tests) / sizeof(*tests); j++) + for (j = 0; j < ARRAY_SIZE(tests); j++) { texture_sysmem = NULL; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, @@ -6661,7 +6653,7 @@ static void test_updatetexture(void) hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
- for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t) + for (t = 0; t < ARRAY_SIZE(texture_types); ++t) { if (!(caps.TextureCaps & texture_types[t].cap)) { @@ -6683,7 +6675,7 @@ static void test_updatetexture(void) hr = IDirect3DDevice8_SetVertexShader(device, texture_types[t].fvf); ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (tests[i].src_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported) continue; @@ -7253,7 +7245,7 @@ static void test_pointsize(void) hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil); ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
- for (i = 0; i < sizeof(test_setups) / sizeof(test_setups[0]); ++i) + for (i = 0; i < ARRAY_SIZE(test_setups); ++i) { if (caps.VertexShaderVersion < test_setups[i].vs->version || caps.PixelShaderVersion < test_setups[i].ps->version) @@ -7285,7 +7277,7 @@ static void test_pointsize(void) hr = IDirect3DDevice8_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
- for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j) + for (j = 0; j < ARRAY_SIZE(tests); ++j) { unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale ? test_setups[i].scaled_size : test_setups[i].nonscaled_size; @@ -8116,7 +8108,7 @@ static void test_flip(void) return; }
- for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) + 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); @@ -8152,7 +8144,7 @@ static void test_flip(void) IDirect3DSurface8_Release(test_surface);
/* Backbuffer surface pointers are unmodified */ - for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) + 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); @@ -8184,7 +8176,7 @@ static void test_flip(void) color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
- for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i) + for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) IDirect3DSurface8_Release(back_buffers[i]);
refcount = IDirect3DDevice8_Release(device); @@ -8377,7 +8369,7 @@ static void test_uninitialized_varyings(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) @@ -8574,7 +8566,7 @@ static void test_shademode(void) /* 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. */
- for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (tests[i].vs->version) { @@ -9222,7 +9214,7 @@ static void test_texture_blending(void) hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *current_test = &tests[i];
@@ -9413,7 +9405,7 @@ static void test_color_clamping(void) hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
- for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { if (caps.VertexShaderVersion < tests[i].vs_version || caps.PixelShaderVersion < tests[i].ps_version) @@ -10118,7 +10110,7 @@ static void test_map_synchronisation(void) } size = (tri_count + 2) * sizeof(*quad1.strip);
- for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); @@ -10228,7 +10220,7 @@ static void test_viewport(void) /* This crashes on Windows. */ /* hr = IDirect3DDevice8_SetViewport(device, NULL); */
- for (i = 0; i < sizeof(rt_sizes) / sizeof(rt_sizes[0]); ++i) + for (i = 0; i < ARRAY_SIZE(rt_sizes); ++i) { if (i) { @@ -10244,7 +10236,7 @@ static void test_viewport(void) ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); }
- for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j) + 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);