From: Zebediah Figura zfigura@codeweavers.com
--- dlls/d3d10core/tests/Makefile.in | 1 - dlls/d3d10core/tests/d3d10core.c | 1446 +++++++++++++++--------------- 2 files changed, 712 insertions(+), 735 deletions(-)
diff --git a/dlls/d3d10core/tests/Makefile.in b/dlls/d3d10core/tests/Makefile.in index c65e6e8cafa..313a042b246 100644 --- a/dlls/d3d10core/tests/Makefile.in +++ b/dlls/d3d10core/tests/Makefile.in @@ -1,4 +1,3 @@ -EXTRADEFS = -DWINE_NO_LONG_TYPES TESTDLL = d3d10core.dll IMPORTS = d3d10 dxgi user32
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c index c3adcec77cd..acc85f03b23 100644 --- a/dlls/d3d10core/tests/d3d10core.c +++ b/dlls/d3d10core/tests/d3d10core.c @@ -174,7 +174,7 @@ static HRESULT check_interface_(unsigned int line, void *iface, REFIID riid, BOO
hr = IUnknown_QueryInterface(unknown, riid, (void **)&out); ok_(__FILE__, line)(hr == expected_hr || broken(is_broken && hr == broken_hr), - "Got hr %#x, expected %#x.\n", hr, expected_hr); + "Got hr %#lx, expected %#lx.\n", hr, expected_hr); if (SUCCEEDED(hr)) IUnknown_Release(out); return hr; @@ -586,7 +586,7 @@ static ID3D10Buffer *create_buffer_(unsigned int line, ID3D10Device *device, resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create buffer, hr %#lx.\n", hr); return buffer; }
@@ -616,7 +616,7 @@ static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback * buffer_desc.MiscFlags = 0; if (FAILED(hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, (ID3D10Buffer **)&rb->resource))) { - trace("Failed to create texture, hr %#x.\n", hr); + trace("Failed to create texture, hr %#lx.\n", hr); ID3D10Device_Release(device); return; } @@ -628,7 +628,7 @@ static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback * ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)buffer); if (FAILED(hr = ID3D10Buffer_Map((ID3D10Buffer *)rb->resource, D3D10_MAP_READ, 0, &rb->map_desc.pData))) { - trace("Failed to map buffer, hr %#x.\n", hr); + trace("Failed to map buffer, hr %#lx.\n", hr); ID3D10Resource_Release(rb->resource); rb->resource = NULL; } @@ -657,7 +657,7 @@ static void get_texture1d_readback(ID3D10Texture1D *texture, unsigned int sub_re texture_desc.MiscFlags = 0; if (FAILED(hr = ID3D10Device_CreateTexture1D(device, &texture_desc, NULL, (ID3D10Texture1D **)&rb->resource))) { - trace("Failed to create texture, hr %#x.\n", hr); + trace("Failed to create texture, hr %#lx.\n", hr); ID3D10Device_Release(device); return; } @@ -671,7 +671,7 @@ static void get_texture1d_readback(ID3D10Texture1D *texture, unsigned int sub_re if (FAILED(hr = ID3D10Texture1D_Map((ID3D10Texture1D *)rb->resource, sub_resource_idx, D3D10_MAP_READ, 0, &rb->map_desc.pData))) { - trace("Failed to map sub-resource %u, hr %#x.\n", sub_resource_idx, hr); + trace("Failed to map sub-resource %u, hr %#lx.\n", sub_resource_idx, hr); ID3D10Resource_Release(rb->resource); rb->resource = NULL; } @@ -700,7 +700,7 @@ static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_reso texture_desc.MiscFlags = 0; if (FAILED(hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&rb->resource))) { - trace("Failed to create texture, hr %#x.\n", hr); + trace("Failed to create texture, hr %#lx.\n", hr); ID3D10Device_Release(device); return; } @@ -714,7 +714,7 @@ static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_reso if (FAILED(hr = ID3D10Texture2D_Map((ID3D10Texture2D *)rb->resource, sub_resource_idx, D3D10_MAP_READ, 0, &rb->map_desc))) { - trace("Failed to map sub-resource %u, hr %#x.\n", sub_resource_idx, hr); + trace("Failed to map sub-resource %u, hr %#lx.\n", sub_resource_idx, hr); ID3D10Resource_Release(rb->resource); rb->resource = NULL; } @@ -860,12 +860,11 @@ done:
#define check_readback_data_u24(a, b, c, d, e) check_readback_data_u24_(__LINE__, a, b, c, d, e) static void check_readback_data_u24_(unsigned int line, struct resource_readback *rb, - const RECT *rect, unsigned int shift, DWORD expected_value, BYTE max_diff) + const RECT *rect, unsigned int shift, unsigned int expected_value, BYTE max_diff) { - unsigned int x = 0, y = 0; + unsigned int x = 0, y = 0, value = 0; BOOL all_match = FALSE; RECT default_rect; - DWORD value = 0;
if (!rect) { @@ -892,12 +891,11 @@ done:
#define check_readback_data_color(a, b, c, d) check_readback_data_color_(__LINE__, a, b, c, d) static void check_readback_data_color_(unsigned int line, struct resource_readback *rb, - const RECT *rect, DWORD expected_color, BYTE max_diff) + const RECT *rect, unsigned int expected_color, BYTE max_diff) { - unsigned int x = 0, y = 0; + unsigned int x = 0, y = 0, color = 0; BOOL all_match = FALSE; RECT default_rect; - DWORD color = 0;
if (!rect) { @@ -1134,7 +1132,7 @@ static IDXGIAdapter *create_adapter(void)
if (FAILED(hr = CreateDXGIFactory(&IID_IDXGIFactory, (void **)&factory))) { - trace("Failed to create IDXGIFactory, hr %#x.\n", hr); + trace("Failed to create IDXGIFactory, hr %#lx.\n", hr); return NULL; }
@@ -1148,7 +1146,7 @@ static IDXGIAdapter *create_adapter(void) } else { - trace("Failed to get IDXGIFactory4, hr %#x.\n", hr); + trace("Failed to get IDXGIFactory4, hr %#lx.\n", hr); } } else @@ -1157,7 +1155,7 @@ static IDXGIAdapter *create_adapter(void) } IDXGIFactory_Release(factory); if (FAILED(hr)) - trace("Failed to get adapter, hr %#x.\n", hr); + trace("Failed to get adapter, hr %#lx.\n", hr); return adapter; }
@@ -1193,12 +1191,12 @@ static void get_device_adapter_desc(ID3D10Device *device, DXGI_ADAPTER_DESC *ada HRESULT hr;
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); - ok(SUCCEEDED(hr), "Failed to query IDXGIDevice interface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to query IDXGIDevice interface, hr %#lx.\n", hr); hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); - ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter, hr %#lx.\n", hr); IDXGIDevice_Release(dxgi_device); hr = IDXGIAdapter_GetDesc(adapter, adapter_desc); - ok(SUCCEEDED(hr), "Failed to get adapter desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter desc, hr %#lx.\n", hr); IDXGIAdapter_Release(adapter); }
@@ -1280,12 +1278,12 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, HRESULT hr;
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); - ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#lx.\n", hr); hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); - ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter, hr %#lx.\n", hr); IDXGIDevice_Release(dxgi_device); hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); - ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get factory, hr %#lx.\n", hr); IDXGIAdapter_Release(adapter);
dxgi_desc.BufferDesc.Width = 640; @@ -1319,7 +1317,7 @@ static IDXGISwapChain *create_swapchain(ID3D10Device *device, HWND window, }
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &dxgi_desc, &swapchain); - ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create swapchain, hr %#lx.\n", hr); IDXGIFactory_Release(factory);
return swapchain; @@ -1368,11 +1366,11 @@ static BOOL init_test_context_(unsigned int line, struct d3d10core_test_context 0, 0, rect.right - rect.left, rect.bottom - rect.top, NULL, NULL, NULL, NULL); context->swapchain = create_swapchain(context->device, context->window, swapchain_desc); hr = IDXGISwapChain_GetBuffer(context->swapchain, 0, &IID_ID3D10Texture2D, (void **)&context->backbuffer); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(context->device, (ID3D10Resource *)context->backbuffer, NULL, &context->backbuffer_rtv); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(context->device, 1, &context->backbuffer_rtv, NULL);
@@ -1405,7 +1403,7 @@ static void release_test_context_(unsigned int line, struct d3d10core_test_conte DestroyWindow(context->window);
ref = ID3D10Device_Release(context->device); - ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref); + ok_(__FILE__, line)(!ref, "Device has %lu references left.\n", ref); }
#define draw_quad(context) draw_quad_vs_(__LINE__, context, NULL, 0) @@ -1455,7 +1453,7 @@ static void draw_quad_vs_(unsigned int line, struct d3d10core_test_context *cont { hr = ID3D10Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), vs_code, vs_code_size, &context->input_layout); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr); }
if (!context->vb) @@ -1467,7 +1465,7 @@ static void draw_quad_vs_(unsigned int line, struct d3d10core_test_context *cont ID3D10VertexShader_Release(context->vs);
hr = ID3D10Device_CreateVertexShader(device, vs_code, vs_code_size, &context->vs); - ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#x.\n", hr); + ok_(__FILE__, line)(hr == S_OK, "Failed to create vertex shader, hr %#lx.\n", hr);
context->vs_code = vs_code; } @@ -1546,7 +1544,7 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c if (!context->ps) { hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &context->ps); - ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); }
if (!context->ps_cb) @@ -1575,7 +1573,7 @@ static void test_feature_level(void)
hr = ID3D10Device_QueryInterface(d3d10_device, &IID_ID3D11Device, (void **)&d3d11_device); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, - "Failed to query ID3D11Device interface, hr %#x.\n", hr); + "Failed to query ID3D11Device interface, hr %#lx.\n", hr); if (FAILED(hr)) { win_skip("D3D11 is not available.\n"); @@ -1640,23 +1638,23 @@ static void test_device_interfaces(void) expected_refcount = get_refcount(device) + 1;
hr = ID3D10Device_QueryInterface(device, &IID_ID3D10Multithread, (void **)&multithread); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
refcount = get_refcount(device); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
expected_refcount = refcount; refcount = get_refcount(multithread); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
ID3D11Device_GetImmediateContext(d3d11_device, &immediate_context); hr = ID3D11DeviceContext_QueryInterface(immediate_context, &IID_ID3D11Multithread, (void **)&d3d11_multithread); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
expected_refcount = get_refcount(immediate_context); refcount = get_refcount(d3d11_multithread); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
enabled = ID3D10Multithread_GetMultithreadProtected(multithread); ok(enabled, "Multithread protection is %#x.\n", enabled); @@ -1670,7 +1668,7 @@ static void test_device_interfaces(void)
done: refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_texture1d(void) @@ -1699,19 +1697,19 @@ static void test_create_texture1d(void) desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture1D(device, &desc, &data, &texture); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture1D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
check_interface(texture, &IID_IDXGISurface, TRUE, FALSE); @@ -1720,15 +1718,15 @@ static void test_create_texture1d(void) desc.MipLevels = 0; expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture1D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
ID3D10Texture1D_GetDesc(texture, &desc); @@ -1747,7 +1745,7 @@ static void test_create_texture1d(void) desc.MipLevels = 1; desc.ArraySize = 2; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#lx.\n", hr);
check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); ID3D10Texture1D_Release(texture); @@ -1759,13 +1757,13 @@ static void test_create_texture1d(void) desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); - ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == (i ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#lx.\n", i, hr); if (SUCCEEDED(hr)) ID3D10Texture1D_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_texture1d_interfaces(void) @@ -1813,7 +1811,7 @@ static void test_texture1d_interfaces(void) desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 1d texture, hr %#lx.\n", hr); check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); hr = check_interface(texture, &IID_ID3D11Texture1D, TRUE, TRUE); /* Not available on all Windows versions. */ ID3D10Texture1D_Release(texture); @@ -1842,7 +1840,7 @@ static void test_texture1d_interfaces(void) hr = ID3D10Device_CreateTexture1D(device, &desc, NULL, &texture); /* Shared resources are not supported by REF and WARP devices. */ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), - "Test %u: Failed to create a 1d texture, hr %#x.\n", i, hr); + "Test %u: Failed to create a 1d texture, hr %#lx.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create ID3D10Texture1D, skipping test %u.\n", i); @@ -1882,7 +1880,7 @@ static void test_texture1d_interfaces(void) }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_texture2d(void) @@ -2009,19 +2007,19 @@ static void test_create_texture2d(void) desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &desc, &data, &texture); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture2D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
check_interface(texture, &IID_IDXGISurface, TRUE, FALSE); @@ -2030,15 +2028,15 @@ static void test_create_texture2d(void) desc.MipLevels = 0; expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture2D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
ID3D10Texture2D_GetDesc(texture, &desc); @@ -2060,29 +2058,29 @@ static void test_create_texture2d(void) desc.MipLevels = 1; desc.ArraySize = 2; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx\n", hr); check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); ID3D10Texture2D_Release(texture);
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_level_count); - ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#lx.\n", hr); desc.ArraySize = 1; desc.SampleDesc.Count = 2; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); if (quality_level_count) { - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ID3D10Texture2D_Release(texture); desc.SampleDesc.Quality = quality_level_count; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); } - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
/* We assume 15 samples multisampling is never supported in practice. */ desc.SampleDesc.Count = 15; desc.SampleDesc.Quality = 0; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
desc.SampleDesc.Count = 1; for (i = 0; i < ARRAY_SIZE(tests); ++i) @@ -2095,14 +2093,14 @@ static void test_create_texture2d(void)
todo_wine_if(tests[i].todo) ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), - "Test %u: Got unexpected hr %#x (format %#x).\n", i, hr, desc.Format); + "Test %u: Got unexpected hr %#lx (format %#x).\n", i, hr, desc.Format);
if (SUCCEEDED(hr)) ID3D10Texture2D_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_texture2d_interfaces(void) @@ -2153,7 +2151,7 @@ static void test_texture2d_interfaces(void) desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr); check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); hr = check_interface(texture, &IID_ID3D11Texture2D, TRUE, TRUE); /* Not available on all Windows versions. */ ID3D10Texture2D_Release(texture); @@ -2185,7 +2183,7 @@ static void test_texture2d_interfaces(void) hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture); /* Shared resources are not supported by REF and WARP devices. */ ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), - "Test %u: Failed to create a 2d texture, hr %#x.\n", i, hr); + "Test %u: Failed to create a 2d texture, hr %#lx.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create ID3D10Texture2D, skipping test %u.\n", i); @@ -2231,7 +2229,7 @@ static void test_texture2d_interfaces(void) }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_texture3d(void) @@ -2284,19 +2282,19 @@ static void test_create_texture3d(void) desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture3D(device, &desc, &data, &texture); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture3D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
check_interface(texture, &IID_IDXGISurface, FALSE, FALSE); @@ -2305,15 +2303,15 @@ static void test_create_texture3d(void) desc.MipLevels = 0; expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 3d texture, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Texture3D_GetDevice(texture, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
ID3D10Texture3D_GetDesc(texture, &desc); @@ -2338,14 +2336,14 @@ static void test_create_texture3d(void) hr = ID3D10Device_CreateTexture3D(device, &desc, NULL, &texture);
todo_wine_if(tests[i].todo) - ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#lx.\n", i, hr);
if (SUCCEEDED(hr)) ID3D10Texture3D_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_buffer(void) @@ -2427,7 +2425,7 @@ static void test_create_buffer(void)
hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer); /* Shared resources are not supported by REF and WARP devices. */ - ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a buffer, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr) || broken(hr == E_OUTOFMEMORY), "Test %u: Failed to create a buffer, hr %#lx.\n", i, hr); if (FAILED(hr)) { win_skip("Failed to create a buffer, skipping test %u.\n", i); @@ -2468,7 +2466,7 @@ static void test_create_buffer(void) desc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_ALLOW_RAW_VIEWS;
hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer); - todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Release(buffer);
@@ -2479,13 +2477,13 @@ static void test_create_buffer(void) desc.ByteWidth = i; expected_hr = !i || i % 16 ? E_INVALIDARG : S_OK; hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer); - ok(hr == expected_hr, "Got unexpected hr %#x for constant buffer size %u.\n", hr, i); + ok(hr == expected_hr, "Got unexpected hr %#lx for constant buffer size %u.\n", hr, i); if (SUCCEEDED(hr)) ID3D10Buffer_Release(buffer); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_depthstencil_view(void) @@ -2606,19 +2604,19 @@ static void test_create_depthstencil_view(void) texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview); - ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10DepthStencilView_GetDevice(dsview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
memset(&dsv_desc, 0, sizeof(dsv_desc)); @@ -2640,7 +2638,7 @@ static void test_create_depthstencil_view(void) texture_desc.Format = tests[i].texture.format;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr);
if (tests[i].dsv_desc.dimension == D3D10_DSV_DIMENSION_UNKNOWN) { @@ -2654,9 +2652,9 @@ static void test_create_depthstencil_view(void)
expected_refcount = get_refcount(texture); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, current_desc, &dsview); - ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create depth stencil view, hr %#lx.\n", i, hr); refcount = get_refcount(texture); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
/* Not available on all Windows versions. */ check_interface(dsview, &IID_ID3D11DepthStencilView, TRUE, TRUE); @@ -2676,19 +2674,19 @@ static void test_create_depthstencil_view(void) texture_desc.Format = invalid_desc_tests[i].texture.format;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr);
dsview = (void *)0xdeadbeef; get_dsv_desc(&dsv_desc, &invalid_desc_tests[i].dsv_desc); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsview); - ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!dsview, "Unexpected pointer %p.\n", dsview);
ID3D10Texture2D_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_depthstencil_view_interfaces(void) @@ -2722,14 +2720,14 @@ static void test_depthstencil_view_interfaces(void) texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr);
dsv_desc.Format = texture_desc.Format; dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; U(dsv_desc).Texture2D.MipSlice = 0;
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsview); - ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#lx.\n", hr);
hr = ID3D10DepthStencilView_QueryInterface(dsview, &IID_ID3D11DepthStencilView, (void **)&d3d11_dsview); ID3D10DepthStencilView_Release(dsview); @@ -2756,7 +2754,7 @@ static void test_depthstencil_view_interfaces(void) ID3D10Texture2D_Release(texture);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_rendertarget_view(void) @@ -2919,19 +2917,19 @@ static void test_create_rendertarget_view(void) buffer_desc.MiscFlags = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer); - ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Buffer_GetDevice(buffer, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
rtv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; @@ -2943,21 +2941,21 @@ static void test_create_rendertarget_view(void) { rtview = (void *)0xdeadbeef; hr = ID3D10Device_CreateRenderTargetView(device, NULL, &rtv_desc, &rtview); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(!rtview, "Unexpected pointer %p.\n", rtview); }
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)buffer, &rtv_desc, &rtview); - ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a rendertarget view, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10RenderTargetView_GetDevice(rtview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
/* Not available on all Windows versions. */ @@ -2993,7 +2991,7 @@ static void test_create_rendertarget_view(void) texture2d_desc.Format = tests[i].texture.format;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture2d; } else @@ -3003,7 +3001,7 @@ static void test_create_rendertarget_view(void) texture3d_desc.Format = tests[i].texture.format;
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture3d; }
@@ -3019,9 +3017,9 @@ static void test_create_rendertarget_view(void)
expected_refcount = get_refcount(texture); hr = ID3D10Device_CreateRenderTargetView(device, texture, current_desc, &rtview); - ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#lx.\n", i, hr); refcount = get_refcount(texture); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
/* Not available on all Windows versions. */ check_interface(rtview, &IID_ID3D11RenderTargetView, TRUE, TRUE); @@ -3046,7 +3044,7 @@ static void test_create_rendertarget_view(void) texture2d_desc.Format = invalid_desc_tests[i].texture.format;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture2d; } else @@ -3056,21 +3054,21 @@ static void test_create_rendertarget_view(void) texture3d_desc.Format = invalid_desc_tests[i].texture.format;
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture3d; }
get_rtv_desc(&rtv_desc, &invalid_desc_tests[i].rtv_desc); rtview = (void *)0xdeadbeef; hr = ID3D10Device_CreateRenderTargetView(device, texture, &rtv_desc, &rtview); - ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!rtview, "Unexpected pointer %p.\n", rtview);
ID3D10Resource_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_render_target_views(void) @@ -3167,11 +3165,11 @@ static void test_render_target_views(void) texture_desc.ArraySize = test->texture.array_size;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create texture, hr %#lx.\n", i, hr);
get_rtv_desc(&rtv_desc, &test->rtv); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); - ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create render target view, hr %#lx.\n", i, hr);
for (j = 0; j < texture_desc.ArraySize; ++j) { @@ -3315,10 +3313,10 @@ static void test_layered_rendering(void) ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#lx.\n", hr); ID3D10Device_GSSetShader(device, gs); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
texture_desc.Width = 32; @@ -3333,10 +3331,10 @@ static void test_layered_rendering(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); constant.layer_offset = 0; constant.draw_id = 0; @@ -3354,7 +3352,7 @@ static void test_layered_rendering(void) U(rtv_desc).Texture2DArray.FirstArraySlice = 3; U(rtv_desc).Texture2DArray.ArraySize = 1; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); constant.layer_offset = 1; constant.draw_id = 2; @@ -3367,7 +3365,7 @@ static void test_layered_rendering(void) U(rtv_desc).Texture2DArray.FirstArraySlice = 0; U(rtv_desc).Texture2DArray.ArraySize = ~0u; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); constant.layer_offset = 0; constant.draw_id = 3; @@ -3386,7 +3384,7 @@ static void test_layered_rendering(void) { U(rtv_desc).Texture2DArray.FirstArraySlice = texture_desc.ArraySize - 1 - i; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); constant.layer_offset = 0; constant.draw_id = 4 + i; @@ -3559,7 +3557,7 @@ static void test_create_shader_resource_view(void)
srview = (void *)0xdeadbeef; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(!srview, "Unexpected pointer %p\n", srview);
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; @@ -3569,15 +3567,15 @@ static void test_create_shader_resource_view(void)
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview); - ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10ShaderResourceView_GetDevice(srview, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
/* Not available on all Windows versions. */ @@ -3592,7 +3590,7 @@ static void test_create_shader_resource_view(void)
srview = (void *)0xdeadbeef; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srview); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(!srview, "Unexpected pointer %p\n", srview);
ID3D10Buffer_Release(buffer); @@ -3627,7 +3625,7 @@ static void test_create_shader_resource_view(void) texture2d_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture2d; } else @@ -3637,7 +3635,7 @@ static void test_create_shader_resource_view(void) texture3d_desc.Format = tests[i].texture.format;
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture3d; }
@@ -3653,9 +3651,9 @@ static void test_create_shader_resource_view(void)
expected_refcount = get_refcount(texture); hr = ID3D10Device_CreateShaderResourceView(device, texture, current_desc, &srview); - ok(SUCCEEDED(hr), "Test %u: Failed to create a shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create a shader resource view, hr %#lx.\n", i, hr); refcount = get_refcount(texture); - ok(refcount == expected_refcount, "Got refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got refcount %lu, expected %lu.\n", refcount, expected_refcount);
/* Not available on all Windows versions. */ check_interface(srview, &IID_ID3D10ShaderResourceView1, TRUE, TRUE); @@ -3685,7 +3683,7 @@ static void test_create_shader_resource_view(void) texture2d_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture2d; } else @@ -3695,21 +3693,21 @@ static void test_create_shader_resource_view(void) texture3d_desc.Format = invalid_desc_tests[i].texture.format;
hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, &texture3d); - ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#lx.\n", i, hr); texture = (ID3D10Resource *)texture3d; }
srview = (void *)0xdeadbeef; get_srv_desc(&srv_desc, &invalid_desc_tests[i].srv_desc); hr = ID3D10Device_CreateShaderResourceView(device, texture, &srv_desc, &srview); - ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == E_INVALIDARG, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!srview, "Unexpected pointer %p.\n", srview);
ID3D10Resource_Release(texture); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_shader(void) @@ -3872,88 +3870,88 @@ void main(point float4 vin[1] : POSITION, inout TriangleStream<gs_out> vout) /* vertex shader */ expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateVertexShader(device, vs_4_0, sizeof(vs_4_0), &vs); - ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create SM4 vertex shader, hr %#lx\n", hr);
refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10VertexShader_GetDevice(vs, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
/* Not available on all Windows versions. */ check_interface(vs, &IID_ID3D11VertexShader, TRUE, TRUE);
refcount = ID3D10VertexShader_Release(vs); - ok(!refcount, "Vertex shader has %u references left.\n", refcount); + ok(!refcount, "Vertex shader has %lu references left.\n", refcount);
vs = (void *)0xdeadbeef; hr = ID3D10Device_CreateVertexShader(device, vs_2_0, sizeof(vs_2_0), &vs); - ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#x\n", hr); + ok(hr == E_INVALIDARG, "Created a SM2 vertex shader, hr %#lx\n", hr); ok(!vs, "Unexpected pointer %p.\n", vs);
vs = (void *)0xdeadbeef; hr = ID3D10Device_CreateVertexShader(device, vs_3_0, sizeof(vs_3_0), &vs); - ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#x\n", hr); + ok(hr == E_INVALIDARG, "Created a SM3 vertex shader, hr %#lx\n", hr); ok(!vs, "Unexpected pointer %p.\n", vs);
vs = (void *)0xdeadbeef; hr = ID3D10Device_CreateVertexShader(device, ps_4_0, sizeof(ps_4_0), &vs); - ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#x\n", hr); + ok(hr == E_INVALIDARG, "Created a SM4 vertex shader from a pixel shader source, hr %#lx\n", hr); ok(!vs, "Unexpected pointer %p.\n", vs);
/* pixel shader */ ps = (void *)0xdeadbeef; hr = ID3D10Device_CreatePixelShader(device, vs_2_0, sizeof(vs_2_0), &ps); - ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Unexpected hr %#lx.\n", hr); ok(!ps, "Unexpected pointer %p.\n", ps);
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreatePixelShader(device, ps_4_0, sizeof(ps_4_0), &ps); - ok(SUCCEEDED(hr), "Failed to create SM4 pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create SM4 pixel shader, hr %#lx.\n", hr);
refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10PixelShader_GetDevice(ps, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
/* Not available on all Windows versions. */ check_interface(ps, &IID_ID3D11PixelShader, TRUE, TRUE);
refcount = ID3D10PixelShader_Release(ps); - ok(!refcount, "Pixel shader has %u references left.\n", refcount); + ok(!refcount, "Pixel shader has %lu references left.\n", refcount);
/* geometry shader */ expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateGeometryShader(device, gs_4_0, sizeof(gs_4_0), &gs); - ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create SM4 geometry shader, hr %#lx.\n", hr);
refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10GeometryShader_GetDevice(gs, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
/* Not available on all Windows versions. */ check_interface(gs, &IID_ID3D11GeometryShader, TRUE, TRUE);
refcount = ID3D10GeometryShader_Release(gs); - ok(!refcount, "Geometry shader has %u references left.\n", refcount); + ok(!refcount, "Geometry shader has %lu references left.\n", refcount);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_sampler_state(void) @@ -4007,7 +4005,7 @@ static void test_create_sampler_state(void) }
hr = ID3D10Device_CreateSamplerState(device, NULL, &sampler_state1); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; desc.AddressU = D3D10_TEXTURE_ADDRESS_WRAP; @@ -4025,18 +4023,18 @@ static void test_create_sampler_state(void)
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateSamplerState(device, &desc, &sampler_state1); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr); hr = ID3D10Device_CreateSamplerState(device, &desc, &sampler_state2); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr); ok(sampler_state1 == sampler_state2, "Got different sampler state objects.\n"); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10SamplerState_GetDevice(sampler_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
ID3D10SamplerState_GetDesc(sampler_state1, &desc); @@ -4055,9 +4053,9 @@ static void test_create_sampler_state(void) ok(desc.MaxLOD == 16.0f, "Got unexpected max LOD %f.\n", desc.MaxLOD);
refcount = ID3D10SamplerState_Release(sampler_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10SamplerState_Release(sampler_state1); - ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ok(!refcount, "Got unexpected refcount %lu.\n", refcount);
hr = ID3D10Device_QueryInterface(device, &IID_ID3D11Device, (void **)&d3d11_device); ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */, @@ -4088,7 +4086,7 @@ static void test_create_sampler_state(void) desc.MaxLOD = 16.0f;
hr = ID3D10Device_CreateSamplerState(device, &desc, &sampler_state1); - ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#lx.\n", i, hr);
hr = ID3D10SamplerState_QueryInterface(sampler_state1, &IID_ID3D11SamplerState, (void **)&d3d11_sampler_state); @@ -4129,28 +4127,28 @@ static void test_create_sampler_state(void) "Test %u: Got unexpected max LOD %f.\n", i, d3d11_desc.MaxLOD);
refcount = ID3D11SamplerState_Release(d3d11_sampler_state); - ok(refcount == 1, "Test %u: Got unexpected refcount %u.\n", i, refcount); + ok(refcount == 1, "Test %u: Got unexpected refcount %lu.\n", i, refcount);
hr = ID3D11Device_CreateSamplerState(d3d11_device, &d3d11_desc, &d3d11_sampler_state); - ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#lx.\n", i, hr); hr = ID3D11SamplerState_QueryInterface(d3d11_sampler_state, &IID_ID3D10SamplerState, (void **)&sampler_state2); ok(SUCCEEDED(hr), "Test %u: Sampler state should implement ID3D10SamplerState.\n", i); ok(sampler_state1 == sampler_state2, "Test %u: Got different sampler state objects.\n", i);
refcount = ID3D11SamplerState_Release(d3d11_sampler_state); - ok(refcount == 2, "Test %u: Got unexpected refcount %u.\n", i, refcount); + ok(refcount == 2, "Test %u: Got unexpected refcount %lu.\n", i, refcount); refcount = ID3D10SamplerState_Release(sampler_state2); - ok(refcount == 1, "Test %u: Got unexpected refcount %u.\n", i, refcount); + ok(refcount == 1, "Test %u: Got unexpected refcount %lu.\n", i, refcount); refcount = ID3D10SamplerState_Release(sampler_state1); - ok(!refcount, "Test %u: Got unexpected refcount %u.\n", i, refcount); + ok(!refcount, "Test %u: Got unexpected refcount %lu.\n", i, refcount); }
ID3D11Device_Release(d3d11_device);
done: refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_blend_state(void) @@ -4172,7 +4170,7 @@ static void test_create_blend_state(void) }
hr = ID3D10Device_CreateBlendState(device, NULL, &blend_state1); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
memset(&blend_desc, 0, sizeof(blend_desc)); for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) @@ -4180,18 +4178,18 @@ static void test_create_blend_state(void)
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr); hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state2); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr); ok(blend_state1 == blend_state2, "Got different blend state objects.\n"); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10BlendState_GetDevice(blend_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
ID3D10BlendState_GetDesc(blend_state1, &blend_desc); @@ -4268,23 +4266,23 @@ static void test_create_blend_state(void) }
refcount = ID3D11BlendState_Release(d3d11_blend_state); - ok(refcount == 2, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 2, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10BlendState_Release(blend_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount);
hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2); ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
refcount = ID3D11BlendState_Release(d3d11_blend_state); - ok(refcount == 2, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 2, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10BlendState_Release(blend_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10BlendState_Release(blend_state1); - ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ok(!refcount, "Got unexpected refcount %lu.\n", refcount);
blend_desc.BlendEnable[0] = TRUE; blend_desc.RenderTargetWriteMask[1] = D3D10_COLOR_WRITE_ENABLE_RED; @@ -4292,7 +4290,7 @@ static void test_create_blend_state(void) blend_desc.RenderTargetWriteMask[3] = D3D10_COLOR_WRITE_ENABLE_BLUE;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state1); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
hr = ID3D10BlendState_QueryInterface(blend_state1, &IID_ID3D11BlendState, (void **)&d3d11_blend_state); ok(SUCCEEDED(hr), "Blend state should implement ID3D11BlendState.\n"); @@ -4331,28 +4329,28 @@ static void test_create_blend_state(void) }
refcount = ID3D11BlendState_Release(d3d11_blend_state); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount);
hr = ID3D11Device_CreateBlendState(d3d11_device, &d3d11_blend_desc, &d3d11_blend_state); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
hr = ID3D11BlendState_QueryInterface(d3d11_blend_state, &IID_ID3D10BlendState, (void **)&blend_state2); ok(SUCCEEDED(hr), "Blend state should implement ID3D10BlendState.\n"); ok(blend_state1 == blend_state2, "Got different blend state objects.\n");
refcount = ID3D11BlendState_Release(d3d11_blend_state); - ok(refcount == 2, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 2, "Got unexpected refcount %lu.\n", refcount);
ID3D11Device_Release(d3d11_device);
done: refcount = ID3D10BlendState_Release(blend_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10BlendState_Release(blend_state1); - ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ok(!refcount, "Got unexpected refcount %lu.\n", refcount);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_depthstencil_state(void) @@ -4370,7 +4368,7 @@ static void test_create_depthstencil_state(void) }
hr = ID3D10Device_CreateDepthStencilState(device, NULL, &ds_state1); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; @@ -4389,24 +4387,24 @@ static void test_create_depthstencil_state(void)
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); - ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#lx.\n", hr); hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state2); - ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#lx.\n", hr); ok(ds_state1 == ds_state2, "Got different depthstencil state objects.\n"); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10DepthStencilState_GetDevice(ds_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
refcount = ID3D10DepthStencilState_Release(ds_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10DepthStencilState_Release(ds_state1); - ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ok(!refcount, "Got unexpected refcount %lu.\n", refcount);
ds_desc.DepthEnable = FALSE; ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ZERO; @@ -4421,7 +4419,7 @@ static void test_create_depthstencil_state(void) ds_desc.BackFace = ds_desc.FrontFace;
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state1); - ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#lx.\n", hr);
memset(&ds_desc, 0, sizeof(ds_desc)); ID3D10DepthStencilState_GetDesc(ds_state1, &ds_desc); @@ -4456,7 +4454,7 @@ static void test_create_depthstencil_state(void) ID3D10DepthStencilState_Release(ds_state1);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_rasterizer_state(void) @@ -4474,7 +4472,7 @@ static void test_create_rasterizer_state(void) }
hr = ID3D10Device_CreateRasterizerState(device, NULL, &rast_state1); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
rast_desc.FillMode = D3D10_FILL_SOLID; rast_desc.CullMode = D3D10_CULL_BACK; @@ -4489,27 +4487,27 @@ static void test_create_rasterizer_state(void)
expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state1); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); hr = ID3D10Device_CreateRasterizerState(device, &rast_desc, &rast_state2); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ok(rast_state1 == rast_state2, "Got different rasterizer state objects.\n"); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10RasterizerState_GetDevice(rast_state1, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp);
refcount = ID3D10RasterizerState_Release(rast_state2); - ok(refcount == 1, "Got unexpected refcount %u.\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); refcount = ID3D10RasterizerState_Release(rast_state1); - ok(!refcount, "Got unexpected refcount %u.\n", refcount); + ok(!refcount, "Got unexpected refcount %lu.\n", refcount);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_create_query(void) @@ -4547,9 +4545,9 @@ static void test_create_query(void) }
hr = ID3D10Device_CreateQuery(device, NULL, &query); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_CreatePredicate(device, NULL, &predicate); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -4558,12 +4556,12 @@ static void test_create_query(void)
hr = ID3D10Device_CreateQuery(device, &query_desc, NULL); todo_wine_if(tests[i].todo) - ok(hr == S_FALSE, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query); + ok(hr == S_FALSE, "Got unexpected hr %#lx for query type %u.\n", hr, query_desc.Query);
query_desc.Query = tests[i].query; hr = ID3D10Device_CreateQuery(device, &query_desc, &query); todo_wine_if(tests[i].todo) - ok(hr == S_OK, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query); + ok(hr == S_OK, "Got unexpected hr %#lx for query type %u.\n", hr, query_desc.Query); if (FAILED(hr)) continue;
@@ -4572,11 +4570,11 @@ static void test_create_query(void)
expected_hr = tests[i].is_predicate ? S_FALSE : E_INVALIDARG; hr = ID3D10Device_CreatePredicate(device, &query_desc, NULL); - ok(hr == expected_hr, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query); + ok(hr == expected_hr, "Got unexpected hr %#lx for query type %u.\n", hr, query_desc.Query);
expected_hr = tests[i].is_predicate ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate); - ok(hr == expected_hr, "Got unexpected hr %#x for query type %u.\n", hr, query_desc.Query); + ok(hr == expected_hr, "Got unexpected hr %#lx for query type %u.\n", hr, query_desc.Query); if (SUCCEEDED(hr)) ID3D10Predicate_Release(predicate); } @@ -4584,22 +4582,22 @@ static void test_create_query(void) query_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; expected_refcount = get_refcount(device) + 1; hr = ID3D10Device_CreatePredicate(device, &query_desc, &predicate); - ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create predicate, hr %#lx.\n", hr); refcount = get_refcount(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); tmp = NULL; expected_refcount = refcount + 1; ID3D10Predicate_GetDevice(predicate, &tmp); ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device); refcount = get_refcount(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); ID3D10Device_Release(tmp); /* Not available on all Windows versions. */ check_interface(predicate, &IID_ID3D11Predicate, TRUE, TRUE); ID3D10Predicate_Release(predicate);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
#define get_query_data(a, b, c) get_query_data_(__LINE__, a, b, c) @@ -4615,10 +4613,10 @@ static void get_query_data_(unsigned int line, ID3D10Asynchronous *query, break; Sleep(10); } - ok_(__FILE__, line)(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok_(__FILE__, line)(hr == S_OK, "Got unexpected hr %#lx.\n", hr); memset(data, 0xff, data_size); hr = ID3D10Asynchronous_GetData(query, data, data_size, 0); - ok_(__FILE__, line)(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok_(__FILE__, line)(hr == S_OK, "Got unexpected hr %#lx.\n", hr); }
static void test_occlusion_query(void) @@ -4637,7 +4635,7 @@ static void test_occlusion_query(void) union { UINT64 uint; - DWORD dword[2]; + UINT32 dword[2]; } data; HRESULT hr;
@@ -4651,23 +4649,23 @@ static void test_occlusion_query(void) query_desc.Query = D3D10_QUERY_OCCLUSION; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)&query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); data_size = ID3D10Asynchronous_GetDataSize(query); ok(data_size == sizeof(data), "Got unexpected data size %u.\n", data_size);
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
ID3D10Asynchronous_End(query); ID3D10Asynchronous_Begin(query); ID3D10Asynchronous_Begin(query);
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
draw_color_quad(&test_context, &red);
@@ -4677,26 +4675,26 @@ static void test_occlusion_query(void)
memset(&data, 0xff, sizeof(data)); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(DWORD), 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(WORD), 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data) - 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data) + 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(data.dword[0] == 0xffffffff && data.dword[1] == 0xffffffff, "Data was modified 0x%08x%08x.\n", data.dword[1], data.dword[0]);
memset(&data, 0xff, sizeof(data)); hr = ID3D10Asynchronous_GetData(query, &data, 0, 0); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(data.dword[0] == 0xffffffff && data.dword[1] == 0xffffffff, "Data was modified 0x%08x%08x.\n", data.dword[1], data.dword[0]);
hr = ID3D10Asynchronous_GetData(query, NULL, sizeof(DWORD), 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, NULL, sizeof(data), 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr);
ID3D10Asynchronous_Begin(query); ID3D10Asynchronous_End(query); @@ -4705,7 +4703,7 @@ static void test_occlusion_query(void) get_query_data(query, &data, sizeof(data)); ok(!data.uint, "Got unexpected query result 0x%08x%08x.\n", data.dword[1], data.dword[0]); hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
texture_desc.Width = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; texture_desc.Height = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; @@ -4719,9 +4717,9 @@ static void test_occlusion_query(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); set_viewport(device, 0, 0, texture_desc.Width, texture_desc.Height, 0.0f, 1.0f); @@ -4766,23 +4764,23 @@ static void test_pipeline_statistics_query(void) query_desc.Query = D3D10_QUERY_PIPELINE_STATISTICS; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)&query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); data_size = ID3D10Asynchronous_GetDataSize(query); ok(data_size == sizeof(data), "Got unexpected data size %u.\n", data_size);
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
ID3D10Asynchronous_End(query); ID3D10Asynchronous_Begin(query); ID3D10Asynchronous_Begin(query);
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
draw_quad(&test_context);
@@ -4836,29 +4834,29 @@ static void test_timestamp_query(void) query_desc.Query = D3D10_QUERY_TIMESTAMP; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)×tamp_query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); data_size = ID3D10Asynchronous_GetDataSize(timestamp_query); ok(data_size == sizeof(UINT64), "Got unexpected data size %u.\n", data_size);
query_desc.Query = D3D10_QUERY_TIMESTAMP_DISJOINT; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)×tamp_disjoint_query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); data_size = ID3D10Asynchronous_GetDataSize(timestamp_disjoint_query); ok(data_size == sizeof(disjoint), "Got unexpected data size %u.\n", data_size);
hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, NULL, 0, 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
/* Test a TIMESTAMP_DISJOINT query. */ ID3D10Asynchronous_Begin(timestamp_disjoint_query);
hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, NULL, 0, 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), 0); - todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
ID3D10Asynchronous_End(timestamp_disjoint_query); get_query_data(timestamp_disjoint_query, &disjoint, sizeof(disjoint)); @@ -4870,35 +4868,35 @@ static void test_timestamp_query(void) disjoint.Frequency = 0xdeadbeef; disjoint.Disjoint = 0xff; hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) - 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) + 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) / 2, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint) * 2, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(disjoint.Frequency == 0xdeadbeef, "Frequency data was modified.\n"); ok(disjoint.Disjoint == 0xff, "Disjoint data was modified.\n");
hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, NULL, 0, 0); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); memset(&disjoint, 0xff, sizeof(disjoint)); hr = ID3D10Asynchronous_GetData(timestamp_disjoint_query, &disjoint, sizeof(disjoint), D3D10_ASYNC_GETDATA_DONOTFLUSH); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(disjoint.Frequency == prev_disjoint.Frequency, "Frequency data mismatch.\n"); ok(disjoint.Disjoint == prev_disjoint.Disjoint, "Disjoint data mismatch.\n");
hr = ID3D10Asynchronous_GetData(timestamp_query, NULL, 0, 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
/* Test a TIMESTAMP query inside a TIMESTAMP_DISJOINT query. */ ID3D10Asynchronous_Begin(timestamp_disjoint_query);
hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
draw_color_quad(&test_context, &red);
@@ -4907,22 +4905,22 @@ static void test_timestamp_query(void)
timestamp = 0xdeadbeef; hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp) / 2, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(timestamp == 0xdeadbeef, "Timestamp was modified.\n");
hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp), 0); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(timestamp != 0xdeadbeef, "Timestamp was not modified.\n");
timestamp = 0xdeadbeef; hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp) - 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp) + 1, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp) / 2, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(timestamp_query, ×tamp, sizeof(timestamp) * 2, 0); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(timestamp == 0xdeadbeef, "Timestamp was modified.\n");
ID3D10Asynchronous_End(timestamp_disjoint_query); @@ -4935,7 +4933,7 @@ static void test_timestamp_query(void) query_desc.Query = D3D10_QUERY_TIMESTAMP; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)×tamp_query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
draw_color_quad(&test_context, &red);
@@ -4964,14 +4962,14 @@ static void test_so_statistics_query(void) query_desc.Query = D3D10_QUERY_SO_STATISTICS; query_desc.MiscFlags = 0; hr = ID3D10Device_CreateQuery(device, &query_desc, (ID3D10Query **)&query); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); data_size = ID3D10Asynchronous_GetDataSize(query); ok(data_size == sizeof(data), "Got unexpected data size %u.\n", data_size);
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
ID3D10Asynchronous_End(query); ID3D10Asynchronous_Begin(query); @@ -4979,10 +4977,10 @@ static void test_so_statistics_query(void)
hr = ID3D10Asynchronous_GetData(query, NULL, 0, 0); todo_wine - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Asynchronous_GetData(query, &data, sizeof(data), 0); todo_wine - ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_INVALID_CALL, "Got unexpected hr %#lx.\n", hr);
draw_quad(&test_context);
@@ -5021,12 +5019,12 @@ static void test_device_removed_reason(void) }
hr = ID3D10Device_GetDeviceRemovedReason(device); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_GetDeviceRemovedReason(device); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_scissor(void) @@ -5036,7 +5034,7 @@ static void test_scissor(void) ID3D10RasterizerState *rs; D3D10_RECT scissor_rect; ID3D10Device *device; - DWORD color; + unsigned int color; HRESULT hr;
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; @@ -5058,7 +5056,7 @@ static void test_scissor(void) rs_desc.MultisampleEnable = FALSE; rs_desc.AntialiasedLineEnable = FALSE; hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
SetRect(&scissor_rect, 160, 120, 480, 360); ID3D10Device_RSSetScissorRects(device, 1, &scissor_rect); @@ -5401,7 +5399,7 @@ float4 main(float4 color : COLOR) : SV_TARGET { hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer[i % D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT], &srv_desc, &srv[i]); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); }
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; @@ -5423,21 +5421,21 @@ float4 main(float4 color : COLOR) : SV_TARGET sampler_desc.MinLOD = (float)i;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler[i]); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr); }
hr = ID3D10Device_CreateVertexShader(device, simple_vs, sizeof(simple_vs), &vs); - 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 = ID3D10Device_CreateGeometryShader(device, simple_gs, sizeof(simple_gs), &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &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 = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), simple_vs, sizeof(simple_vs), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
blend_desc.AlphaToCoverageEnable = FALSE; blend_desc.BlendEnable[0] = FALSE; @@ -5464,7 +5462,7 @@ float4 main(float4 color : COLOR) : SV_TARGET blend_desc.RenderTargetWriteMask[7] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; @@ -5482,7 +5480,7 @@ float4 main(float4 color : COLOR) : SV_TARGET ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS;
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state); - ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depthstencil state, hr %#lx.\n", hr);
texture_desc.Width = 512; texture_desc.Height = 512; @@ -5499,23 +5497,23 @@ float4 main(float4 color : COLOR) : SV_TARGET for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture[i]); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); }
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
for (i = 0; i < D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i) { hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture[i], NULL, &rtv[i]); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr); }
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depthstencil view, hr %#lx.\n", hr);
for (i = 0; i < D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; ++i) { @@ -5541,13 +5539,13 @@ float4 main(float4 color : COLOR) : SV_TARGET rs_desc.AntialiasedLineEnable = FALSE;
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs_state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; predicate_desc.MiscFlags = 0;
hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate); - ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create predicate, hr %#lx.\n", hr);
/* Verify the behavior of set state methods. */
@@ -5976,7 +5974,7 @@ float4 main(float4 color : COLOR) : SV_TARGET }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_blend(void) @@ -5992,8 +5990,8 @@ static void test_blend(void) ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10Device *device; + unsigned int color; ID3D10Buffer *vb; - DWORD color; HRESULT hr;
static const DWORD vs_code[] = @@ -6082,13 +6080,13 @@ static void test_blend(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quads), quads); hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
memset(&blend_desc, 0, sizeof(blend_desc)); blend_desc.BlendEnable[0] = TRUE; @@ -6101,7 +6099,7 @@ static void test_blend(void) blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &src_blend); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
blend_desc.SrcBlend = D3D10_BLEND_DEST_ALPHA; blend_desc.DestBlend = D3D10_BLEND_INV_DEST_ALPHA; @@ -6109,7 +6107,7 @@ static void test_blend(void) blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
blend_desc.SrcBlend = D3D10_BLEND_BLEND_FACTOR; blend_desc.DestBlend = D3D10_BLEND_INV_BLEND_FACTOR; @@ -6117,7 +6115,7 @@ static void test_blend(void) blend_desc.DestBlendAlpha = D3D10_BLEND_INV_DEST_ALPHA;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &dst_blend_factor); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); @@ -6170,7 +6168,7 @@ static void test_blend(void) }
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL);
@@ -6227,12 +6225,11 @@ static void test_texture1d(void) ID3D10SamplerState *sampler; struct resource_readback rb; ID3D10Texture1D *texture; + unsigned int color, i, x; struct vec4 ps_constant; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, x; ID3D10Buffer *cb; - DWORD color; HRESULT hr;
static const DWORD ps_ld_code[] = @@ -6555,7 +6552,7 @@ static void test_texture1d(void) current_ps = test->ps;
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); - ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShader(device, ps); } @@ -6577,10 +6574,10 @@ static void test_texture1d(void) texture_desc.Format = current_texture->format;
hr = ID3D10Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr); } else { @@ -6605,7 +6602,7 @@ static void test_texture1d(void) sampler_desc.MaxLOD = test->max_lod;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#lx.\n", i, hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler); } @@ -6647,7 +6644,7 @@ static void test_texture1d(void) sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
@@ -6668,7 +6665,7 @@ static void test_texture1d(void) current_ps = test->ps;
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); - ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShader(device, ps); } @@ -6686,7 +6683,7 @@ static void test_texture1d(void) texture_desc.Format = current_texture->format;
hr = ID3D10Device_CreateTexture1D(device, &texture_desc, current_texture->data, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 1d texture, hr %#lx.\n", i, hr); }
if (srv) @@ -6694,7 +6691,7 @@ static void test_texture1d(void)
get_srv_desc(&srv_desc, &test->srv_desc); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
@@ -6748,14 +6745,13 @@ static void test_texture(void) const struct shader *current_ps; ID3D10ShaderResourceView *srv; ID3D10SamplerState *sampler; + unsigned int color, i, x, y; struct resource_readback rb; ID3D10Texture2D *texture; struct vec4 ps_constant; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, x, y; ID3D10Buffer *cb; - DWORD color; HRESULT hr;
static const DWORD ps_ld_code[] = @@ -7472,7 +7468,7 @@ static void test_texture(void) current_ps = test->ps;
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); - ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShader(device, ps); } @@ -7495,10 +7491,10 @@ static void test_texture(void) texture_desc.Format = current_texture->format;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr); } else { @@ -7523,7 +7519,7 @@ static void test_texture(void) sampler_desc.MaxLOD = test->max_lod;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create sampler state, hr %#lx.\n", i, hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler); } @@ -7568,7 +7564,7 @@ static void test_texture(void) sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
@@ -7589,7 +7585,7 @@ static void test_texture(void) current_ps = test->ps;
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); - ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShader(device, ps); } @@ -7608,7 +7604,7 @@ static void test_texture(void) texture_desc.Format = current_texture->format;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); }
if (srv) @@ -7616,7 +7612,7 @@ static void test_texture(void)
get_srv_desc(&srv_desc, &test->srv_desc); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
@@ -7759,9 +7755,9 @@ static void test_cube_maps(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rtv_texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
memset(&constant, 0, sizeof(constant)); cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant); @@ -7770,7 +7766,7 @@ static void test_cube_maps(void) ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreatePixelShader(device, ps_cube_code, sizeof(ps_cube_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); ID3D10Device_PSSetShader(device, ps);
for (i = 0; i < ARRAY_SIZE(tests); ++i) @@ -7807,10 +7803,10 @@ static void test_cube_maps(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateShaderResourceView(device, texture, NULL, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize; @@ -8023,12 +8019,12 @@ static void test_depth_stencil_sampling(void) sampler_desc.MinLOD = 0.0f; sampler_desc.MaxLOD = 0.0f; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &cmp_sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
texture_desc.Width = 640; texture_desc.Height = 480; @@ -8042,9 +8038,9 @@ static void test_depth_stencil_sampling(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
memset(&ps_constant, 0, sizeof(ps_constant)); @@ -8052,28 +8048,28 @@ static void test_depth_stencil_sampling(void) ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreatePixelShader(device, ps_compare_code, sizeof(ps_compare_code), &ps_cmp); - 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 = ID3D10Device_CreatePixelShader(device, ps_sample_code, sizeof(ps_sample_code), &ps_depth); - 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 = ID3D10Device_CreatePixelShader(device, ps_stencil_code, sizeof(ps_stencil_code), &ps_stencil); - 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 = ID3D10Device_CreatePixelShader(device, ps_depth_stencil_code, sizeof(ps_depth_stencil_code), &ps_depth_stencil); - 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(tests); ++i) { texture_desc.Format = tests[i].typeless_format; texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create texture for format %#x, hr %#lx.\n", texture_desc.Format, hr);
dsv_desc.Format = tests[i].dsv_format; dsv_desc.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; U(dsv_desc).Texture2D.MipSlice = 0; hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create depth stencil view for format %#x, hr %#lx.\n", dsv_desc.Format, hr);
srv_desc.Format = tests[i].depth_view_format; @@ -8081,7 +8077,7 @@ static void test_depth_stencil_sampling(void) U(srv_desc).Texture2D.MostDetailedMip = 0; U(srv_desc).Texture2D.MipLevels = 1; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &depth_srv); - ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create depth shader resource view for format %#x, hr %#lx.\n", srv_desc.Format, hr);
ID3D10Device_PSSetShader(device, ps_cmp); @@ -8151,7 +8147,7 @@ static void test_depth_stencil_sampling(void) ID3D10Texture2D_Release(texture); continue; } - ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create stencil shader resource view for format %#x, hr %#lx.\n", srv_desc.Format, hr);
ID3D10Device_PSSetShader(device, ps_stencil); @@ -8349,14 +8345,14 @@ static void test_sample_c_lz(void) sampler_desc.MinLOD = 0.0f; sampler_desc.MaxLOD = 10.0f; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32_FLOAT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt_texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt_texture, NULL, &rtv); - ok(hr == S_OK, "Failed to create rendertarget view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create rendertarget view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
memset(&ps_constant, 0, sizeof(ps_constant)); @@ -8371,7 +8367,7 @@ static void test_sample_c_lz(void) texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL; texture_desc.MiscFlags = D3D10_RESOURCE_MISC_TEXTURECUBE; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(depth_values); ++i) { @@ -8382,13 +8378,13 @@ static void test_sample_c_lz(void) U(dsv_desc).Texture2DArray.ArraySize = 1;
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv); - ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create depth stencil view, hr %#lx.\n", hr); ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, depth_values[i], 0); ID3D10DepthStencilView_Release(dsv);
U(dsv_desc).Texture2DArray.MipSlice = 1; hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, &dsv_desc, &dsv); - ok(hr == S_OK, "Failed to create depth stencil view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create depth stencil view, hr %#lx.\n", hr); ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); ID3D10DepthStencilView_Release(dsv); } @@ -8398,10 +8394,10 @@ static void test_sample_c_lz(void) U(srv_desc).TextureCube.MostDetailedMip = 0; U(srv_desc).TextureCube.MipLevels = ~0u; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, &srv_desc, &srv); - ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_cube_code, sizeof(ps_cube_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); @@ -8519,7 +8515,7 @@ static void test_multiple_render_targets(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
@@ -8538,16 +8534,16 @@ static void test_multiple_render_targets(void) for (i = 0; i < ARRAY_SIZE(rt); ++i) { hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt[i]); - ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rt[i], NULL, &rtv[i]); - ok(SUCCEEDED(hr), "Failed to create rendertarget view %u, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view %u, hr %#lx.\n", i, hr); }
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_OMSetRenderTargets(device, 4, rtv, NULL); ID3D10Device_IASetInputLayout(device, input_layout); @@ -8592,7 +8588,7 @@ static void test_multiple_render_targets(void) ID3D10Texture2D_Release(rt[i]); } refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_private_data(void) @@ -8637,9 +8633,9 @@ static void test_private_data(void) texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Texture2D_QueryInterface(texture, &IID_IDXGISurface, (void **)&surface); - ok(SUCCEEDED(hr), "Failed to get IDXGISurface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get IDXGISurface, hr %#lx.\n", hr);
/* SetPrivateData() with a pointer of NULL has the purpose of * FreePrivateData() in previous D3D versions. A successful clear returns @@ -8647,29 +8643,29 @@ static void test_private_data(void) * considered a clear but as setting an interface pointer that happens to * be NULL. */ hr = ID3D10Device_SetPrivateData(device, &test_guid, 0, NULL); - ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); + ok(hr == S_FALSE, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_SetPrivateData(device, &test_guid, ~0u, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_SetPrivateData(device, &test_guid, ~0u, NULL); - ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); + ok(hr == S_FALSE, "Got unexpected hr %#lx.\n", hr);
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); size = sizeof(ptr) * 2; ptr = (IUnknown *)0xdeadbeef; hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!ptr, "Got unexpected pointer %p.\n", ptr); ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size);
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); - ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#lx.\n", hr); size = sizeof(ptr) * 2; ptr = (IUnknown *)0xdeadbeef; hr = IDXGIDevice_GetPrivateData(dxgi_device, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!ptr, "Got unexpected pointer %p.\n", ptr); ok(size == sizeof(IUnknown *), "Got unexpected size %u.\n", size); IDXGIDevice_Release(dxgi_device); @@ -8677,47 +8673,47 @@ static void test_private_data(void) refcount = get_refcount(test_object); hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); expected_refcount = refcount + 1; refcount = get_refcount(test_object); - 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 = ID3D10Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); refcount = get_refcount(test_object); - 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 = ID3D10Device_SetPrivateDataInterface(device, &test_guid, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); --expected_refcount; refcount = get_refcount(test_object); - 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 = ID3D10Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); size = sizeof(data); hr = ID3D10Device_SetPrivateData(device, &test_guid, size, data); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); refcount = get_refcount(test_object); - 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 = ID3D10Device_SetPrivateData(device, &test_guid, 42, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_SetPrivateData(device, &test_guid, 42, NULL); - ok(hr == S_FALSE, "Got unexpected hr %#x.\n", hr); + ok(hr == S_FALSE, "Got unexpected hr %#lx.\n", hr);
hr = ID3D10Device_SetPrivateDataInterface(device, &test_guid, (IUnknown *)test_object); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ++expected_refcount; size = 2 * sizeof(ptr); ptr = NULL; hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(size == sizeof(test_object), "Got unexpected size %u.\n", size); ++expected_refcount; refcount = get_refcount(test_object); - 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); IUnknown_Release(ptr); --expected_refcount;
@@ -8729,52 +8725,52 @@ static void test_private_data(void) ptr = NULL; size = sizeof(ptr); hr = ID3D11Device_GetPrivateData(d3d11_device, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object); IUnknown_Release(ptr); ID3D11Device_Release(d3d11_device); refcount = get_refcount(test_object); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); }
ptr = (IUnknown *)0xdeadbeef; size = 1; hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); size = 2 * sizeof(ptr); hr = ID3D10Device_GetPrivateData(device, &test_guid, &size, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); refcount = get_refcount(test_object); - 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 = ID3D10Device_GetPrivateData(device, &test_guid, &size, &ptr); - ok(hr == DXGI_ERROR_MORE_DATA, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_MORE_DATA, "Got unexpected hr %#lx.\n", hr); ok(size == sizeof(device), "Got unexpected size %u.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); if (!enable_debug_layer) { hr = ID3D10Device_GetPrivateData(device, &test_guid2, NULL, NULL); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); size = 0xdeadbabe; hr = ID3D10Device_GetPrivateData(device, &test_guid2, &size, &ptr); - ok(hr == DXGI_ERROR_NOT_FOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == DXGI_ERROR_NOT_FOUND, "Got unexpected hr %#lx.\n", hr); ok(size == 0, "Got unexpected size %u.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = ID3D10Device_GetPrivateData(device, &test_guid, NULL, &ptr); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); }
hr = ID3D10Texture2D_SetPrivateDataInterface(texture, &test_guid, (IUnknown *)test_object); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ptr = NULL; size = sizeof(ptr); hr = IDXGISurface_GetPrivateData(surface, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object); IUnknown_Release(ptr);
@@ -8786,7 +8782,7 @@ static void test_private_data(void) ptr = NULL; size = sizeof(ptr); hr = ID3D11Texture2D_GetPrivateData(d3d11_texture, &test_guid, &size, &ptr); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)test_object, "Got unexpected ptr %p, expected %p.\n", ptr, test_object); IUnknown_Release(ptr); ID3D11Texture2D_Release(d3d11_texture); @@ -8795,9 +8791,9 @@ static void test_private_data(void) IDXGISurface_Release(surface); ID3D10Texture2D_Release(texture); refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); refcount = ID3D10Device_Release(test_object); - ok(!refcount, "Test object has %u references left.\n", refcount); + ok(!refcount, "Test object has %lu references left.\n", refcount); }
static void test_state_refcounting(void) @@ -8830,13 +8826,13 @@ static void test_state_refcounting(void) sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_WRAP; sampler_desc.MaxLOD = FLT_MAX; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
refcount = get_refcount(sampler); - ok(refcount == 1, "Got refcount %u, expected 1.\n", refcount); + ok(refcount == 1, "Got refcount %lu, expected 1.\n", refcount); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler); refcount = ID3D10SamplerState_Release(sampler); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount); sampler = NULL; ID3D10Device_PSGetSamplers(device, 0, 1, &sampler); todo_wine ok(!sampler, "Got unexpected pointer %p, expected NULL.\n", sampler); @@ -8849,16 +8845,16 @@ static void test_state_refcounting(void) rasterizer_desc.CullMode = D3D10_CULL_BACK; rasterizer_desc.DepthClipEnable = TRUE; hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
ID3D10Device_RSSetState(device, rasterizer_state); refcount = ID3D10RasterizerState_Release(rasterizer_state); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount); ID3D10Device_RSGetState(device, &tmp_rasterizer_state); ok(tmp_rasterizer_state == rasterizer_state, "Got rasterizer state %p, expected %p.\n", tmp_rasterizer_state, rasterizer_state); refcount = ID3D10RasterizerState_Release(tmp_rasterizer_state); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount);
/* ID3D10ShaderResourceView */ memset(&texture_desc, 0, sizeof(texture_desc)); @@ -8871,14 +8867,14 @@ static void test_state_refcounting(void) texture_desc.Usage = D3D10_USAGE_DEFAULT; texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); ID3D10Texture2D_Release(texture);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); refcount = ID3D10ShaderResourceView_Release(srv); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount); srv = NULL; ID3D10Device_PSGetShaderResources(device, 0, 1, &srv); todo_wine ok(!srv, "Got unexpected pointer %p, expected NULL.\n", srv); @@ -8888,14 +8884,14 @@ static void test_state_refcounting(void) /* ID3D10RenderTargetView */ texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Texture2D_Release(texture);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); refcount = ID3D10RenderTargetView_Release(rtv); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount); rtv = NULL; ID3D10Device_OMGetRenderTargets(device, 1, &rtv, NULL); todo_wine ok(!rtv, "Got unexpected pointer %p, expected NULL.\n", rtv); @@ -8906,11 +8902,11 @@ static void test_state_refcounting(void) predicate_desc.Query = D3D10_QUERY_OCCLUSION_PREDICATE; predicate_desc.MiscFlags = 0; hr = ID3D10Device_CreatePredicate(device, &predicate_desc, &predicate); - ok(SUCCEEDED(hr), "Failed to create predicate, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create predicate, hr %#lx.\n", hr);
ID3D10Device_SetPredication(device, predicate, TRUE); refcount = ID3D10Predicate_Release(predicate); - ok(!refcount, "Got refcount %u, expected 0.\n", refcount); + ok(!refcount, "Got refcount %lu, expected 0.\n", refcount); predicate = NULL; ID3D10Device_GetPredication(device, &predicate, NULL); todo_wine ok(!predicate, "Got unexpected pointer %p, expected NULL.\n", predicate); @@ -8918,19 +8914,18 @@ static void test_state_refcounting(void) ID3D10Predicate_Release(predicate);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_il_append_aligned(void) { struct d3d10core_test_context test_context; + unsigned int stride, offset, color; ID3D10InputLayout *input_layout; - unsigned int stride, offset; ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10Device *device; ID3D10Buffer *vb[3]; - DWORD color; HRESULT hr;
/* Semantic names are case-insensitive. */ @@ -9062,16 +9057,16 @@ static void test_il_append_aligned(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0); vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1); vb[2] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream2), stream2);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); @@ -9280,18 +9275,18 @@ static void test_instanced_draw(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32_UINT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtvs[1]); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
vb[0] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0); vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1); @@ -9350,7 +9345,7 @@ static void test_fragment_coords(void) ID3D10PixelShader *ps, *ps_frac; ID3D10Device *device; ID3D10Buffer *ps_cb; - DWORD color; + unsigned int color; HRESULT hr;
static const DWORD ps_code[] = @@ -9410,9 +9405,9 @@ static void test_fragment_coords(void) ps_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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 = ID3D10Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), &ps_frac); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb); ID3D10Device_PSSetShader(device, ps); @@ -9471,10 +9466,9 @@ static void test_initial_texture_data(void) ID3D10ShaderResourceView *ps_srv; D3D10_SAMPLER_DESC sampler_desc; struct resource_readback rb; + unsigned int color, i, j; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, j; - DWORD color; HRESULT hr;
static const DWORD ps_code[] = @@ -9504,7 +9498,7 @@ static void test_initial_texture_data(void) 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e, }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; - static const DWORD bitmap_data[] = + static const unsigned int bitmap_data[] = { 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000, @@ -9534,18 +9528,18 @@ static void test_initial_texture_data(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &staging_texture); - ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create 2d texture, hr %#lx.\n", hr);
texture_desc.Usage = D3D10_USAGE_DEFAULT; texture_desc.CPUAccessFlags = 0; texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create 2d texture, hr %#lx.\n", hr);
ID3D10Device_CopyResource(device, (ID3D10Resource *)texture, (ID3D10Resource *)staging_texture);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv); - ok(hr == S_OK, "Failed to create shader resource view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create shader resource view, hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -9561,10 +9555,10 @@ static void test_initial_texture_data(void) sampler_desc.MinLOD = 0.0f; sampler_desc.MaxLOD = 0.0f; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(hr == S_OK, "Failed to create sampler state, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create sampler state, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); @@ -9603,11 +9597,10 @@ static void test_update_subresource(void) D3D10_SAMPLER_DESC sampler_desc; struct resource_readback rb; ID3D10Texture2D *texture; + unsigned int color, i, j; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, j; D3D10_BOX box; - DWORD color; HRESULT hr;
static const DWORD ps_code[] = @@ -9638,14 +9631,14 @@ static void test_update_subresource(void) }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const DWORD initial_data[16] = {0}; - static const DWORD bitmap_data[] = + static const unsigned int bitmap_data[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; - static const DWORD expected_colors[] = + static const unsigned int expected_colors[] = { 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff00ff00, 0xff0000ff, 0xff00ffff, 0x00000000, @@ -9675,10 +9668,10 @@ static void test_update_subresource(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -9695,10 +9688,10 @@ static void test_update_subresource(void) sampler_desc.MaxLOD = 0.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); @@ -9777,11 +9770,10 @@ static void test_copy_subresource_region(void) D3D10_SAMPLER_DESC sampler_desc; struct vec4 float_colors[16]; struct resource_readback rb; + unsigned int color, i, j; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, j; D3D10_BOX box; - DWORD color; HRESULT hr;
static const DWORD ps_code[] = @@ -9837,14 +9829,14 @@ static void test_copy_subresource_region(void) }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const DWORD initial_data[16] = {0}; - static const DWORD bitmap_data[] = + static const unsigned int bitmap_data[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; - static const DWORD expected_colors[] = + static const unsigned int expected_colors[] = { 0xffffffff, 0xff000000, 0xff000000, 0xff000000, 0xffffff00, 0xff0000ff, 0xff00ffff, 0x00000000, @@ -9874,7 +9866,7 @@ static void test_copy_subresource_region(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &dst_texture); - ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#lx.\n", hr);
texture_desc.Usage = D3D10_USAGE_IMMUTABLE;
@@ -9883,10 +9875,10 @@ static void test_copy_subresource_region(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture); - ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)dst_texture, NULL, &ps_srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -9903,10 +9895,10 @@ static void test_copy_subresource_region(void) sampler_desc.MaxLOD = 0.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_PSSetShaderResources(device, 0, 1, &ps_srv); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state); @@ -9973,7 +9965,7 @@ static void test_copy_subresource_region(void)
ID3D10PixelShader_Release(ps); hr = ID3D10Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_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);
ID3D10ShaderResourceView_Release(ps_srv); ps_srv = NULL; @@ -10058,13 +10050,12 @@ static void test_copy_subresource_region_1d(void) struct resource_readback rb; ID3D10Texture1D *texture1d; ID3D10Texture2D *texture2d; + unsigned int color, i, j; ID3D10Device *device; - unsigned int i, j; D3D10_BOX box; - DWORD color; HRESULT hr;
- static const DWORD bitmap_data[] = + static const unsigned int bitmap_data[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, @@ -10093,7 +10084,7 @@ static void test_copy_subresource_region_1d(void) }
hr = ID3D10Device_CreateTexture1D(device, &texture1d_desc, resource_data, &texture1d); - ok(hr == S_OK, "Failed to create 1d texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create 1d texture, hr %#lx.\n", hr);
texture2d_desc.Width = 4; texture2d_desc.Height = 4; @@ -10108,7 +10099,7 @@ static void test_copy_subresource_region_1d(void) texture2d_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, &texture2d); - ok(hr == S_OK, "Failed to create 2d texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create 2d texture, hr %#lx.\n", hr);
set_box(&box, 0, 0, 0, 4, 1, 1); for (i = 0; i < ARRAY_SIZE(resource_data); ++i) @@ -10158,27 +10149,27 @@ static void check_buffer_cpu_access_(unsigned int line, ID3D10Buffer *buffer,
expected_hr = cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ, 0, &data); - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for READ.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Unmap(buffer);
expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE, 0, &data); todo_wine_if(dynamic && cpu_write) - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for WRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Unmap(buffer);
expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Buffer_Map(buffer, D3D10_MAP_READ_WRITE, 0, &data); - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for READ_WRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Unmap(buffer);
expected_hr = dynamic ? S_OK : E_INVALIDARG; hr = ID3D10Buffer_Map(buffer, D3D10_MAP_WRITE_DISCARD, 0, &data); todo_wine_if(!dynamic && cpu_write) - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for WRITE_DISCARD.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Unmap(buffer);
@@ -10192,7 +10183,7 @@ static void check_buffer_cpu_access_(unsigned int line, ID3D10Buffer *buffer, todo_wine_if(expected_hr != S_OK) ok_(__FILE__, line)(hr == expected_hr || broken(bind_flags & (D3D10_BIND_CONSTANT_BUFFER | D3D10_BIND_SHADER_RESOURCE)), - "Got hr %#x for WRITE_NO_OVERWRITE.\n", hr); + "Got hr %#lx for WRITE_NO_OVERWRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Buffer_Unmap(buffer);
@@ -10211,27 +10202,27 @@ static void check_texture_cpu_access_(unsigned int line, ID3D10Texture2D *textur
expected_hr = cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_READ, 0, &map_desc); - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for READ.\n", hr); if (SUCCEEDED(hr)) ID3D10Texture2D_Unmap(texture, 0);
expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE, 0, &map_desc); todo_wine_if(dynamic && cpu_write) - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for WRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Texture2D_Unmap(texture, 0);
expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_READ_WRITE, 0, &map_desc); - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for READ_WRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Texture2D_Unmap(texture, 0);
expected_hr = dynamic ? S_OK : E_INVALIDARG; hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE_DISCARD, 0, &map_desc); todo_wine_if(!dynamic && cpu_write) - ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr); + ok_(__FILE__, line)(hr == expected_hr, "Got hr %#lx for WRITE_DISCARD.\n", hr); if (SUCCEEDED(hr)) ID3D10Texture2D_Unmap(texture, 0);
@@ -10240,7 +10231,7 @@ static void check_texture_cpu_access_(unsigned int line, ID3D10Texture2D *textur
hr = ID3D10Texture2D_Map(texture, 0, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &map_desc); todo_wine - ok_(__FILE__, line)(hr == E_INVALIDARG, "Got hr %#x for WRITE_NO_OVERWRITE.\n", hr); + ok_(__FILE__, line)(hr == E_INVALIDARG, "Got hr %#lx for WRITE_NO_OVERWRITE.\n", hr); if (SUCCEEDED(hr)) ID3D10Texture2D_Unmap(texture, 0); } @@ -10337,7 +10328,7 @@ static void test_resource_access(void) buffer_desc.CPUAccessFlags = 0; expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); - ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { check_buffer_cpu_access(buffer, buffer_desc.Usage, @@ -10348,7 +10339,7 @@ static void test_resource_access(void) buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); - ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { check_buffer_cpu_access(buffer, buffer_desc.Usage, @@ -10359,7 +10350,7 @@ static void test_resource_access(void) buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ; expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); - ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { check_buffer_cpu_access(buffer, buffer_desc.Usage, @@ -10370,7 +10361,7 @@ static void test_resource_access(void) buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE | D3D10_CPU_ACCESS_READ; expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &data, &buffer); - ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { check_buffer_cpu_access(buffer, buffer_desc.Usage, @@ -10413,7 +10404,7 @@ static void test_resource_access(void) texture_desc.CPUAccessFlags = 0; expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); - ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { check_texture_cpu_access(texture, texture_desc.Usage, @@ -10425,7 +10416,7 @@ static void test_resource_access(void) expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); ok(hr == expected_hr || (hr == S_OK && broken_validation), - "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { if (broken_validation) @@ -10439,7 +10430,7 @@ static void test_resource_access(void) expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); ok(hr == expected_hr || (hr == S_OK && broken_validation), - "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { if (broken_validation) @@ -10453,7 +10444,7 @@ static void test_resource_access(void) expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &data, &texture); ok(hr == expected_hr || (hr == S_OK && broken_validation), - "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i); + "Got hr %#lx, expected %#lx, test %u.\n", hr, expected_hr, i); if (SUCCEEDED(hr)) { if (broken_validation) @@ -10467,7 +10458,7 @@ static void test_resource_access(void) heap_free((void *)data.pSysMem);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_check_multisample_quality_levels(void) @@ -10484,7 +10475,7 @@ static void test_check_multisample_quality_levels(void) }
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_levels); - ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#lx.\n", hr); if (!quality_levels) { skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM.\n"); @@ -10493,71 +10484,70 @@ static void test_check_multisample_quality_levels(void)
quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_UNKNOWN, 2, &quality_levels); - todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels); quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, 65536, 2, &quality_levels); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); todo_wine ok(quality_levels == 0xdeadbeef, "Got unexpected quality_levels %u.\n", quality_levels);
if (!enable_debug_layer) { hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 0, NULL); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 1, NULL); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, NULL); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); }
quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 0, &quality_levels); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 1, &quality_levels); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(quality_levels == 1, "Got unexpected quality_levels %u.\n", quality_levels);
quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &quality_levels); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
/* We assume 15 samples multisampling is never supported in practice. */ quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 15, &quality_levels); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels); hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 32, &quality_levels); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 33, &quality_levels); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels); quality_levels = 0xdeadbeef; hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 64, &quality_levels); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_BC3_UNORM, 2, &quality_levels); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(!quality_levels, "Got unexpected quality_levels %u.\n", quality_levels);
done: refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_cb_relative_addressing(void) { struct d3d10core_test_context test_context; + unsigned int color, i, index[4] = {0}; ID3D10Buffer *colors_cb, *index_cb; - unsigned int i, index[4] = {0}; ID3D10PixelShader *ps; ID3D10Device *device; - DWORD color; HRESULT hr;
static const DWORD vs_code[] = @@ -10673,7 +10663,7 @@ float4 main(const ps_in v) : SV_TARGET index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_VSSetConstantBuffers(device, 0, 1, &index_cb); ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb); @@ -10784,7 +10774,7 @@ static void test_vs_input_relative_addressing(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &test_context.input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL); ID3D10Device_VSSetConstantBuffers(device, 0, 1, &cb); @@ -10795,7 +10785,7 @@ static void test_vs_input_relative_addressing(void) ID3D10Device_IASetVertexBuffers(device, 1, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
for (i = 0; i < ARRAY_SIZE(colors); ++i) @@ -10847,17 +10837,17 @@ static void test_swapchain_formats(void) swapchain_desc.Flags = 0;
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); - ok(SUCCEEDED(hr), "Failed to query IDXGIDevice, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to query IDXGIDevice, hr %#lx.\n", hr); hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); - ok(SUCCEEDED(hr), "GetAdapter failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapter failed, hr %#lx.\n", hr); IDXGIDevice_Release(dxgi_device); hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); - ok(SUCCEEDED(hr), "GetParent failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetParent failed, hr %#lx.\n", hr); IDXGIAdapter_Release(adapter);
swapchain_desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS; hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain); - todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x for typeless format.\n", hr); + todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#lx for typeless format.\n", hr); if (SUCCEEDED(hr)) IDXGISwapChain_Release(swapchain);
@@ -10868,15 +10858,15 @@ static void test_swapchain_formats(void)
swapchain_desc.BufferDesc.Format = display_format_support[i].format; hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain); - ok(hr == S_OK, "Got unexpected hr %#x for format %#x.\n", hr, display_format_support[i].format); + ok(hr == S_OK, "Got unexpected hr %#lx for format %#x.\n", hr, display_format_support[i].format); refcount = IDXGISwapChain_Release(swapchain); - ok(!refcount, "Swapchain has %u references left.\n", refcount); + ok(!refcount, "Swapchain has %lu references left.\n", refcount); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); refcount = IDXGIFactory_Release(factory); - ok(!refcount, "Factory has %u references left.\n", refcount); + ok(!refcount, "Factory has %lu references left.\n", refcount); DestroyWindow(swapchain_desc.OutputWindow); }
@@ -10897,14 +10887,14 @@ static void test_swapchain_views(void) device = test_context.device;
refcount = get_refcount(test_context.backbuffer); - ok(refcount == 1, "Got refcount %u.\n", refcount); + ok(refcount == 1, "Got refcount %lu.\n", refcount);
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; U(rtv_desc).Texture2D.MipSlice = 0; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)test_context.backbuffer, &rtv_desc, &rtv); /* This seems to work only on Windows 7. */ - ok(hr == S_OK || broken(hr == E_INVALIDARG), "Failed to create render target view, hr %#x.\n", hr); + ok(hr == S_OK || broken(hr == E_INVALIDARG), "Failed to create render target view, hr %#lx.\n", hr); if (SUCCEEDED(hr)) ID3D10RenderTargetView_Release(rtv);
@@ -10913,7 +10903,7 @@ static void test_swapchain_views(void) U(srv_desc).Texture2D.MostDetailedMip = 0; U(srv_desc).Texture2D.MipLevels = 1; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)test_context.backbuffer, &srv_desc, &srv); - ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) ID3D10ShaderResourceView_Release(srv);
@@ -10925,16 +10915,15 @@ static void test_swapchain_flip(void) ID3D10Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen; ID3D10ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv; ID3D10RenderTargetView *backbuffer_0_rtv, *offscreen_rtv; + unsigned int color, stride, offset; D3D10_TEXTURE2D_DESC texture_desc; ID3D10InputLayout *input_layout; - unsigned int stride, offset; IDXGISwapChain *swapchain; ID3D10VertexShader *vs; ID3D10PixelShader *ps; ID3D10Device *device; ID3D10Buffer *vb; ULONG refcount; - DWORD color; HWND window; HRESULT hr; RECT rect; @@ -11020,18 +11009,18 @@ static void test_swapchain_flip(void) swapchain = create_swapchain(device, window, &desc);
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer_0); - ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#lx.\n", hr); hr = IDXGISwapChain_GetBuffer(swapchain, 1, &IID_ID3D10Texture2D, (void **)&backbuffer_1); - ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#lx.\n", hr); hr = IDXGISwapChain_GetBuffer(swapchain, 2, &IID_ID3D10Texture2D, (void **)&backbuffer_2); - ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_0, NULL, &backbuffer_0_srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)backbuffer_1, NULL, &backbuffer_1_srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
ID3D10Texture2D_GetDesc(backbuffer_0, &texture_desc); ok((texture_desc.BindFlags & (D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE)) @@ -11046,7 +11035,7 @@ static void test_swapchain_flip(void) ok(texture_desc.Usage == D3D10_USAGE_DEFAULT, "Got unexpected usage %u.\n", texture_desc.Usage);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer_1, NULL, &offscreen_rtv); - todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_INVALIDARG, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) ID3D10RenderTargetView_Release(offscreen_rtv);
@@ -11065,19 +11054,19 @@ static void test_swapchain_flip(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &offscreen); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)offscreen, NULL, &offscreen_rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &offscreen_rtv, NULL); set_viewport(device, 0, 0, 640, 480, 0.0f, 1.0f);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr); ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); ID3D10Device_VSSetShader(device, vs); @@ -11086,7 +11075,7 @@ static void test_swapchain_flip(void) ID3D10Device_IASetVertexBuffers(device, 0, 1, &vb, &stride, &offset);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
ID3D10Device_ClearRenderTargetView(device, backbuffer_0_rtv, red); @@ -11150,7 +11139,7 @@ static void test_swapchain_flip(void) IDXGISwapChain_Release(swapchain);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); DestroyWindow(window); }
@@ -11180,10 +11169,10 @@ static void test_clear_render_target_view_1d(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture1D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv, color); check_texture1d_color(texture, 0xbf4c7f19, 1); @@ -11209,9 +11198,8 @@ static void test_clear_render_target_view_2d(void) D3D10_RENDER_TARGET_VIEW_DESC rtv_desc; D3D10_TEXTURE2D_DESC texture_desc; struct resource_readback rb; + unsigned int colour, i, j; ID3D10Device *device; - unsigned int i, j; - DWORD colour; HRESULT hr;
if (!init_test_context(&test_context)) @@ -11231,17 +11219,17 @@ static void test_clear_render_target_view_2d(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &srgb_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv[0]); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)srgb_texture, NULL, &srgb_rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, clear_colour); check_texture_color(test_context.backbuffer, expected_color, 1); @@ -11265,19 +11253,19 @@ static void test_clear_render_target_view_2d(void)
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_TYPELESS; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; U(rtv_desc).Texture2D.MipSlice = 0; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &srgb_rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
rtv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2D; U(rtv_desc).Texture2D.MipSlice = 0; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[0]); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv[0], clear_colour); check_texture_color(texture, expected_color, 1); @@ -11305,24 +11293,24 @@ static void test_clear_render_target_view_2d(void) texture_desc.Height = 16; texture_desc.ArraySize = 5; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DARRAY; U(rtv_desc).Texture2DArray.MipSlice = 0; U(rtv_desc).Texture2DArray.FirstArraySlice = 0; U(rtv_desc).Texture2DArray.ArraySize = 5; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[0]); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
U(rtv_desc).Texture2DArray.FirstArraySlice = 1; U(rtv_desc).Texture2DArray.ArraySize = 3; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[1]); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
U(rtv_desc).Texture2DArray.FirstArraySlice = 2; U(rtv_desc).Texture2DArray.ArraySize = 1; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv[2]); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv[0], blue); ID3D10Device_ClearRenderTargetView(device, rtv[1], green); @@ -11388,10 +11376,10 @@ static void test_clear_depth_stencil_view(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); - ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); check_texture_float(depth_texture, 1.0f, 0); @@ -11404,10 +11392,10 @@ static void test_clear_depth_stencil_view(void)
texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &depth_texture); - ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)depth_texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr);
ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); todo_wine check_texture_color(depth_texture, 0x00ffffff, 0); @@ -11437,7 +11425,7 @@ static void test_clear_depth_stencil_view(void) ID3D10DepthStencilView_Release(dsv);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_initial_depth_stencil_state(void) @@ -11462,10 +11450,10 @@ static void test_initial_depth_stencil_state(void) texture_desc.Format = DXGI_FORMAT_D32_FLOAT; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
@@ -11547,15 +11535,15 @@ static void test_draw_depth_only(void) texture_desc.Format = DXGI_FORMAT_D32_FLOAT; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_color_code, sizeof(ps_color_code), &ps_color); - 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 = ID3D10Device_CreatePixelShader(device, ps_depth_code, sizeof(ps_depth_code), &ps_depth); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); ID3D10Device_PSSetShader(device, ps_color); @@ -11711,17 +11699,17 @@ static void test_shader_stage_input_output_matching(void) device = test_context.device;
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
rtv[0] = test_context.backbuffer_rtv; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv[1]); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_VSSetShader(device, vs); ID3D10Device_PSSetShader(device, ps); @@ -11919,19 +11907,19 @@ static void test_shader_interstage_interface(void) device = test_context.device;
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
@@ -11949,7 +11937,7 @@ static void test_shader_interstage_interface(void) for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = ID3D10Device_CreatePixelShader(device, tests[i].ps_code, tests[i].ps_size, &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); ID3D10Device_Draw(device, 4, 0); check_texture_vec4(render_target, &tests[i].expected_result, 0); @@ -12030,9 +12018,9 @@ static void test_sm4_if_instruction(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_if_nz_code, sizeof(ps_if_nz_code), &ps_if_nz); - ok(SUCCEEDED(hr), "Failed to create if_nz pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create if_nz pixel shader, hr %#lx.\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_if_z_code, sizeof(ps_if_z_code), &ps_if_z); - ok(SUCCEEDED(hr), "Failed to create if_z pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create if_z pixel shader, hr %#lx.\n", hr);
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(bits), NULL); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); @@ -12134,14 +12122,14 @@ static void test_sm4_breakc_instruction(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_nz_code, sizeof(ps_breakc_nz_code), &ps); - ok(SUCCEEDED(hr), "Failed to create breakc_nz pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create breakc_nz pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0xff00ff00, 0); ID3D10PixelShader_Release(ps);
hr = ID3D10Device_CreatePixelShader(device, ps_breakc_z_code, sizeof(ps_breakc_z_code), &ps); - ok(SUCCEEDED(hr), "Failed to create breakc_z pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create breakc_z pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0xff00ff00, 0); @@ -12248,14 +12236,14 @@ static void test_sm4_continuec_instruction(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_continuec_nz_code, sizeof(ps_continuec_nz_code), &ps); - ok(SUCCEEDED(hr), "Failed to create continuec_nz pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create continuec_nz pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0xff00ff00, 0); ID3D10PixelShader_Release(ps);
hr = ID3D10Device_CreatePixelShader(device, ps_continuec_z_code, sizeof(ps_continuec_z_code), &ps); - ok(SUCCEEDED(hr), "Failed to create continuec_z pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create continuec_z pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); draw_quad(&test_context); check_texture_color(test_context.backbuffer, 0xff00ff00, 0); @@ -12331,9 +12319,9 @@ static void test_sm4_discard_instruction(void) ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreatePixelShader(device, ps_discard_nz_code, sizeof(ps_discard_nz_code), &ps_discard_nz); - ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create discard_nz pixel shader, hr %#lx.\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_discard_z_code, sizeof(ps_discard_z_code), &ps_discard_z); - ok(SUCCEEDED(hr), "Failed to create discard_z pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create discard_z pixel shader, hr %#lx.\n", hr);
for (i = 0; i < ARRAY_SIZE(values); ++i) { @@ -12415,16 +12403,16 @@ static void test_create_input_layout(void) layout_desc->Format = vertex_formats[i]; hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#lx.\n", vertex_formats[i], hr); refcount = get_refcount(device); - ok(refcount >= expected_refcount, "Got refcount %u, expected >= %u.\n", + ok(refcount >= expected_refcount, "Got refcount %lu, expected >= %lu.\n", refcount, expected_refcount); ID3D10InputLayout_Release(input_layout); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_input_layout_alignment(void) @@ -12510,13 +12498,13 @@ static void test_input_layout_alignment(void) for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = ID3D10Device_CreateInputLayout(device, test_data[i].elements, 2, vs_code, sizeof(vs_code), &layout); - ok(hr == test_data[i].hr, "Test %u: Got unexpected hr %#x, expected %#x.\n", i, hr, test_data[i].hr); + ok(hr == test_data[i].hr, "Test %u: Got unexpected hr %#lx, expected %#lx.\n", i, hr, test_data[i].hr); if (SUCCEEDED(hr)) ID3D10InputLayout_Release(layout); }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_input_assembler(void) @@ -12756,14 +12744,14 @@ static void test_input_assembler(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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 = ID3D10Device_CreateVertexShader(device, vs_float_code, sizeof(vs_float_code), &vs_float); - ok(SUCCEEDED(hr), "Failed to create float vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create float vertex shader, hr %#lx.\n", hr); hr = ID3D10Device_CreateVertexShader(device, vs_uint_code, sizeof(vs_uint_code), &vs_uint); - ok(SUCCEEDED(hr), "Failed to create uint vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create uint vertex shader, hr %#lx.\n", hr); hr = ID3D10Device_CreateVertexShader(device, vs_sint_code, sizeof(vs_sint_code), &vs_sint); - ok(SUCCEEDED(hr), "Failed to create sint vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sint vertex shader, hr %#lx.\n", hr);
for (i = 0; i < LAYOUT_COUNT; ++i) { @@ -12772,7 +12760,7 @@ static void test_input_assembler(void) hr = ID3D10Device_CreateInputLayout(device, input_layout_desc, ARRAY_SIZE(input_layout_desc), vs_float_code, sizeof(vs_float_code), &input_layout[i]); todo_wine_if(input_layout_desc[1].Format == DXGI_FORMAT_R10G10B10A2_UINT) - ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#x.\n", layout_formats[i], hr); + ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#lx.\n", layout_formats[i], hr); }
vb_position = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad); @@ -12791,10 +12779,10 @@ static void test_input_assembler(void) texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_target); - ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_target, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); offset = 0; @@ -12913,7 +12901,7 @@ static void test_null_sampler(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
texture_desc.Width = 64; texture_desc.Height = 64; @@ -12928,13 +12916,13 @@ static void test_null_sampler(void) texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv, blue);
@@ -13020,7 +13008,7 @@ static void test_immediate_constant_buffer(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL); @@ -13029,10 +13017,10 @@ static void test_immediate_constant_buffer(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
for (i = 0; i < ARRAY_SIZE(expected_result); ++i) @@ -13084,16 +13072,16 @@ static void test_fp_specials(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
@@ -13195,17 +13183,17 @@ static void test_uint_shader_instructions(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R32G32B32A32_UINT; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = ID3D10Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, &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); ID3D10Device_PSSetShader(device, ps);
ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, tests[i].bits, 0, 0); @@ -13341,14 +13329,14 @@ static void test_index_buffer_offset(void)
hr = ID3D10Device_CreateInputLayout(device, input_desc, ARRAY_SIZE(input_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 32, &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#lx.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); ib = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices), indices); @@ -13483,7 +13471,7 @@ static void test_face_culling(void) rasterizer_desc.CullMode = tests[i].cull_mode; rasterizer_desc.FrontCounterClockwise = tests[i].front_ccw; hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state); - ok(SUCCEEDED(hr), "Test %u: Failed to create rasterizer state, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create rasterizer state, hr %#lx.\n", i, hr);
ID3D10Device_RSSetState(device, state);
@@ -13505,12 +13493,12 @@ static void test_face_culling(void) /* Test SV_IsFrontFace. */ ID3D10PixelShader_Release(test_context.ps); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &test_context.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);
rasterizer_desc.CullMode = D3D10_CULL_NONE; rasterizer_desc.FrontCounterClockwise = FALSE; hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, state);
test_context.vb = cw_vb; @@ -13530,7 +13518,7 @@ static void test_face_culling(void) rasterizer_desc.CullMode = D3D10_CULL_NONE; rasterizer_desc.FrontCounterClockwise = TRUE; hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, state);
test_context.vb = cw_vb; @@ -13582,7 +13570,7 @@ static void test_line_antialiasing_blending(void) blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr); ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x); @@ -13616,7 +13604,7 @@ static void test_line_antialiasing_blending(void) rasterizer_desc.AntialiasedLineEnable = TRUE;
hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, rasterizer_state);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x); @@ -13684,7 +13672,7 @@ static void test_format_support(void)
support = 0xdeadbeef; hr = ID3D10Device_CheckFormatSupport(device, ~0u, &support); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!support, "Got unexpected format support %#x.\n", support);
memset(format_support, 0, sizeof(format_support)); @@ -13692,7 +13680,7 @@ static void test_format_support(void) { hr = ID3D10Device_CheckFormatSupport(device, format, &format_support[format]); ok(hr == S_OK || (hr == E_FAIL && !format_support[format]), - "Got unexpected result for format %#x: hr %#x, format_support %#x.\n", + "Got unexpected result for format %#x: hr %#lx, format_support %#x.\n", format, hr, format_support[format]); }
@@ -13722,7 +13710,7 @@ static void test_format_support(void) D3D10_FORMAT_SUPPORT_DISPLAY, "display");
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_ddy(void) @@ -13798,9 +13786,9 @@ float4 main(struct ps_data ps_input) : SV_Target }; static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; struct d3d10core_test_context test_context; + unsigned int color, stride, offset; D3D10_TEXTURE2D_DESC texture_desc; ID3D10InputLayout *input_layout; - unsigned int stride, offset; struct resource_readback rb; ID3D10RenderTargetView *rtv; ID3D10Texture2D *texture; @@ -13808,7 +13796,6 @@ float4 main(struct ps_data ps_input) : SV_Target ID3D10PixelShader *ps; ID3D10Device *device; ID3D10Buffer *vb; - DWORD color; HRESULT hr;
if (!init_test_context(&test_context)) @@ -13818,19 +13805,19 @@ float4 main(struct ps_data ps_input) : SV_Target
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP); @@ -13840,7 +13827,7 @@ float4 main(struct ps_data ps_input) : SV_Target ID3D10Device_VSSetShader(device, vs);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
ID3D10Device_PSSetShader(device, ps);
@@ -13944,10 +13931,10 @@ static void test_shader_input_registers_limits(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -13964,10 +13951,10 @@ static void test_shader_input_registers_limits(void) sampler_desc.MaxLOD = 0.0f;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_last_register_code, sizeof(ps_last_register_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); ID3D10Device_PSSetShader(device, ps);
ID3D10Device_PSSetShaderResources(device, @@ -14045,11 +14032,11 @@ static void test_unbind_shader_resource_view(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture); - ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); @@ -14111,9 +14098,9 @@ static void test_stencil_separate(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &ds_view); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr);
ds_desc.DepthEnable = TRUE; ds_desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; @@ -14130,7 +14117,7 @@ static void test_stencil_separate(void) ds_desc.BackFace.StencilPassOp = D3D10_STENCIL_OP_ZERO; ds_desc.BackFace.StencilFunc = D3D10_COMPARISON_ALWAYS; hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state); - ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil state, hr %#lx.\n", hr);
rs_desc.FillMode = D3D10_FILL_SOLID; rs_desc.CullMode = D3D10_CULL_NONE; @@ -14143,7 +14130,7 @@ static void test_stencil_separate(void) rs_desc.MultisampleEnable = FALSE; rs_desc.AntialiasedLineEnable = FALSE; ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); ID3D10Device_ClearDepthStencilView(device, ds_view, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); @@ -14163,7 +14150,7 @@ static void test_stencil_separate(void) ID3D10RasterizerState_Release(rs); rs_desc.FrontCounterClockwise = TRUE; ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, rs);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red); @@ -14225,7 +14212,7 @@ static void test_sm4_ret_instruction(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(SUCCEEDED(hr), "Failed to create shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); memset(&constant, 0, sizeof(constant)); cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant); @@ -14355,16 +14342,16 @@ static void test_primitive_restart(void) device = test_context.device;
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(SUCCEEDED(hr), "Failed to create return pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create return pixel shader, hr %#lx.\n", hr);
ib16 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices16), indices16); ib32 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices32), indices32);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices);
@@ -14635,9 +14622,9 @@ static void test_resinfo_instruction(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rtv_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rtv_texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
memset(&constant, 0, sizeof(constant)); cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constant), &constant); @@ -14659,7 +14646,7 @@ static void test_resinfo_instruction(void) current_ps = test->ps;
hr = ID3D10Device_CreatePixelShader(device, current_ps->code, current_ps->size, &ps); - ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#lx.\n", i, hr); ID3D10Device_PSSetShader(device, ps); }
@@ -14675,7 +14662,7 @@ static void test_resinfo_instruction(void) texture3d_desc.CPUAccessFlags = 0; texture3d_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture3D(device, &texture3d_desc, NULL, (ID3D10Texture3D **)&texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 3d texture, hr %#lx.\n", i, hr); } else { @@ -14689,11 +14676,11 @@ static void test_resinfo_instruction(void) if (test->texture_desc.cube_count) texture_desc.MiscFlags |= D3D10_RESOURCE_MISC_TEXTURECUBE; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, (ID3D10Texture2D **)&texture); - ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#lx.\n", i, hr); }
hr = ID3D10Device_CreateShaderResourceView(device, texture, NULL, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
for (type = 0; type < 2; ++type) @@ -14745,7 +14732,7 @@ static void test_render_target_device_mismatch(void) ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); release_test_context(&test_context); }
@@ -14758,18 +14745,17 @@ static void test_buffer_srv(void) const void *data; };
+ unsigned int color, expected_color, i, x, y; struct d3d10core_test_context test_context; D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; D3D10_SUBRESOURCE_DATA resource_data; const struct buffer *current_buffer; ID3D10ShaderResourceView *srv; D3D10_BUFFER_DESC buffer_desc; - DWORD color, expected_color; struct resource_readback rb; ID3D10Buffer *cb, *buffer; ID3D10PixelShader *ps; ID3D10Device *device; - unsigned int i, x, y; struct vec4 cb_size; HRESULT hr;
@@ -14886,7 +14872,7 @@ static void test_buffer_srv(void) cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(cb_size), NULL);
hr = ID3D10Device_CreatePixelShader(device, ps_float4_code, sizeof(ps_float4_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);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); @@ -14928,7 +14914,7 @@ static void test_buffer_srv(void) resource_data.pSysMem = current_buffer->data; } hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &buffer); - ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create buffer, hr %#lx.\n", i, hr); heap_free(data); } else @@ -14946,7 +14932,7 @@ static void test_buffer_srv(void) U(srv_desc).Buffer.ElementOffset = test->srv_first_element; U(srv_desc).Buffer.ElementWidth = test->srv_element_count; hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, &srv_desc, &srv); - ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#lx.\n", i, hr); } else { @@ -15108,9 +15094,9 @@ float4 main(struct ps_data ps_input) : SV_Target }; static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f}; struct d3d10core_test_context test_context; + unsigned int color, stride, offset; ID3D10InputLayout *input_layout; D3D10_RASTERIZER_DESC rs_desc; - unsigned int stride, offset; struct resource_readback rb; ID3D10RasterizerState *rs; ID3D10GeometryShader *gs; @@ -15118,7 +15104,6 @@ float4 main(struct ps_data ps_input) : SV_Target ID3D10PixelShader *ps; ID3D10Device *device; ID3D10Buffer *vb; - DWORD color; HRESULT hr;
if (!init_test_context(&test_context)) @@ -15129,21 +15114,21 @@ float4 main(struct ps_data ps_input) : SV_Target /* Failing case */ gs = (void *)0xdeadbeef; hr = ID3D10Device_CreateGeometryShader(device, vs_code, sizeof(vs_code), &gs); - ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Unexpected hr %#lx.\n", hr); ok(!gs, "Unexpected pointer %p.\n", gs);
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertex), vertex);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - 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 = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#lx.\n", hr); hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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);
rs_desc.FillMode = D3D10_FILL_SOLID; rs_desc.CullMode = D3D10_CULL_BACK; @@ -15156,7 +15141,7 @@ float4 main(struct ps_data ps_input) : SV_Target rs_desc.MultisampleEnable = FALSE; rs_desc.AntialiasedLineEnable = FALSE; hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
ID3D10Device_IASetInputLayout(device, input_layout); ID3D10Device_IASetPrimitiveTopology(device, D3D10_PRIMITIVE_TOPOLOGY_POINTLIST); @@ -15202,7 +15187,7 @@ static void check_so_desc_(unsigned int line, ID3D10Device *device,
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, code, code_size, entry, entry_count, stride, &gs); - ok_(__FILE__, line)(hr == (valid ? S_OK : E_INVALIDARG), "Got unexpected hr %#x.\n", hr); + ok_(__FILE__, line)(hr == (valid ? S_OK : E_INVALIDARG), "Got unexpected hr %#lx.\n", hr); if (!valid) ok_(__FILE__, line)(!gs, "Got unexpected geometry shader %p.\n", gs); if (SUCCEEDED(hr)) @@ -15642,7 +15627,7 @@ static void test_stream_output_resume(void)
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), so_declaration, ARRAY_SIZE(so_declaration), 16, &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#lx.\n", hr);
cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(constants[0]), &constants[0]); so_buffer = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL); @@ -15836,10 +15821,10 @@ static void test_stream_output_vs(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr);
so_buffer = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
@@ -15858,7 +15843,7 @@ static void test_stream_output_vs(void)
hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, vs_code, sizeof(vs_code), tests[i].so_declaration, tests[i].so_entry_count, tests[i].so_stride, &gs); - ok(hr == S_OK, "Failed to create geometry shader with stream output, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create geometry shader with stream output, hr %#lx.\n", hr); ID3D10Device_GSSetShader(device, gs);
offset = 0; @@ -15993,9 +15978,9 @@ static void test_depth_bias(void) texture_desc.Format = format; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create render depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render depth stencil view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv); ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH | D3D10_CLEAR_STENCIL, 1.0f, 0); draw_quad_z(&test_context, 1.0f); @@ -16037,7 +16022,7 @@ static void test_depth_bias(void) { rasterizer_desc.DepthBiasClamp = bias_clamp_tests[k]; ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, rs); ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); draw_quad(&test_context); @@ -16120,7 +16105,7 @@ static void test_depth_bias(void) BOOL all_match = TRUE; rasterizer_desc.DepthBiasClamp = bias_clamp_tests[k]; ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr); ID3D10Device_RSSetState(device, rs); ID3D10Device_ClearDepthStencilView(device, dsv, D3D10_CLEAR_DEPTH, 1.0f, 0); draw_quad(&test_context); @@ -16179,11 +16164,10 @@ static void test_format_compatibility(void) { ID3D10Texture2D *dst_texture, *src_texture; D3D10_SUBRESOURCE_DATA resource_data; + unsigned int colour, expected, i, j; D3D10_TEXTURE2D_DESC texture_desc; struct resource_readback rb; - DWORD colour, expected; ID3D10Device *device; - unsigned int i, j; ULONG refcount; HRESULT hr;
@@ -16266,7 +16250,7 @@ static void test_format_compatibility(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture); - ok(SUCCEEDED(hr), "Failed to create source texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create source texture, hr %#lx.\n", hr);
texture_desc.Format = test_data[i].dst_format; texture_desc.Usage = D3D10_USAGE_DEFAULT; @@ -16281,7 +16265,7 @@ static void test_format_compatibility(void) ID3D10Texture2D_Release(src_texture); continue; } - ok(SUCCEEDED(hr), "Failed to create destination texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create destination texture, hr %#lx.\n", hr);
set_box(&box, 0, 0, 0, texture_desc.Width - 1, texture_desc.Height - 1, 1); ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0, 1, 1, 0, @@ -16324,19 +16308,17 @@ static void test_format_compatibility(void) }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_compressed_format_compatibility(void) { + unsigned int row_block_count, row_count, i, j, k, colour, expected, block_idx, y; const struct format_info *src_format, *dst_format; - unsigned int row_block_count, row_count, i, j, k; ID3D10Texture2D *src_texture, *dst_texture; D3D10_SUBRESOURCE_DATA resource_data; D3D10_TEXTURE2D_DESC texture_desc; struct resource_readback rb; - unsigned int block_idx, y; - DWORD colour, expected; ID3D10Device *device; const BYTE *row; ULONG refcount; @@ -16459,7 +16441,7 @@ static void test_compressed_format_compatibility(void) resource_data.SysMemPitch = row_block_count * src_format->block_size;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture); - ok(hr == S_OK, "Source format %#x: Got unexpected hr %#x.\n", src_format->id, hr); + ok(hr == S_OK, "Source format %#x: Got unexpected hr %#lx.\n", src_format->id, hr);
for (j = 0; j < ARRAY_SIZE(formats); ++j) { @@ -16479,7 +16461,7 @@ static void test_compressed_format_compatibility(void) resource_data.SysMemPitch = row_block_count * dst_format->block_size;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &dst_texture); - ok(hr == S_OK, "%#x -> %#x: Got unexpected hr %#x.\n", src_format->id, dst_format->id, hr); + ok(hr == S_OK, "%#x -> %#x: Got unexpected hr %#lx.\n", src_format->id, dst_format->id, hr);
set_box(&box, 0, 0, 0, src_format->block_edge, src_format->block_edge, 1); ID3D10Device_CopySubresourceRegion(device, (ID3D10Resource *)dst_texture, 0, @@ -16528,7 +16510,7 @@ static void test_compressed_format_compatibility(void) }
refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void check_clip_distance(struct d3d10core_test_context *test_context, ID3D10Buffer *vb) @@ -16796,7 +16778,7 @@ static void test_clip_distance(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &test_context.input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); stride = sizeof(*vertices); @@ -16823,7 +16805,7 @@ static void test_clip_distance(void)
/* geometry shader */ hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#lx.\n", hr); ID3D10Device_GSSetShader(device, gs);
check_clip_distance(&test_context, vb); @@ -17011,7 +16993,7 @@ static void test_combined_clip_and_cull_distances(void)
hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &test_context.input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(vertices), vertices); stride = sizeof(*vertices); @@ -17206,7 +17188,7 @@ static void test_generate_mips(void) static const RECT r2 = {16, 8, 24, 16}; static const RECT r3 = {8, 16, 16, 24}; static const RECT r4 = {16, 16, 24, 24}; - DWORD *data, *zero_data, color, expected_color; + unsigned int *data, *zero_data, color, expected_color, i, j, k, x, y, z; ID3D10ShaderResourceView *srv, *srv_sampling; struct d3d10core_test_context test_context; D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; @@ -17215,7 +17197,6 @@ static void test_generate_mips(void) ID3D10SamplerState *sampler_state; D3D10_SAMPLER_DESC sampler_desc; D3D10_BUFFER_DESC buffer_desc; - unsigned int i, j, k, x, y, z; ID3D10PixelShader *ps, *ps_3d; struct resource_readback rb; ID3D10Resource *resource; @@ -17228,10 +17209,10 @@ static void test_generate_mips(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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 = ID3D10Device_CreatePixelShader(device, ps_code_3d, sizeof(ps_code_3d), &ps_3d); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -17248,7 +17229,7 @@ static void test_generate_mips(void) sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr); ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
data = heap_alloc(sizeof(*data) * 32 * 32 * 32); @@ -17259,7 +17240,7 @@ static void test_generate_mips(void) { for (x = 0; x < 32; ++x) { - DWORD *dst = &data[z * 32 * 32 + y * 32 + x]; + unsigned int *dst = &data[z * 32 * 32 + y * 32 + x]; POINT pt;
pt.x = x; @@ -17341,12 +17322,12 @@ static void test_generate_mips(void) if (tests[j].expected_creation && (resource_types[i].dim != D3D10_RESOURCE_DIMENSION_BUFFER || !(tests[j].misc_flags & D3D10_RESOURCE_MISC_GENERATE_MIPS))) { - ok(SUCCEEDED(hr), "Resource type %u, test %u: failed to create resource, hr %#x.\n", i, j, hr); + ok(SUCCEEDED(hr), "Resource type %u, test %u: failed to create resource, hr %#lx.\n", i, j, hr); } else { ok(hr == E_INVALIDARG, "Resource type %u, test %u: unexpectedly succeeded " - "to create resource, hr %#x.\n", i, j, hr); + "to create resource, hr %#lx.\n", i, j, hr); continue; }
@@ -17386,14 +17367,14 @@ static void test_generate_mips(void) if (resource_types[i].dim == D3D10_RESOURCE_DIMENSION_BUFFER) { ok(FAILED(hr), "Test %u: unexpectedly succeeded to create shader resource view, " - "hr %#x.\n", j, hr); + "hr %#lx.\n", j, hr); ID3D10Resource_Release(resource); continue; } else { ok(SUCCEEDED(hr), "Resource type %u, test %u: failed to create " - "shader resource view, hr %#x.\n", i, j, hr); + "shader resource view, hr %#lx.\n", i, j, hr); }
ID3D10Device_UpdateSubresource(device, resource, tests[j].base_level, @@ -17413,7 +17394,7 @@ static void test_generate_mips(void) srv_desc.Texture2D.MipLevels = ~0u; hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling); ok(SUCCEEDED(hr), "Resource type %u, test %u: failed to create shader resource view, " - "hr %#x.\n", i, j, hr); + "hr %#lx.\n", i, j, hr); ID3D10Device_PSSetShader(device, resource_types[i].dim == D3D10_RESOURCE_DIMENSION_TEXTURE3D ? ps_3d : ps); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling); @@ -17425,7 +17406,7 @@ static void test_generate_mips(void) { color = get_readback_color(&rb, expected[k].pos.x, expected[k].pos.y); expected_color = tests[j].expected_mips ? expected[k].color : 0; - ok(color == expected_color, "Resource type %u, test %u: pixel (%u, %u) " + ok(color == expected_color, "Resource type %u, test %u: pixel (%ld, %ld) " "has color %08x, expected %08x.\n", i, j, expected[k].pos.x, expected[k].pos.y, color, expected_color); } @@ -17454,7 +17435,7 @@ static void test_generate_mips(void) { for (x = 0; x < 32; ++x) { - DWORD *dst = &data[y * 32 + x]; + unsigned int *dst = &data[y * 32 + x];
*dst = (x + y) % 2 * 0xffffffff; } @@ -17472,9 +17453,9 @@ static void test_generate_mips(void) texture2d_desc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
hr = ID3D10Device_CreateTexture2D(device, &texture2d_desc, NULL, (ID3D10Texture2D **)&resource); - ok(SUCCEEDED(hr), "Failed to create resource, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create resource, hr %#lx.\n", hr); hr = ID3D10Device_CreateShaderResourceView(device, resource, NULL, &srv); - ok(hr == E_INVALIDARG, "Unexpected hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Unexpected hr %#lx.\n", hr); srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; srv_desc.Texture2D.MostDetailedMip = 0; @@ -17492,7 +17473,7 @@ static void test_generate_mips(void) srv_desc.Texture2D.MostDetailedMip = 1; srv_desc.Texture2D.MipLevels = ~0u; hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling);
@@ -17524,7 +17505,7 @@ static void test_generate_mips(void) srv_desc.Texture2D.MostDetailedMip = 1; srv_desc.Texture2D.MipLevels = ~0u; hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling);
@@ -17623,7 +17604,7 @@ static void test_alpha_to_coverage(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
memset(&blend_desc, 0, sizeof(blend_desc)); @@ -17631,7 +17612,7 @@ static void test_alpha_to_coverage(void) for (i = 0; i < ARRAY_SIZE(blend_desc.RenderTargetWriteMask); ++i) blend_desc.RenderTargetWriteMask[i] = D3D10_COLOR_WRITE_ENABLE_ALL; hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create blend state, hr %#lx.\n", hr); ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
render_targets[0] = test_context.backbuffer; @@ -17640,10 +17621,10 @@ static void test_alpha_to_coverage(void) { ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[i]); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_targets[i], NULL, &rtvs[i]); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); } ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
@@ -17682,10 +17663,10 @@ static void test_alpha_to_coverage(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_R16G16_UNORM; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[0]); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_targets[0], NULL, &rtvs[0]); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
ID3D10Device_ClearRenderTargetView(device, rtvs[0], white); @@ -17708,7 +17689,7 @@ static void test_alpha_to_coverage(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CheckMultisampleQualityLevels(device, texture_desc.Format, 4, &quality_level_count); - ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#lx.\n", hr); if (!quality_level_count) { skip("4xMSAA not supported.\n"); @@ -17720,10 +17701,10 @@ static void test_alpha_to_coverage(void) for (i = 0; i < ARRAY_SIZE(render_targets); ++i) { hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &render_targets[i]); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)render_targets[i], NULL, &rtvs[i]); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr); } ID3D10Device_OMSetRenderTargets(device, ARRAY_SIZE(rtvs), rtvs, NULL);
@@ -17732,7 +17713,7 @@ static void test_alpha_to_coverage(void) draw_quad(&test_context); texture_desc.SampleDesc.Count = 1; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &readback_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(render_targets); ++i) { DWORD expected_color; @@ -17831,7 +17812,7 @@ static void test_unbound_multisample_texture(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps);
memset(&cb_data, 0, sizeof(cb_data)); @@ -17964,11 +17945,11 @@ static void test_multiple_viewports(void) ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
hr = ID3D10Device_CreateGeometryShader(device, gs_code, sizeof(gs_code), &gs); - ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create geometry shader, hr %#lx.\n", hr); ID3D10Device_GSSetShader(device, gs);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
texture_desc.Width = 32; @@ -17983,10 +17964,10 @@ static void test_multiple_viewports(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL);
width = texture_desc.Width / 2; @@ -18045,7 +18026,7 @@ static void test_multiple_viewports(void) rasterizer_desc.DepthClipEnable = TRUE; rasterizer_desc.ScissorEnable = TRUE; hr = ID3D10Device_CreateRasterizerState(device, &rasterizer_desc, &rasterizer_state); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
ID3D10Device_RSSetState(device, rasterizer_state);
@@ -18259,7 +18240,7 @@ static void test_multisample_resolve(void) device = test_context.device;
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i); - ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#lx.\n", hr); if (!i) { skip("4xMSAA not supported.\n"); @@ -18274,17 +18255,17 @@ static void test_multisample_resolve(void) ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = tests[i].dst_format; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr);
texture_desc.Format = tests[i].src_format; texture_desc.SampleDesc.Count = 4; texture_desc.SampleDesc.Quality = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ms_texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); rtv_desc.Format = tests[i].rtv_format; rtv_desc.ViewDimension = D3D10_RTV_DIMENSION_TEXTURE2DMS; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)ms_texture, &rtv_desc, &rtv); - ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); ID3D10Device_ClearRenderTargetView(device, rtv, white); @@ -18336,7 +18317,7 @@ static void test_sample_mask(void) device = test_context.device;
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &quality_levels); - ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to check multisample quality levels, hr %#lx.\n", hr); if (!quality_levels) { skip("4xMSAA not supported.\n"); @@ -18345,16 +18326,16 @@ static void test_sample_mask(void) }
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.SampleDesc.Count = 4; texture_desc.SampleDesc.Quality = 0; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create render target view, hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); ID3D10Device_OMSetBlendState(device, NULL, NULL, 0xb); @@ -18392,9 +18373,9 @@ static void test_depth_clip(void) texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsv); - ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil view, hr %#lx.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
count = 1; @@ -18420,7 +18401,7 @@ static void test_depth_clip(void) rs_desc.MultisampleEnable = FALSE; rs_desc.AntialiasedLineEnable = FALSE; hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs); - ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#lx.\n", hr);
ID3D10Device_RSSetState(device, rs);
@@ -18468,13 +18449,13 @@ static void test_staging_buffers(void) resource_data.SysMemSlicePitch = 0;
hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &src_buffer); - ok(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
buffer_desc.Usage = D3D10_USAGE_DEFAULT; buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; buffer_desc.CPUAccessFlags = 0; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer); - ok(hr == S_OK, "Failed to create buffer, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create buffer, hr %#lx.\n", hr);
ID3D10Device_CopyResource(device, (ID3D10Resource *)dst_buffer, (ID3D10Resource *)src_buffer); get_buffer_readback(dst_buffer, &rb); @@ -18536,15 +18517,15 @@ static void test_render_a8(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr); ID3D10Device_PSSetShader(device, ps);
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); texture_desc.Format = DXGI_FORMAT_A8_UNORM; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create texture, hr %#lx.\n", hr); hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); - ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create render target view, hr %#lx.\n", hr);
for (i = 0; i < 2; ++i) { @@ -18589,12 +18570,12 @@ static void test_desktop_window(void) }
hr = ID3D10Device_QueryInterface(device, &IID_IDXGIDevice, (void **)&dxgi_device); - ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get DXGI device, hr %#lx.\n", hr); hr = IDXGIDevice_GetAdapter(dxgi_device, &adapter); - ok(SUCCEEDED(hr), "Failed to get adapter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter, hr %#lx.\n", hr); IDXGIDevice_Release(dxgi_device); hr = IDXGIAdapter_GetParent(adapter, &IID_IDXGIFactory, (void **)&factory); - ok(SUCCEEDED(hr), "Failed to get factory, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get factory, hr %#lx.\n", hr); IDXGIAdapter_Release(adapter);
swapchain_desc.BufferDesc.Width = 640; @@ -18615,7 +18596,7 @@ static void test_desktop_window(void)
hr = IDXGIFactory_CreateSwapChain(factory, (IUnknown *)device, &swapchain_desc, &swapchain); ok(hr == S_OK || broken(hr == DXGI_ERROR_INVALID_CALL) /* Not available on all Windows versions. */, - "Failed to create swapchain, hr %#x.\n", hr); + "Failed to create swapchain, hr %#lx.\n", hr); IDXGIFactory_Release(factory); if (FAILED(hr)) { @@ -18624,22 +18605,22 @@ static void test_desktop_window(void) }
hr = IDXGISwapChain_GetBuffer(swapchain, 0, &IID_ID3D10Texture2D, (void **)&backbuffer); - ok(SUCCEEDED(hr), "Failed to get buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get buffer, hr %#lx.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)backbuffer, NULL, &backbuffer_rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, backbuffer_rtv, red); check_texture_color(backbuffer, 0xff0000ff, 1);
hr = IDXGISwapChain_Present(swapchain, 0, 0); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
ID3D10RenderTargetView_Release(backbuffer_rtv); ID3D10Texture2D_Release(backbuffer); IDXGISwapChain_Release(swapchain); refcount = ID3D10Device_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); }
static void test_color_mask(void) @@ -18652,9 +18633,8 @@ static void test_color_mask(void) D3D10_BLEND_DESC blend_desc; ID3D10Texture2D *rts[8]; ID3D10PixelShader *ps; + unsigned int color, i; ID3D10Device *device; - unsigned int i; - DWORD color; HRESULT hr;
static const DWORD expected_colors[] = @@ -18704,7 +18684,7 @@ static void test_color_mask(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
memset(&blend_desc, 0, sizeof(blend_desc)); @@ -18718,17 +18698,17 @@ static void test_color_mask(void) blend_desc.RenderTargetWriteMask[7] = 0;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create blend state, hr %#lx.\n", hr); ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
for (i = 0; i < 8; ++i) { ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]); - ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr); + ok(hr == S_OK, "Failed to create texture %u, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rts[i], NULL, &rtvs[i]); - ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr); + ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#lx.\n", i, hr); }
ID3D10Device_OMSetRenderTargets(device, 8, rtvs, NULL); @@ -18763,9 +18743,8 @@ static void test_independent_blend(void) D3D10_BLEND_DESC blend_desc; ID3D10Texture2D *rts[8]; ID3D10PixelShader *ps; + unsigned int color, i; ID3D10Device *device; - unsigned int i; - DWORD color; HRESULT hr;
static const DWORD ps_code[] = @@ -18812,7 +18791,7 @@ static void test_independent_blend(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
blend_desc.AlphaToCoverageEnable = FALSE; @@ -18829,17 +18808,17 @@ static void test_independent_blend(void) }
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create blend state, hr %#lx.\n", hr); ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
for (i = 0; i < 8; ++i) { ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc); hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rts[i]); - ok(hr == S_OK, "Failed to create texture %u, hr %#x.\n", i, hr); + ok(hr == S_OK, "Failed to create texture %u, hr %#lx.\n", i, hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)rts[i], NULL, &rtvs[i]); - ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#x.\n", i, hr); + ok(hr == S_OK, "Failed to create rendertarget view %u, hr %#lx.\n", i, hr); }
ID3D10Device_OMSetRenderTargets(device, 8, rtvs, NULL); @@ -18871,7 +18850,7 @@ static void test_dual_source_blend(void) D3D10_BLEND_DESC blend_desc; ID3D10PixelShader *ps; ID3D10Device *device; - DWORD color; + unsigned int color; HRESULT hr;
static const DWORD ps_code[] = @@ -18903,7 +18882,7 @@ static void test_dual_source_blend(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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); ID3D10Device_PSSetShader(device, ps);
memset(&blend_desc, 0, sizeof(blend_desc)); @@ -18917,7 +18896,7 @@ static void test_dual_source_blend(void) blend_desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL;
hr = ID3D10Device_CreateBlendState(device, &blend_desc, &blend_state); - ok(hr == S_OK, "Failed to create blend state, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create blend state, hr %#lx.\n", hr); ID3D10Device_OMSetBlendState(device, blend_state, NULL, D3D10_DEFAULT_SAMPLE_MASK);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, clear_color); @@ -19001,11 +18980,11 @@ static void test_unbound_streams(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(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 = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &test_context.input_layout); - ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create input layout, hr %#lx.\n", hr);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); @@ -19018,16 +18997,15 @@ static void test_unbound_streams(void)
static void test_texture_compressed_3d(void) { + unsigned int idx, r0, r1, x, y, z, colour, expected; struct d3d10core_test_context test_context; D3D10_SUBRESOURCE_DATA resource_data; D3D10_TEXTURE3D_DESC texture_desc; ID3D10SamplerState *sampler_state; - unsigned int idx, r0, r1, x, y, z; D3D10_SAMPLER_DESC sampler_desc; ID3D10ShaderResourceView *srv; struct resource_readback rb; ID3D10Texture3D *texture; - DWORD colour, expected; ID3D10PixelShader *ps; ID3D10Device *device; DWORD *texture_data; @@ -19070,7 +19048,7 @@ static void test_texture_compressed_3d(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
/* Simply test all combinations of r0 and r1. */ texture_data = heap_alloc(256 * 256 * sizeof(UINT64)); @@ -19097,11 +19075,11 @@ static void test_texture_compressed_3d(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; hr = ID3D10Device_CreateTexture3D(device, &texture_desc, &resource_data, &texture); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); heap_free(texture_data);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; @@ -19117,7 +19095,7 @@ static void test_texture_compressed_3d(void) sampler_desc.MinLOD = 0.0f; sampler_desc.MaxLOD = 0.0f; hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr);
ID3D10Device_PSSetShader(device, ps); ID3D10Device_PSSetShaderResources(device, 0, 1, &srv); @@ -19203,14 +19181,14 @@ static void test_dynamic_map_synchronization(void) buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; buffer_desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &test_context.vb); - ok(hr == S_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create vertex buffer, hr %#lx.\n", hr);
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, &red.x);
for (y = 0; y < 200; ++y) { hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_DISCARD, 0, &data); - ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to map buffer, hr %#lx.\n", hr);
fill_dynamic_vb_quad(data, 0, y);
@@ -19220,7 +19198,7 @@ static void test_dynamic_map_synchronization(void) for (x = 1; x < 200; ++x) { hr = ID3D10Buffer_Map(test_context.vb, D3D10_MAP_WRITE_NO_OVERWRITE, 0, &data); - ok(hr == S_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to map buffer, hr %#lx.\n", hr);
fill_dynamic_vb_quad(data, x, y);
@@ -19298,13 +19276,13 @@ static void test_rtv_depth_slice(void) device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps); - ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create pixel shader, hr %#lx.\n", hr);
hr = ID3D10Device_CreateTexture3D(device, &texture_desc, NULL, &texture); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
for (i = 0; i < texture_desc.Depth; ++i) { @@ -19316,7 +19294,7 @@ static void test_rtv_depth_slice(void) rtv_desc.Texture3D.FirstWSlice = i; rtv_desc.Texture3D.WSize = 1; hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, &rtv_desc, &rtv); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); draw_color_quad(&test_context, &colours[i].ps_colour); @@ -19390,12 +19368,12 @@ static void test_stencil_only_write_after_clear(void) texture_desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL; hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &ds_texture); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)ds_texture, NULL, &dsv); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = ID3D10Device_CreateDepthStencilState(device, &ds_desc, &ds_state); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr);
ID3D10Device_OMSetDepthStencilState(device, ds_state, 0xff); ID3D10Device_OMSetRenderTargets(device, 1, &test_context.backbuffer_rtv, dsv);
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=118223
Your paranoid android.
=== w10pro64_zh_CN (64 bit report) ===
d3d10core: 13e0:d3d10core: unhandled exception c0000005 at 0000000000402665