Matteo Bruni (@Mystral) commented about dlls/d3dcompiler_43/tests/hlsl_d3d9.c:
ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = ID3DXConstantTable_SetMatrix(constants, device, "r", &matrix);
ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
hr = ID3DXConstantTable_SetMatrix(constants, device, "c", &matrix);
ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr);
ID3DXConstantTable_Release(constants);
const struct vec4 *c = &tests[i].color;
draw_quad(test_context.device, ps_code);
winetest_push_context("Test %u", i);
v = get_color_vec4(test_context.device, 0, 0);
ok(compare_vec4(&v, 0.17f, 0.39f, 0.17f, 0.39f, 1),
"Got unexpected value {%.8e, %.8e, %.8e, %.8e}.\n", v.x, v.y, v.z, v.w);
ps_code = compile_shader(tests[i].code, "ps_2_0", tests[i].flags);
if (ps_code)
This check should never fail, right? I'd just get rid of it (fine to put that in a follow up patch.)