d3d9/tests: Check some more return values (LLVM/Clang).
This commit is contained in:
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ec5c417019
commit
023446f109
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@ -142,6 +142,7 @@ static void test_surface_alignment(IDirect3DDevice9 *device_ptr)
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*/
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ok(lockedRect.Pitch == 12, "Got pitch %d, expected 12\n", lockedRect.Pitch);
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hr = IDirect3DSurface9_UnlockRect(surface_ptr);
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ok(SUCCEEDED(hr), "IDirect3DSurface9_UnlockRect returned %#x.\n", hr);
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IDirect3DSurface9_Release(surface_ptr);
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}
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@ -335,6 +335,7 @@ static void test_filter(IDirect3DDevice9 *device) {
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}
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr);
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IDirect3DTexture9_Release(texture);
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out:
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@ -897,6 +897,7 @@ static void fog_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, transformed_2,
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sizeof(transformed_2[0]));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(hr == D3D_OK, "EndScene returned %08x\n", hr);
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@ -1021,6 +1022,7 @@ static void fog_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */,
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16 /* NumVerts */, 8 /*PrimCount */, Indices2, D3DFMT_INDEX16, rev_fog_quads,
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sizeof(rev_fog_quads[0]));
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok( hr == D3D_OK, "IDirect3DDDevice9_EndScene returned %08x\n", hr);
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@ -1299,10 +1301,12 @@ static void offscreen_test(IDirect3DDevice9 *device)
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out:
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hr = IDirect3DDevice9_SetTexture(device, 0, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr);
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/* restore things */
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if(backbuffer) {
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IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr);
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IDirect3DSurface9_Release(backbuffer);
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}
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if(offscreenTexture) {
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@ -1877,26 +1881,42 @@ static void texbem_test(IDirect3DDevice9 *device)
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bumpenvmat[0] =-1.0; bumpenvmat[2] = 2.0;
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bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.0;
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
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IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
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hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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bumpenvmat[0] = 1.5; bumpenvmat[2] = 0.0;
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bumpenvmat[1] = 0.0; bumpenvmat[3] = 0.5;
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IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
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IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
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IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
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IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
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hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT00, *(LPDWORD)&bumpenvmat[0]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT01, *(LPDWORD)&bumpenvmat[1]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT10, *(LPDWORD)&bumpenvmat[2]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 3, D3DTSS_BUMPENVMAT11, *(LPDWORD)&bumpenvmat[3]);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 2, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetSamplerState(device, 3, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetSamplerState returned %#x.\n", hr);
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hr = IDirect3DDevice9_BeginScene(device);
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ok(SUCCEEDED(hr), "BeginScene failed (0x%08x)\n", hr);
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@ -1990,7 +2010,9 @@ static void z_range_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CLIPPING, TRUE);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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@ -2735,12 +2757,15 @@ static void maxmip_test(IDirect3DDevice9 *device)
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}
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 0, &surface);
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ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
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fill_surface(surface, 0xffff0000);
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IDirect3DSurface9_Release(surface);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 1, &surface);
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ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
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fill_surface(surface, 0xff00ff00);
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IDirect3DSurface9_Release(surface);
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hr = IDirect3DTexture9_GetSurfaceLevel(texture, 2, &surface);
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ok(SUCCEEDED(hr), "IDirect3DTexture9_GetSurfaceLevel returned %#x.\n", hr);
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fill_surface(surface, 0xff0000ff);
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IDirect3DSurface9_Release(surface);
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@ -2775,6 +2800,7 @@ static void maxmip_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "EndScene failed (%08x)\n", hr);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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@ -2818,6 +2844,7 @@ static void maxmip_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[60], 5 * sizeof(float));
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ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr);
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hr = IDirect3DDevice9_EndScene(device);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_EndScene returned %#x.\n", hr);
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}
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hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
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@ -3816,6 +3843,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF returned %#x.\n", hr);
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/* Fill the depth buffer with a gradient */
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hr = IDirect3DDevice9_BeginScene(device);
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@ -3857,6 +3885,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffffff, "Pixel 158(25%% + 2 pixel) has color %08x, expected 0x00ffffff\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data2, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -3879,6 +3908,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data3, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -3899,6 +3929,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x00ff0000, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ff0000\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data4, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -3920,6 +3951,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x0000ff00, "Pixel 322(50%% + 2 pixel) has color %08x, expected 0x0000ff00\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data5, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -3940,6 +3972,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x00ffff00, "Pixel 1(0%% + 2 pixel) has color %08x, expected 0x00ffff00\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data6, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -3960,6 +3993,7 @@ static void texdepth_test(IDirect3DDevice9 *device)
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ok(color == 0x000000ff, "Pixel 638(100%% + 2 pixel) has color %08x, expected 0x000000ff\n", color);
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetPixelShaderConstantF(device, 0, texdepth_test_data7, 1);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShaderConstantF returned %08x\n", hr);
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@ -5604,6 +5638,7 @@ static void vshader_version_varying_test(IDirect3DDevice9 *device) {
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IDirect3DVertexShader9 *vs_3_shader = NULL;
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff110000, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &pixelshader);
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ok(hr == D3D_OK, "IDirect3DDevice_CreatePixelShader returned %08x\n", hr);
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@ -5771,6 +5806,7 @@ static void pshader_version_varying_test(IDirect3DDevice9 *device) {
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unsigned int x, y;
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_CreateTexture(device, 512, 512, 1, 0, D3DFMT_A16B16G16R16, D3DPOOL_MANAGED, &texture, NULL);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateTexture returned %08x\n", hr);
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@ -5832,9 +5868,13 @@ static void pshader_version_varying_test(IDirect3DDevice9 *device) {
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hr = IDirect3DDevice9_SetTexture(device, 0, (IDirect3DBaseTexture9 *) texture);
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ok(hr == D3D_OK, "IDirect3DDevice9_SetTexture returned %08x\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState returned %#x.\n", hr);
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hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 3);
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ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr);
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@ -5951,6 +5991,7 @@ static void test_compare_instructions(IDirect3DDevice9 *device)
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const float const1[4] = {0.2, 0.8, 0.2, 0.2};
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice9_CreateVertexShader(device, shader_sge_vec_code, &shader_sge_vec);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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@ -6225,6 +6266,7 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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for(i = 1; i <= 3; i++) {
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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if(i == 3) {
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hr = IDirect3DDevice9_CreateVertexShader(device, swapped_shader_code_3, &swapped_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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@ -6379,6 +6421,7 @@ static void test_vshader_input(IDirect3DDevice9 *device)
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for(i = 1; i <= 3; i++) {
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear returned %#x.\n", hr);
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if(i == 3) {
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hr = IDirect3DDevice9_CreateVertexShader(device, texcoord_color_shader_code_3, &texcoord_color_shader);
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ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr);
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@ -8199,8 +8242,10 @@ static void stencil_cull_test(IDirect3DDevice9 *device) {
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ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
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hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
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1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
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ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad1, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_TWOSIDEDSTENCILMODE, TRUE);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
|
@ -8208,22 +8253,28 @@ static void stencil_cull_test(IDirect3DDevice9 *device) {
|
|||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad2, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CW);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad3, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_CCW);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_cw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */,
|
||||
1 /*PrimCount */, indices_ccw, D3DFMT_INDEX16, quad4, sizeof(float) * 3);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_DrawIndexedPrimitiveUP returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_EndScene(device);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene returned %08x\n", hr);
|
||||
|
@ -10252,6 +10303,7 @@ static void sincos_test(IDirect3DDevice9 *device) {
|
|||
ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with 0x%08x\n", hr);
|
||||
}
|
||||
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_Present returned %#x.\n", hr);
|
||||
/* TODO: Find a way to properly validate the lines. Precicion issues make this a kinda nasty task */
|
||||
|
||||
IDirect3DDevice9_SetVertexShader(device, NULL);
|
||||
|
@ -10295,31 +10347,48 @@ static void loop_index_test(IDirect3DDevice9 *device) {
|
|||
ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 0, zero, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 1, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 2, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 3, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 4, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 5, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 6, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 7, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
values[0] = 1.0;
|
||||
values[1] = 1.0;
|
||||
values[2] = 0.0;
|
||||
values[3] = 0.0;
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 8, values, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 9, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 10, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
values[0] = -1.0;
|
||||
values[1] = 0.0;
|
||||
values[2] = 0.0;
|
||||
values[3] = 0.0;
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 11, values, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 12, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 13, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 14, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantF(device, 15, one, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantF returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_SetVertexShaderConstantI(device, 0, i0, 1);
|
||||
ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShaderConstantI returned %#x.\n", hr);
|
||||
|
||||
hr = IDirect3DDevice9_BeginScene(device);
|
||||
ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr);
|
||||
|
|
Loading…
Reference in New Issue