d3d9/tests: Use SetRect() instead of open coding it.
Signed-off-by: Michael Stefaniuc <mstefani@redhat.de> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1990,10 +1990,7 @@ static void test_reset(void)
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ok(d3dpp.BackBufferHeight == 300, "Got unexpected BackBufferHeight %u.\n", d3dpp.BackBufferHeight);
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IDirect3DSwapChain9_Release(swapchain);
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winrect.left = 0;
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winrect.top = 0;
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winrect.right = 200;
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winrect.bottom = 150;
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SetRect(&winrect, 0, 0, 200, 150);
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ok(AdjustWindowRect(&winrect, WS_OVERLAPPEDWINDOW, FALSE), "AdjustWindowRect failed\n");
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ok(SetWindowPos(hwnd, NULL, 0, 0,
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winrect.right-winrect.left,
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@ -8465,17 +8462,14 @@ static void test_surface_blocks(void)
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hr = IDirect3DTexture9_UnlockRect(texture, 1);
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ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
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rect.left = 0;
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rect.top = 0;
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rect.right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1;
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rect.bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1;
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SetRect(&rect, 0, 0, formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1,
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formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1);
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hr = IDirect3DTexture9_LockRect(texture, 1, &locked_rect, &rect, 0);
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ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
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hr = IDirect3DTexture9_UnlockRect(texture, 1);
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ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr);
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rect.right = formats[i].block_width;
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rect.bottom = formats[i].block_height;
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SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height);
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hr = IDirect3DTexture9_LockRect(texture, 1, &locked_rect, &rect, 0);
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ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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@ -1041,10 +1041,7 @@ static void clear_test(void)
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hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0);
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ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with %08x\n", hr);
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scissor.left = 160;
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scissor.right = 480;
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scissor.top = 120;
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scissor.bottom = 360;
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SetRect(&scissor, 160, 120, 480, 360);
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hr = IDirect3DDevice9_SetScissorRect(device, &scissor);
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ok(hr == D3D_OK, "IDirect3DDevice_SetScissorRect failed with %08x\n", hr);
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hr = IDirect3DDevice9_SetRenderState(device, D3DRS_SCISSORTESTENABLE, TRUE);
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