diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index c93b772c2fe..0521791eece 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -368,7 +368,7 @@ static void lighting_test(IDirect3DDevice9 *device) 2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); ok(hr == D3D_OK, "IDirect3DDevice9_DrawIndexedPrimitiveUP failed with %08x\n", hr); - IDirect3DDevice9_EndScene(device); + hr = IDirect3DDevice9_EndScene(device); ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } @@ -403,7 +403,7 @@ static void lighting_test(IDirect3DDevice9 *device) material.Emissive.b = 0.0; material.Emissive.a = 0.0; material.Power = 0.0; - IDirect3DDevice9_SetMaterial(device, &material); + hr = IDirect3DDevice9_SetMaterial(device, &material); ok(hr == D3D_OK, "IDirect3DDevice9_SetMaterial returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_DIFFUSEMATERIALSOURCE, D3DMCS_MATERIAL); @@ -1688,8 +1688,9 @@ out: ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTexture returned %#x.\n", hr); /* restore things */ - if(backbuffer) { - IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); + if (backbuffer) + { + hr = IDirect3DDevice9_SetRenderTarget(device, 0, backbuffer); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetRenderTarget returned %#x.\n", hr); IDirect3DSurface9_Release(backbuffer); } @@ -2587,9 +2588,9 @@ static void z_range_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0); - IDirect3DDevice9_SetVertexDeclaration(device, decl); + hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); - IDirect3DDevice9_SetVertexShader(device, shader); + hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); @@ -2611,9 +2612,9 @@ static void z_range_test(IDirect3DDevice9 *device) ok(hr == D3D_OK, "IDirect3DDevice9_EndScene failed with %08x\n", hr); } - IDirect3DDevice9_SetVertexDeclaration(device, NULL); + hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration returned %08x\n", hr); - IDirect3DDevice9_SetVertexShader(device, NULL); + hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); IDirect3DVertexDeclaration9_Release(decl); @@ -3932,7 +3933,7 @@ static void projected_textures_test(IDirect3DDevice9 *device, hr = IDirect3DDevice9_SetVertexDeclaration(device, tests[i].decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, tests[i].flags); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_GetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, &value); ok(SUCCEEDED(hr) && value == tests[i].flags, @@ -4126,7 +4127,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* What happens with transforms enabled? */ - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4136,7 +4137,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) mat[13] = 1.0; hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4149,9 +4150,9 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZRHW | D3DFVF_TEX1); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); + ok(SUCCEEDED(hr), "IDirect3DDevice9_SetFVF failed with %08x\n", hr); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); - ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4207,20 +4208,18 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0}; - /* What happens to the default 1 in the 3rd coordinate if it is disabled? - */ + /* What happens to the default 1 in the 3rd coordinate if it is disabled? */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* D3DTFF_COUNT1 does not work on Nvidia drivers. It behaves like D3DTTFF_DISABLE. On ATI drivers - * it behaves like COUNT2 because normal textures require 2 coords - */ - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); + * it behaves like COUNT2 because normal textures require 2 coords. */ + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4229,15 +4228,14 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); /* Now, what happens to the 2nd coordinate(that is disabled in the matrix) if it is not - * used? And what happens to the first? - */ - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); + * used? And what happens to the first? */ + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 5 * sizeof(float)); ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4468,7 +4466,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4477,9 +4475,8 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) * are swapped by the matrix. If it changes the input, the v coord will be missing(green), * otherwise the w will be missing(blue). * turns out that on nvidia cards the blue color is missing, so it is an output modification. - * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. - */ - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); + * On ATI cards the COUNT2 is ignored, and it behaves in the same way as COUNT3. */ + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4487,7 +4484,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) /* default values? Set up the identity matrix, pass in 2 vertex coords, and enable 3 */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX1); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed with %08x\n", hr); @@ -4500,7 +4497,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) memset(mat, 0, sizeof(mat)); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT1); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, decl); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); @@ -4567,7 +4564,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) */ hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) mat); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); ok(hr == D3D_OK, "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); @@ -4607,7 +4604,7 @@ static void texture_transform_flags_test(IDirect3DDevice9 *device) out: hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed with %08x\n", hr); - IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); + hr = IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetTextureStageState failed (%08x)\n", hr); hr = IDirect3DDevice9_SetTransform(device, D3DTS_TEXTURE0, (D3DMATRIX *) &identity); ok(hr == D3D_OK, "IDirect3DDevice9_SetTransform failed with %08x\n", hr); @@ -6267,7 +6264,7 @@ static void pretransformed_varying_test(IDirect3DDevice9 *device) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); - IDirect3DDevice9_SetPixelShader(device, tests[i].shader); + hr = IDirect3DDevice9_SetPixelShader(device, tests[i].shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader returned %08x\n", hr); hr = IDirect3DDevice9_BeginScene(device); @@ -7969,7 +7966,7 @@ static void test_vshader_float16(IDirect3DDevice9 *device) ok(hr == D3D_OK, "IDirect3DDevice9_SetStreamSource failed, hr=%08x\n", hr); hr = IDirect3DDevice9_SetVertexDeclaration(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexDeclaration failed, hr=%08x\n", hr); - IDirect3DDevice9_SetVertexShader(device, NULL); + hr = IDirect3DDevice9_SetVertexShader(device, NULL); ok(SUCCEEDED(hr), "IDirect3DDevice9_SetVertexShader failed hr=%08x\n", hr); IDirect3DVertexDeclaration9_Release(vdecl); @@ -8214,9 +8211,9 @@ static void vFace_register_test(IDirect3DDevice9 *device) ok(color == 0x0000ff00, "vFace: Offscreen rendered back facing quad has color 0x%08x, expected 0x0000ff00\n", color); color = getPixelColor(device, 480, 120); ok(color == 0x00ff0000, "vFace: Offscreen rendered front facing quad has color 0x%08x, expected 0x00ff0000\n", color); - IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL); + ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); - ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed hr=%08x\n", hr); IDirect3DDevice9_SetTexture(device, 0, NULL); IDirect3DPixelShader9_Release(shader); IDirect3DVertexShader9_Release(vshader); @@ -8546,7 +8543,8 @@ static void stencil_cull_test(IDirect3DDevice9 *device) { hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_STENCIL, 0x00ff0000, 0.0, 0x8); ok(hr == D3D_OK, "IDirect3DDevice9_Clear returned %08x\n", hr); - IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ); + ok(SUCCEEDED(hr), "Failed to set FVF,hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILFAIL, D3DSTENCILOP_INCR); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); @@ -8635,8 +8633,10 @@ static void stencil_cull_test(IDirect3DDevice9 *device) { ok(hr == D3D_OK, "IDirect3DDevice9_BeginScene returned %08x\n", hr); if(SUCCEEDED(hr)) { - IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - for(i = 0; i < 16; i++) { + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + for (i = 0; i < 16; ++i) + { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_STENCILREF, i); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState returned %08x\n", hr); @@ -10173,7 +10173,7 @@ static void yuv_color_test(IDirect3DDevice9 *device) { hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target); ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr); - IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0); + hr = IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0); ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr); for(fmt = 0; fmt < 2; fmt++) { @@ -10591,7 +10591,7 @@ static void alphatest_test(IDirect3DDevice9 *device) { 0x0000ffff /* end */ }; memset(&caps, 0, sizeof(caps)); - IDirect3DDevice9_GetDeviceCaps(device, &caps); + hr = IDirect3DDevice9_GetDeviceCaps(device, &caps); ok(hr == D3D_OK, "IDirect3DDevice9_GetDeviceCaps failed with 0x%08x\n", hr); if(caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { break; @@ -10599,7 +10599,7 @@ static void alphatest_test(IDirect3DDevice9 *device) { hr = IDirect3DDevice9_CreatePixelShader(device, shader_code, &ps); ok(hr == D3D_OK, "IDirect3DDevice9_CreatePixelShader failed with 0x%08x\n", hr); - IDirect3DDevice9_SetPixelShader(device, ps); + hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); IDirect3DPixelShader9_Release(ps); } @@ -10666,7 +10666,7 @@ static void alphatest_test(IDirect3DDevice9 *device) { hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ALPHATESTENABLE, FALSE); ok(hr == D3D_OK, "IDirect3DDevice9_SetRenderState failed with 0x%08x\n", hr); - IDirect3DDevice9_SetPixelShader(device, NULL); + hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(hr == D3D_OK, "IDirect3DDevice9_SetPixelShader failed with 0x%08x\n", hr); } @@ -12074,7 +12074,7 @@ static void shadow_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_SetRenderTarget(device, 0, rt); ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); - IDirect3DDevice9_SetPixelShader(device, NULL); + hr = IDirect3DDevice9_SetPixelShader(device, NULL); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); /* Setup the depth/stencil surface. */ @@ -12245,7 +12245,7 @@ static void clip_planes_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_CreateVertexShader(device, shader_code, &shader); ok(hr == D3D_OK, "IDirect3DDevice9_CreateVertexShader returned %08x\n", hr); - IDirect3DDevice9_SetVertexShader(device, shader); + hr = IDirect3DDevice9_SetVertexShader(device, shader); ok(hr == D3D_OK, "IDirect3DDevice9_SetVertexShader returned %08x\n", hr); hr = IDirect3DDevice9_SetRenderTarget(device, 0, original_rt); @@ -12407,7 +12407,7 @@ static void fp_special_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_CreatePixelShader(device, ps_code, &ps); ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); - IDirect3DDevice9_SetPixelShader(device, ps); + hr = IDirect3DDevice9_SetPixelShader(device, ps); ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); @@ -12436,7 +12436,7 @@ static void fp_special_test(IDirect3DDevice9 *device) hr = IDirect3DDevice9_CreateVertexShader(device, vs_code, &vs); ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); - IDirect3DDevice9_SetVertexShader(device, vs); + hr = IDirect3DDevice9_SetVertexShader(device, vs); ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); hr = IDirect3DDevice9_BeginScene(device);