d3d9/tests: Fix a couple of return value checks.

This commit is contained in:
Henri Verbeet 2012-03-12 19:56:07 +01:00 committed by Alexandre Julliard
parent 2de689ac04
commit 82b3dbdefb
1 changed files with 46 additions and 46 deletions

View File

@ -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);