d3d8/tests: Use the available ARRAY_SIZE() macro.

Signed-off-by: Michael Stefaniuc <mstefani@winehq.org>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
Michael Stefaniuc 2018-06-06 00:38:27 +02:00 committed by Alexandre Julliard
parent 0dde234e0e
commit 893b9977ed
2 changed files with 47 additions and 55 deletions

View File

@ -1108,7 +1108,7 @@ const D3DRENDERSTATETYPE render_state_indices[] =
struct render_state_data
{
DWORD states[sizeof(render_state_indices) / sizeof(*render_state_indices)];
DWORD states[ARRAY_SIZE(render_state_indices)];
};
struct render_state_arg
@ -1132,7 +1132,7 @@ static void render_state_apply_data(IDirect3DDevice8 *device, const struct state
unsigned int i;
HRESULT hr;
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
hr = IDirect3DDevice8_SetRenderState(device, render_state_indices[i], rsdata->states[i]);
ok(SUCCEEDED(hr), "SetRenderState returned %#x.\n", hr);
@ -1147,7 +1147,7 @@ static void render_state_check_data(IDirect3DDevice8 *device, const struct state
unsigned int i;
HRESULT hr;
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
DWORD value = ctx->poison_data_buffer.states[i];
hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value);
@ -1244,7 +1244,7 @@ static void render_state_poison_data_init(struct render_state_data *data)
{
unsigned int i;
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
data->states[i] = 0x1337c0de;
}
@ -1423,10 +1423,10 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes
render_state_test_data_init(&ctx->test_data_all_buffer);
render_state_poison_data_init(&ctx->poison_data_buffer);
for (i = 0; i < sizeof(render_state_indices) / sizeof(*render_state_indices); ++i)
for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i)
{
ctx->test_data_vertex_buffer.states[i] = ctx->default_data_buffer.states[i];
for (j = 0; j < sizeof(states_vertex) / sizeof(*states_vertex); ++j)
for (j = 0; j < ARRAY_SIZE(states_vertex); ++j)
{
if (render_state_indices[i] == states_vertex[j])
{
@ -1436,7 +1436,7 @@ static HRESULT render_state_test_init(IDirect3DDevice8 *device, struct state_tes
}
ctx->test_data_pixel_buffer.states[i] = ctx->default_data_buffer.states[i];
for (j = 0; j < sizeof(states_pixel) / sizeof(*states_pixel); ++j)
for (j = 0; j < ARRAY_SIZE(states_pixel); ++j)
{
if (render_state_indices[i] == states_pixel[j])
{

View File

@ -494,7 +494,7 @@ static void lighting_test(void)
hr = IDirect3DDevice8_LightEnable(device, 0, TRUE);
ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix);
ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr);
@ -706,22 +706,14 @@ static void test_specular_lighting(void)
}
tests[] =
{
{&directional, FALSE, 30.0f, expected_directional,
sizeof(expected_directional) / sizeof(expected_directional[0])},
{&directional, TRUE, 30.0f, expected_directional_local,
sizeof(expected_directional_local) / sizeof(expected_directional_local[0])},
{&point, FALSE, 30.0f, expected_point,
sizeof(expected_point) / sizeof(expected_point[0])},
{&point, TRUE, 30.0f, expected_point_local,
sizeof(expected_point_local) / sizeof(expected_point_local[0])},
{&spot, FALSE, 30.0f, expected_spot,
sizeof(expected_spot) / sizeof(expected_spot[0])},
{&spot, TRUE, 30.0f, expected_spot_local,
sizeof(expected_spot_local) / sizeof(expected_spot_local[0])},
{&point_range, FALSE, 30.0f, expected_point_range,
sizeof(expected_point_range) / sizeof(expected_point_range[0])},
{&point_side, TRUE, 0.0f, expected_point_side,
sizeof(expected_point_side) / sizeof(expected_point_side[0])},
{&directional, FALSE, 30.0f, expected_directional, ARRAY_SIZE(expected_directional)},
{&directional, TRUE, 30.0f, expected_directional_local, ARRAY_SIZE(expected_directional_local)},
{&point, FALSE, 30.0f, expected_point, ARRAY_SIZE(expected_point)},
{&point, TRUE, 30.0f, expected_point_local, ARRAY_SIZE(expected_point_local)},
{&spot, FALSE, 30.0f, expected_spot, ARRAY_SIZE(expected_spot)},
{&spot, TRUE, 30.0f, expected_spot_local, ARRAY_SIZE(expected_spot_local)},
{&point_range, FALSE, 30.0f, expected_point_range, ARRAY_SIZE(expected_point_range)},
{&point_side, TRUE, 0.0f, expected_point_side, ARRAY_SIZE(expected_point_side)},
};
IDirect3DDevice8 *device;
D3DMATERIAL8 material;
@ -795,7 +787,7 @@ static void test_specular_lighting(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE);
ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light);
ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr);
@ -1480,7 +1472,7 @@ static void fog_with_shader_test(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i);
ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr);
for (i = 0; i < sizeof(test_data)/sizeof(test_data[0]); ++i)
for (i = 0; i < ARRAY_SIZE(test_data); ++i)
{
hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]);
ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr);
@ -2458,7 +2450,7 @@ static void test_scalar_instructions(void)
goto done;
}
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
for (i = 0; i < ARRAY_SIZE(test_data); ++i)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0);
ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr);
@ -3100,7 +3092,7 @@ static void texop_test(void)
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i)
for (i = 0; i < ARRAY_SIZE(test_data); ++i)
{
if (!(caps.TextureOpCaps & test_data[i].caps_flag))
{
@ -3789,7 +3781,7 @@ static void intz_test(void)
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
@ -3847,7 +3839,7 @@ static void intz_test(void)
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
@ -3915,7 +3907,7 @@ static void intz_test(void)
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
get_rt_readback(original_rt, &rb);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
@ -4070,7 +4062,7 @@ static void shadow_test(void)
D3DTTFF_COUNT4 | D3DTTFF_PROJECTED);
ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); ++i)
for (i = 0; i < ARRAY_SIZE(formats); ++i)
{
D3DFORMAT format = formats[i].format;
IDirect3DTexture8 *texture;
@ -4132,7 +4124,7 @@ static void shadow_test(void)
IDirect3DTexture8_Release(texture);
get_rt_readback(original_rt, &rb);
for (j = 0; j < sizeof(expected_colors) / sizeof(*expected_colors); ++j)
for (j = 0; j < ARRAY_SIZE(expected_colors); ++j)
{
D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y);
/* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8,
@ -4459,7 +4451,7 @@ static void resz_test(void)
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
@ -4544,7 +4536,7 @@ static void resz_test(void)
hr = IDirect3DDevice8_EndScene(device);
ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(expected_colors) / sizeof(*expected_colors); ++i)
for (i = 0; i < ARRAY_SIZE(expected_colors); ++i)
{
D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y);
ok(color_match(color, expected_colors[i].color, 1),
@ -4891,7 +4883,7 @@ static void fog_special_test(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d);
ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr);
@ -5926,7 +5918,7 @@ static void test_fog_interpolation(void)
hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat);
ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
if(!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
@ -6081,7 +6073,7 @@ static void test_negative_fixedfunction_fog(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE);
ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); i++)
for (i = 0; i < ARRAY_SIZE(tests); i++)
{
if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE) && tests[i].tfog)
continue;
@ -6206,7 +6198,7 @@ static void test_table_fog_zw(void)
hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE);
ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr);
@ -6414,7 +6406,7 @@ static void test_signed_formats(void)
hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
for (i = 0; i < sizeof(formats) / sizeof(*formats); i++)
for (i = 0; i < ARRAY_SIZE(formats); i++)
{
hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, formats[i].format);
@ -6424,7 +6416,7 @@ static void test_signed_formats(void)
continue;
}
for (j = 0; j < sizeof(tests) / sizeof(*tests); j++)
for (j = 0; j < ARRAY_SIZE(tests); j++)
{
texture_sysmem = NULL;
hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0,
@ -6661,7 +6653,7 @@ static void test_updatetexture(void)
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE);
ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr);
for (t = 0; t < sizeof(texture_types) / sizeof(*texture_types); ++t)
for (t = 0; t < ARRAY_SIZE(texture_types); ++t)
{
if (!(caps.TextureCaps & texture_types[t].cap))
{
@ -6683,7 +6675,7 @@ static void test_updatetexture(void)
hr = IDirect3DDevice8_SetVertexShader(device, texture_types[t].fvf);
ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
if (tests[i].src_format == MAKEFOURCC('A','T','I','2') && !ati2n_supported)
continue;
@ -7253,7 +7245,7 @@ static void test_pointsize(void)
hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil);
ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr);
for (i = 0; i < sizeof(test_setups) / sizeof(test_setups[0]); ++i)
for (i = 0; i < ARRAY_SIZE(test_setups); ++i)
{
if (caps.VertexShaderVersion < test_setups[i].vs->version
|| caps.PixelShaderVersion < test_setups[i].ps->version)
@ -7285,7 +7277,7 @@ static void test_pointsize(void)
hr = IDirect3DDevice8_SetPixelShader(device, ps);
ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr);
for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j)
for (j = 0; j < ARRAY_SIZE(tests); ++j)
{
unsigned int size = tests[j].override_min ? 63 : tests[j].zero_size ? 0 : tests[j].scale
? test_setups[i].scaled_size : test_setups[i].nonscaled_size;
@ -8116,7 +8108,7 @@ static void test_flip(void)
return;
}
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
for (i = 0; i < ARRAY_SIZE(back_buffers); ++i)
{
hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
@ -8152,7 +8144,7 @@ static void test_flip(void)
IDirect3DSurface8_Release(test_surface);
/* Backbuffer surface pointers are unmodified */
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
for (i = 0; i < ARRAY_SIZE(back_buffers); ++i)
{
hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &test_surface);
ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr);
@ -8184,7 +8176,7 @@ static void test_flip(void)
color = get_surface_color(back_buffers[0], 1, 1);
ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color);
for (i = 0; i < sizeof(back_buffers) / sizeof(*back_buffers); ++i)
for (i = 0; i < ARRAY_SIZE(back_buffers); ++i)
IDirect3DSurface8_Release(back_buffers[i]);
refcount = IDirect3DDevice8_Release(device);
@ -8377,7 +8369,7 @@ static void test_uninitialized_varyings(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE);
ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
@ -8574,7 +8566,7 @@ static void test_shademode(void)
/* Try it first with a TRIANGLESTRIP. Do it with different geometry because
* the color fixups we have to do for FLAT shading will be dependent on that. */
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
if (tests[i].vs->version)
{
@ -9222,7 +9214,7 @@ static void test_texture_blending(void)
hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE);
ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
const struct test *current_test = &tests[i];
@ -9413,7 +9405,7 @@ static void test_color_clamping(void)
hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT);
ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr);
for (i = 0; i < sizeof(tests) / sizeof(tests[0]); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
if (caps.VertexShaderVersion < tests[i].vs_version
|| caps.PixelShaderVersion < tests[i].ps_version)
@ -10118,7 +10110,7 @@ static void test_map_synchronisation(void)
}
size = (tri_count + 2) * sizeof(*quad1.strip);
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
for (i = 0; i < ARRAY_SIZE(tests); ++i)
{
hr = IDirect3DDevice8_CreateVertexBuffer(device, size,
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer);
@ -10228,7 +10220,7 @@ static void test_viewport(void)
/* This crashes on Windows. */
/* hr = IDirect3DDevice8_SetViewport(device, NULL); */
for (i = 0; i < sizeof(rt_sizes) / sizeof(rt_sizes[0]); ++i)
for (i = 0; i < ARRAY_SIZE(rt_sizes); ++i)
{
if (i)
{
@ -10244,7 +10236,7 @@ static void test_viewport(void)
ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr);
}
for (j = 0; j < sizeof(tests) / sizeof(tests[0]); ++j)
for (j = 0; j < ARRAY_SIZE(tests); ++j)
{
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0);
ok(SUCCEEDED(hr), "Failed to clear, hr %#x (i %u, j %u).\n", hr, i, j);