d3d8/tests: Fix a couple of return value checks.

This commit is contained in:
Henri Verbeet 2012-03-12 19:56:08 +01:00 committed by Alexandre Julliard
parent 82b3dbdefb
commit 93afc43ee9
2 changed files with 10 additions and 10 deletions

View File

@ -1953,7 +1953,7 @@ static void test_render_zero_triangles(void)
0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
IDirect3DDevice8_EndScene(device);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
}
@ -2675,13 +2675,13 @@ static void test_ApplyStateBlock(void)
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
ok(!received, "Expected = FALSE, received TRUE.\n");
IDirect3DDevice8_ApplyStateBlock(device, 0);
hr = IDirect3DDevice8_ApplyStateBlock(device, 0);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
ok(!received, "Expected FALSE, received TRUE.\n");
IDirect3DDevice8_ApplyStateBlock(device, token);
hr = IDirect3DDevice8_ApplyStateBlock(device, token);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);

View File

@ -282,7 +282,7 @@ static void lighting_test(IDirect3DDevice8 *device)
2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
IDirect3DDevice8_EndScene(device);
hr = IDirect3DDevice8_EndScene(device);
ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
}
@ -1018,7 +1018,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
IDirect3DDevice8_SetVertexShader(device, shader);
hr = IDirect3DDevice8_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
@ -1048,7 +1048,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
IDirect3DDevice8_SetVertexShader(device, shader);
hr = IDirect3DDevice8_SetVertexShader(device, shader);
ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
@ -2267,7 +2267,7 @@ static void intz_test(IDirect3DDevice8 *device)
/* Render offscreen, using the INTZ texture as depth buffer */
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DDevice8_SetPixelShader(device, 0);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */
@ -2324,7 +2324,7 @@ static void intz_test(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DDevice8_SetPixelShader(device, 0);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
@ -2380,7 +2380,7 @@ static void intz_test(IDirect3DDevice8 *device)
ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DDevice8_SetPixelShader(device, 0);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
@ -2594,7 +2594,7 @@ static void shadow_test(IDirect3DDevice8 *device)
hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
IDirect3DDevice8_SetPixelShader(device, 0);
hr = IDirect3DDevice8_SetPixelShader(device, 0);
ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
/* Setup the depth/stencil surface. */