d3d8/tests: Fix a couple of return value checks.
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82b3dbdefb
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93afc43ee9
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@ -1953,7 +1953,7 @@ static void test_render_zero_triangles(void)
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0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
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0 /*PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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IDirect3DDevice8_EndScene(device);
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hr = IDirect3DDevice8_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
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}
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}
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@ -2675,13 +2675,13 @@ static void test_ApplyStateBlock(void)
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(!received, "Expected = FALSE, received TRUE.\n");
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ok(!received, "Expected = FALSE, received TRUE.\n");
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IDirect3DDevice8_ApplyStateBlock(device, 0);
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hr = IDirect3DDevice8_ApplyStateBlock(device, 0);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(!received, "Expected FALSE, received TRUE.\n");
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ok(!received, "Expected FALSE, received TRUE.\n");
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IDirect3DDevice8_ApplyStateBlock(device, token);
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hr = IDirect3DDevice8_ApplyStateBlock(device, token);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr);
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@ -282,7 +282,7 @@ static void lighting_test(IDirect3DDevice8 *device)
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
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2 /*PrimCount */, Indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0]));
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_DrawIndexedPrimitiveUP failed with %#08x\n", hr);
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IDirect3DDevice8_EndScene(device);
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hr = IDirect3DDevice8_EndScene(device);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr);
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}
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}
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@ -1018,7 +1018,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, rcp_test, &shader, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
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IDirect3DDevice8_SetVertexShader(device, shader);
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hr = IDirect3DDevice8_SetVertexShader(device, shader);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
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IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
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IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
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@ -1048,7 +1048,7 @@ static void test_rcp_rsq(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
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hr = IDirect3DDevice8_CreateVertexShader(device, decl, rsq_test, &shader, 0);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned with %#08x\n", hr);
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IDirect3DDevice8_SetVertexShader(device, shader);
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hr = IDirect3DDevice8_SetVertexShader(device, shader);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
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ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr);
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IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
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IDirect3DDevice8_SetVertexShaderConstant(device, 0, constant, 1);
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@ -2267,7 +2267,7 @@ static void intz_test(IDirect3DDevice8 *device)
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/* Render offscreen, using the INTZ texture as depth buffer */
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/* Render offscreen, using the INTZ texture as depth buffer */
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice8_SetPixelShader(device, 0);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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/* Setup the depth/stencil surface. */
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@ -2324,7 +2324,7 @@ static void intz_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
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hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice8_SetPixelShader(device, 0);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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@ -2380,7 +2380,7 @@ static void intz_test(IDirect3DDevice8 *device)
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice8_SetPixelShader(device, 0);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0);
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@ -2594,7 +2594,7 @@ static void shadow_test(IDirect3DDevice8 *device)
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr);
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IDirect3DDevice8_SetPixelShader(device, 0);
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hr = IDirect3DDevice8_SetPixelShader(device, 0);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr);
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/* Setup the depth/stencil surface. */
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/* Setup the depth/stencil surface. */
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