From a8389a2b58d55fac2df0bb3939a02b92565fd15a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Fri, 31 Mar 2017 13:11:53 +0200 Subject: [PATCH] d3d10core/tests: Use ARRAY_SIZE() macro. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d10core/tests/device.c | 108 ++++++++++++++++------------------ 1 file changed, 51 insertions(+), 57 deletions(-) diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index abc8163576f..a3533886493 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -1077,8 +1077,7 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context if (!context->input_layout) { - hr = ID3D10Device_CreateInputLayout(device, default_layout_desc, - sizeof(default_layout_desc) / sizeof(*default_layout_desc), + hr = ID3D10Device_CreateInputLayout(device, default_layout_desc, ARRAY_SIZE(default_layout_desc), default_vs_code, sizeof(default_vs_code), &context->input_layout); ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -1433,7 +1432,7 @@ static void test_create_texture2d(void) ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); desc.SampleDesc.Count = 1; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { desc.ArraySize = tests[i].array_size; desc.Format = tests[i].format; @@ -1520,7 +1519,7 @@ static void test_texture2d_interfaces(void) return; } - for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) + for (i = 0; i < ARRAY_SIZE(desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D11_TEXTURE2D_DESC d3d11_desc; @@ -1692,7 +1691,7 @@ static void test_create_texture3d(void) ID3D10Texture3D_Release(texture); desc.MipLevels = 1; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { desc.Format = tests[i].format; desc.BindFlags = tests[i].bind_flags; @@ -1778,7 +1777,7 @@ static void test_create_buffer(void) return; } - for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) + for (i = 0; i < ARRAY_SIZE(desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D11_BUFFER_DESC d3d11_desc; @@ -1985,7 +1984,7 @@ static void test_create_depthstencil_view(void) ID3D10DepthStencilView_Release(dsview); ID3D10Texture2D_Release(texture); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { D3D10_DEPTH_STENCIL_VIEW_DESC *current_desc; @@ -2025,7 +2024,7 @@ static void test_create_depthstencil_view(void) ID3D10Texture2D_Release(texture); } - for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i) + for (i = 0; i < ARRAY_SIZE(invalid_desc_tests); ++i) { texture_desc.MipLevels = invalid_desc_tests[i].texture.miplevel_count; texture_desc.ArraySize = invalid_desc_tests[i].texture.array_size; @@ -2334,7 +2333,7 @@ static void test_create_rendertarget_view(void) texture3d_desc.CPUAccessFlags = 0; texture3d_desc.MiscFlags = 0; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { D3D10_RENDER_TARGET_VIEW_DESC *current_desc; @@ -2388,7 +2387,7 @@ static void test_create_rendertarget_view(void) ID3D10Resource_Release(texture); } - for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i) + for (i = 0; i < ARRAY_SIZE(invalid_desc_tests); ++i) { assert(invalid_desc_tests[i].texture.dimension == D3D10_RTV_DIMENSION_TEXTURE2D || invalid_desc_tests[i].texture.dimension == D3D10_RTV_DIMENSION_TEXTURE3D); @@ -2510,7 +2509,7 @@ static void test_render_target_views(void) data = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, texture_desc.Width * texture_desc.Height * 4); ok(!!data, "Failed to allocate memory.\n"); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; unsigned int sub_resource_count; @@ -2540,7 +2539,7 @@ static void test_render_target_views(void) draw_color_quad(&test_context, &red); sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize; - assert(sub_resource_count <= sizeof(test->expected_colors) / sizeof(*test->expected_colors)); + assert(sub_resource_count <= ARRAY_SIZE(test->expected_colors)); for (j = 0; j < sub_resource_count; ++j) check_texture_sub_resource_color(texture, j, NULL, test->expected_colors[j], 1); @@ -2750,7 +2749,7 @@ static void test_create_shader_resource_view(void) texture3d_desc.CPUAccessFlags = 0; texture3d_desc.MiscFlags = 0; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { D3D10_SHADER_RESOURCE_VIEW_DESC *current_desc; @@ -2812,7 +2811,7 @@ static void test_create_shader_resource_view(void) ID3D10Resource_Release(texture); } - for (i = 0; i < sizeof(invalid_desc_tests) / sizeof(*invalid_desc_tests); ++i) + for (i = 0; i < ARRAY_SIZE(invalid_desc_tests); ++i) { assert(invalid_desc_tests[i].texture.dimension == D3D10_SRV_DIMENSION_TEXTURE2D || invalid_desc_tests[i].texture.dimension == D3D10_SRV_DIMENSION_TEXTURE3D); @@ -3214,7 +3213,7 @@ static void test_create_sampler_state(void) goto done; } - for (i = 0; i < sizeof(desc_conversion_tests) / sizeof(*desc_conversion_tests); ++i) + for (i = 0; i < ARRAY_SIZE(desc_conversion_tests); ++i) { const struct test *current = &desc_conversion_tests[i]; D3D11_SAMPLER_DESC d3d11_desc, expected_desc; @@ -3685,7 +3684,7 @@ static void test_create_query(void) hr = ID3D10Device_CreatePredicate(device, NULL, &predicate); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { query_desc.Query = tests[i].query; query_desc.MiscFlags = 0; @@ -4503,7 +4502,7 @@ float4 main(float4 color : COLOR) : SV_TARGET hr = ID3D10Device_CreatePixelShader(device, simple_ps, sizeof(simple_ps), &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), simple_vs, sizeof(simple_vs), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -5127,7 +5126,7 @@ static void test_blend(void) device = test_context.device; - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -5931,7 +5930,7 @@ static void test_texture(void) texture = NULL; current_ps = NULL; current_texture = NULL; - for (i = 0; i < sizeof(texture_tests) / sizeof(*texture_tests); ++i) + for (i = 0; i < ARRAY_SIZE(texture_tests); ++i) { const struct texture_test *test = &texture_tests[i]; @@ -6048,7 +6047,7 @@ static void test_texture(void) texture = NULL; current_ps = NULL; current_texture = NULL; - for (i = 0; i < sizeof(srv_tests) / sizeof(*srv_tests); ++i) + for (i = 0; i < ARRAY_SIZE(srv_tests); ++i) { const struct srv_test *test = &srv_tests[i]; @@ -6244,7 +6243,7 @@ static void test_cube_maps(void) ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); ID3D10Device_PSSetShader(device, ps); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; @@ -6287,7 +6286,7 @@ static void test_cube_maps(void) sub_resource_count = texture_desc.MipLevels * texture_desc.ArraySize; for (sub_resource_idx = 0; sub_resource_idx < sub_resource_count; ++sub_resource_idx) { - for (j = 0; j < sizeof(data) / sizeof(*data); ++j) + for (j = 0; j < ARRAY_SIZE(data); ++j) data[j] = sub_resource_idx; ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)texture, sub_resource_idx, NULL, data, texture_desc.Width * sizeof(*data), 0); @@ -6532,7 +6531,7 @@ static void test_depth_stencil_sampling(void) &ps_depth_stencil); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { texture_desc.Format = tests[i].typeless_format; texture_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_DEPTH_STENCIL; @@ -6766,7 +6765,7 @@ static void test_multiple_render_targets(void) return; } - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -6784,7 +6783,7 @@ static void test_multiple_render_targets(void) texture_desc.CPUAccessFlags = 0; texture_desc.MiscFlags = 0; - for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i) + for (i = 0; i < ARRAY_SIZE(rt); ++i) { hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &rt[i]); ok(SUCCEEDED(hr), "Failed to create texture %u, hr %#x.\n", i, hr); @@ -6815,7 +6814,7 @@ static void test_multiple_render_targets(void) vp.MaxDepth = 1.0f; ID3D10Device_RSSetViewports(device, 1, &vp); - for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i) + for (i = 0; i < ARRAY_SIZE(rtv); ++i) ID3D10Device_ClearRenderTargetView(device, rtv[i], red); ID3D10Device_Draw(device, 4, 0); @@ -6829,9 +6828,9 @@ static void test_multiple_render_targets(void) ID3D10PixelShader_Release(ps); ID3D10VertexShader_Release(vs); ID3D10InputLayout_Release(input_layout); - for (i = 0; i < sizeof(rtv) / sizeof(*rtv); ++i) + for (i = 0; i < ARRAY_SIZE(rtv); ++i) ID3D10RenderTargetView_Release(rtv[i]); - for (i = 0; i < sizeof(rt) / sizeof(*rt); ++i) + for (i = 0; i < ARRAY_SIZE(rt); ++i) ID3D10Texture2D_Release(rt[i]); refcount = ID3D10Device_Release(device); ok(!refcount, "Device has %u references left.\n", refcount); @@ -7178,7 +7177,7 @@ static void test_il_append_aligned(void) device = test_context.device; - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -7997,7 +7996,7 @@ float4 main(const ps_in v) : SV_TARGET device = test_context.device; - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -8020,7 +8019,7 @@ float4 main(const ps_in v) : SV_TARGET ID3D10Device_VSSetConstantBuffers(device, 1, 1, &colors_cb); ID3D10Device_PSSetShader(device, ps); - for (i = 0; i < sizeof(test_data) / sizeof(*test_data); ++i) + for (i = 0; i < ARRAY_SIZE(test_data); ++i) { ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); @@ -8092,7 +8091,7 @@ static void test_swapchain_formats(void) if (SUCCEEDED(hr)) IDXGISwapChain_Release(swapchain); - for (i = 0; i < sizeof(display_format_support) / sizeof(*display_format_support); ++i) + for (i = 0; i < ARRAY_SIZE(display_format_support); ++i) { if (display_format_support[i].optional) continue; @@ -8322,7 +8321,7 @@ static void test_swapchain_flip(void) hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); ID3D10Device_IASetInputLayout(device, input_layout); @@ -8942,7 +8941,7 @@ static void test_sm4_if_instruction(void) cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(bits), NULL); ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb); - for (i = 0; i < sizeof(bit_patterns) / sizeof(*bit_patterns); ++i) + for (i = 0; i < ARRAY_SIZE(bit_patterns); ++i) { *bits = bit_patterns[i]; ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, bits, 0, 0); @@ -9106,12 +9105,11 @@ static void test_create_input_layout(void) return; } - for (i = 0; i < sizeof(vertex_formats) / sizeof(*vertex_formats); ++i) + for (i = 0; i < ARRAY_SIZE(vertex_formats); ++i) { layout_desc->Format = vertex_formats[i]; - hr = ID3D10Device_CreateInputLayout(device, layout_desc, - sizeof(layout_desc) / sizeof(*layout_desc), vs_code, sizeof(vs_code), - &input_layout); + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), + vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#x.\n", vertex_formats[i], hr); ID3D10InputLayout_Release(input_layout); @@ -9371,8 +9369,7 @@ static void test_input_assembler(void) { input_layout_desc[1].Format = layout_formats[i]; input_layout[i] = NULL; - hr = ID3D10Device_CreateInputLayout(device, input_layout_desc, - sizeof(input_layout_desc) / sizeof(*input_layout_desc), + hr = ID3D10Device_CreateInputLayout(device, input_layout_desc, ARRAY_SIZE(input_layout_desc), vs_float_code, sizeof(vs_float_code), &input_layout[i]); todo_wine_if(input_layout_desc[1].Format == DXGI_FORMAT_R10G10B10A2_UINT) ok(SUCCEEDED(hr), "Failed to create input layout for format %#x, hr %#x.\n", layout_formats[i], hr); @@ -9406,7 +9403,7 @@ static void test_input_assembler(void) ID3D10Device_PSSetShader(device, ps); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { D3D10_BOX box = {0, 0, 0, 1, 1, 1}; @@ -9638,7 +9635,7 @@ static void test_immediate_constant_buffer(void) ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); - for (i = 0; i < sizeof(expected_result) / sizeof(*expected_result); ++i) + for (i = 0; i < ARRAY_SIZE(expected_result); ++i) { *index = i; ID3D10Device_UpdateSubresource(device, (ID3D10Resource *)cb, 0, NULL, index, 0, 0); @@ -9805,7 +9802,7 @@ static void test_uint_shader_instructions(void) ID3D10Device_OMSetRenderTargets(device, 1, &rtv, NULL); - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = ID3D10Device_CreatePixelShader(device, tests[i].ps->code, tests[i].ps->size, &ps); ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); @@ -9942,12 +9939,12 @@ static void test_index_buffer_offset(void) device = test_context.device; - hr = ID3D10Device_CreateInputLayout(device, input_desc, sizeof(input_desc) / sizeof(*input_desc), + hr = ID3D10Device_CreateInputLayout(device, input_desc, ARRAY_SIZE(input_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); hr = ID3D10Device_CreateGeometryShaderWithStreamOutput(device, gs_code, sizeof(gs_code), - so_declaration, sizeof(so_declaration) / sizeof(*so_declaration), 32, &gs); + so_declaration, ARRAY_SIZE(so_declaration), 32, &gs); ok(SUCCEEDED(hr), "Failed to create geometry shader with stream output, hr %#x.\n", hr); hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs); @@ -9979,7 +9976,7 @@ static void test_index_buffer_offset(void) ID3D10Device_DrawIndexed(device, 4, 0, 0); get_buffer_readback(so_buffer, &rb); - for (i = 0; i < sizeof(expected_data) / sizeof(*expected_data); ++i) + for (i = 0; i < ARRAY_SIZE(expected_data); ++i) { data = get_readback_vec4(&rb, i, 0); ok(compare_vec4(data, &expected_data[i], 0), @@ -10081,7 +10078,7 @@ static void test_face_culling(void) rasterizer_desc.MultisampleEnable = FALSE; rasterizer_desc.AntialiasedLineEnable = FALSE; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { rasterizer_desc.CullMode = tests[i].cull_mode; rasterizer_desc.FrontCounterClockwise = tests[i].front_ccw; @@ -10292,12 +10289,10 @@ static void test_required_format_support(void) return; } - check_format_support(format_support, index_buffers, - sizeof(index_buffers) / sizeof(*index_buffers), + check_format_support(format_support, index_buffers, ARRAY_SIZE(index_buffers), D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER, "index buffer"); - check_format_support(format_support, display_format_support, - sizeof(display_format_support) / sizeof(*display_format_support), + check_format_support(format_support, display_format_support, ARRAY_SIZE(display_format_support), D3D10_FORMAT_SUPPORT_DISPLAY, "display"); refcount = ID3D10Device_Release(device); @@ -10402,7 +10397,7 @@ float4 main(struct ps_data ps_input) : SV_Target hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv); ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr); - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -10941,8 +10936,7 @@ static void test_primitive_restart(void) ib16 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices16), indices16); ib32 = create_buffer(device, D3D10_BIND_INDEX_BUFFER, sizeof(indices32), indices32); - hr = ID3D10Device_CreateInputLayout(device, layout_desc, - sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr); @@ -11227,7 +11221,7 @@ static void test_resinfo_instruction(void) ps = NULL; current_ps = NULL; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; @@ -11471,7 +11465,7 @@ static void test_buffer_srv(void) srv = NULL; buffer = NULL; current_buffer = NULL; - for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) + for (i = 0; i < ARRAY_SIZE(tests); ++i) { const struct test *test = &tests[i]; @@ -11703,7 +11697,7 @@ float4 main(struct ps_data ps_input) : SV_Target device = test_context.device; - hr = ID3D10Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc), + hr = ID3D10Device_CreateInputLayout(device, layout_desc, ARRAY_SIZE(layout_desc), vs_code, sizeof(vs_code), &input_layout); ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);