[PATCH 3/5] d3d8/tests: Fix a couple of return value checks.
Henri Verbeet
hverbeet at codeweavers.com
Mon Mar 12 13:56:08 CDT 2012
---
dlls/d3d8/tests/device.c | 6 +++---
dlls/d3d8/tests/visual.c | 14 +++++++-------
2 files changed, 10 insertions(+), 10 deletions(-)
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index 2e1bc98..a34ba47 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -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);
diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c
index 789cdf8..191cf08 100644
--- a/dlls/d3d8/tests/visual.c
+++ b/dlls/d3d8/tests/visual.c
@@ -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. */
--
1.7.3.4
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