d3d8/tests: Win64 printf format warning fixes

H. Verbeet hverbeet at gmail.com
Tue Oct 10 12:23:14 CDT 2006


-------------- next part --------------
---

 dlls/d3d8/tests/Makefile.in |    1 -
 dlls/d3d8/tests/d3d8_main.c |   36 ++++++++++++++++++------------------
 dlls/d3d8/tests/device.c    |    8 ++++----
 3 files changed, 22 insertions(+), 23 deletions(-)

diff --git a/dlls/d3d8/tests/Makefile.in b/dlls/d3d8/tests/Makefile.in
index 5a2f52d..4af5df3 100644
--- a/dlls/d3d8/tests/Makefile.in
+++ b/dlls/d3d8/tests/Makefile.in
@@ -5,7 +5,6 @@ VPATH     = @srcdir@
 TESTDLL   = d3d8.dll
 IMPORTS   = user32 kernel32
 EXTRALIBS = -ldxerr8
-EXTRADEFS = -DWINE_NO_LONG_AS_INT
 
 CTESTS = \
 	d3d8_main.c \
diff --git a/dlls/d3d8/tests/d3d8_main.c b/dlls/d3d8/tests/d3d8_main.c
index f70b6d8..a001f31 100644
--- a/dlls/d3d8/tests/d3d8_main.c
+++ b/dlls/d3d8/tests/d3d8_main.c
@@ -32,37 +32,37 @@ static void test_ValidateVertexShader(vo
         0x0000FFFF};
 
     ret=ValidateVertexShader(0,0,0,0,0);
-    ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
 
     ret=ValidateVertexShader(0,0,0,1,0);
-    ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
 
     ret=ValidateVertexShader(simple_vs,0,0,0,0);
-    ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
 
     ret=ValidateVertexShader(simple_vs,0,0,1,0);
-    ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
     /* seems to do some version checking */
     *simple_vs=0xFFFE0100;             /* vs_1_0               */
     ret=ValidateVertexShader(simple_vs,0,0,0,0);
-    ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
 
     *simple_vs=0xFFFE0102;            /* bogus version         */
     ret=ValidateVertexShader(simple_vs,0,0,1,0);
-    ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
     /* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
     *simple_vs=0xFFFE0101;             /* vs_1_1               */
     ret=ValidateVertexShader(simple_vs,simple_vs,0,1,0);
-    ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
 
     ret=ValidateVertexShader(simple_vs,0,simple_vs,1,0);
-    ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
     /* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
     ret=ValidateVertexShader(simple_vs,0,0,12345,0);
-    ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
     /* What is 5th parameter ???? Following works ok */
     ret=ValidateVertexShader(simple_vs,0,0,1,simple_vs);
-    ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
 }
 
 static void test_ValidatePixelShader(void)
@@ -77,30 +77,30 @@ static void test_ValidatePixelShader(voi
         0x0000FFFF};                                                            /* END                          */
 
     ret=ValidatePixelShader(0,0,0,0);
-    ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
 
     ret=ValidatePixelShader(0,0,1,0);
-    ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
 
     ret=ValidatePixelShader(simple_ps,0,0,0);
-    ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
 
     ret=ValidatePixelShader(simple_ps,0,1,0);
-    ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
     /* seems to do some version checking */
     *simple_ps=0xFFFF0105;             /* bogus version  */
     ret=ValidatePixelShader(simple_ps,0,1,0);
-    ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
     /* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
     *simple_ps=0xFFFF0101;             /* ps_1_1         */
     ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
-    ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
+    ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
     /* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
     ret=ValidatePixelShader(simple_ps,0,12345,0);
-    ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
     /* What is 4th parameter ???? Following works ok */
     ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
-    ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
+    ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
 }
 
 START_TEST(d3d8_main)
diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c
index 901b4ba..e735502 100644
--- a/dlls/d3d8/tests/device.c
+++ b/dlls/d3d8/tests/device.c
@@ -270,13 +270,13 @@ static void test_refcount(void)
         BYTE *data;
         /* Vertex buffers can be locked multiple times */
         hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
-        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
+        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
         hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
-        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
+        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
         hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
-        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
+        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
         hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
-        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
+        ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
     }
 
 cleanup:


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