From 43f23d3e63f3943b286400b151a1ff4adc9250b4 Mon Sep 17 00:00:00 2001 From: Zebediah Figura Date: Thu, 7 Jul 2022 03:46:05 +0000 Subject: [PATCH] d3d8/tests: Build without -DWINE_NO_LONG_TYPES. --- dlls/d3d8/tests/Makefile.in | 1 - dlls/d3d8/tests/device.c | 2538 +++++++++++++------------- dlls/d3d8/tests/stateblock.c | 118 +- dlls/d3d8/tests/visual.c | 3278 +++++++++++++++++----------------- dlls/d3d9/tests/d3d9ex.c | 3 +- 5 files changed, 2942 insertions(+), 2996 deletions(-) diff --git a/dlls/d3d8/tests/Makefile.in b/dlls/d3d8/tests/Makefile.in index 39b7e8021a7..9b288b967a9 100644 --- a/dlls/d3d8/tests/Makefile.in +++ b/dlls/d3d8/tests/Makefile.in @@ -1,4 +1,3 @@ -EXTRADEFS = -DWINE_NO_LONG_TYPES TESTDLL = d3d8.dll IMPORTS = d3d8 user32 gdi32 diff --git a/dlls/d3d8/tests/device.c b/dlls/d3d8/tests/device.c index cb1e83b64b3..d7c149f8154 100644 --- a/dlls/d3d8/tests/device.c +++ b/dlls/d3d8/tests/device.c @@ -267,7 +267,7 @@ static HRESULT reset_device(IDirect3DDevice8 *device, const struct device_desc * int rc_new = rc; \ ok(tmp1 == rc_new, "Invalid refcount. Expected %d got %d\n", rc_new, tmp1); \ } else {\ - trace("%s failed: %#08x\n", c, r); \ + trace("%s failed: %#08lx\n", c, r); \ } #define CHECK_RELEASE(obj,d,rc) \ @@ -303,8 +303,8 @@ static HRESULT reset_device(IDirect3DDevice8 *device, const struct device_desc * { \ void *container_ptr = (void *)0x1337c0d3; \ hr = IDirect3DSurface8_GetContainer(obj, &iid, &container_ptr); \ - ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08x, container_ptr %p. " \ - "Expected hr %#08x, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ + ok(SUCCEEDED(hr) && container_ptr == expected, "GetContainer returned: hr %#08lx, container_ptr %p. " \ + "Expected hr %#08lx, container_ptr %p\n", hr, container_ptr, S_OK, expected); \ if (container_ptr && container_ptr != (void *)0x1337c0d3) IUnknown_Release((IUnknown *)container_ptr); \ } @@ -316,9 +316,9 @@ static void check_mipmap_levels(IDirect3DDevice8 *device, UINT width, UINT heigh if (SUCCEEDED(hr)) { DWORD levels = IDirect3DBaseTexture8_GetLevelCount(texture); - ok(levels == count, "Invalid level count. Expected %d got %u\n", count, levels); + ok(levels == count, "Invalid level count. Expected %d got %lu\n", count, levels); } else - trace("CreateTexture failed: %#08x\n", hr); + trace("CreateTexture failed: %#08lx\n", hr); if (texture) IDirect3DBaseTexture8_Release( texture ); } @@ -346,7 +346,7 @@ static void test_mipmap_levels(void) check_mipmap_levels(device, 1, 1, 1); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -381,24 +381,24 @@ static void test_swapchain(void) backbuffer = (void *)0xdeadbeef; /* IDirect3DDevice8::GetBackBuffer crashes if a NULL output pointer is passed. */ hr = IDirect3DDevice8_GetBackBuffer(device, 1, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!backbuffer, "The back buffer pointer is %p, expected NULL.\n", backbuffer); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer); /* The back buffer type value is ignored. */ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DDevice8_GetBackBuffer(device, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); @@ -410,56 +410,56 @@ static void test_swapchain(void) /* Create a bunch of swapchains */ d3dpp.BackBufferCount = 0; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(d3dpp.BackBufferCount == 1, "The back buffer count in the presentparams struct is %d\n", d3dpp.BackBufferCount); d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain2); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); d3dpp.BackBufferCount = 2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain3); - ok(SUCCEEDED(hr), "Failed to create a swapchain (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); if(SUCCEEDED(hr)) { /* Swapchain 3, created with backbuffercount 2 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the 1st back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); /* The back buffer type value is ignored. */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_LEFT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected left back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, D3DBACKBUFFER_TYPE_RIGHT, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected right back buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 0, (D3DBACKBUFFER_TYPE)0xdeadbeef, &stereo_buffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get the back buffer, hr %#lx.\n", hr); ok(stereo_buffer == backbuffer, "Expected unknown buffer = %p, got %p.\n", backbuffer, stereo_buffer); IDirect3DSurface8_Release(stereo_buffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 1, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the 2nd back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 2, 0, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain3, 3, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); } @@ -467,32 +467,32 @@ static void test_swapchain(void) /* Check the back buffers of the swapchains */ /* Swapchain 1, created with backbuffercount 0 */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); - ok(backbuffer != NULL, "The back buffer is NULL (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(!!backbuffer, "Expected a non-NULL backbuffer.\n"); if(backbuffer) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain1, 1, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); /* Swapchain 2 - created with backbuffercount 1 */ backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 0, 0, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); ok(backbuffer != NULL && backbuffer != (void *) 0xdeadbeef, "The back buffer is %p\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 1, 0, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "GetBackBuffer returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); backbuffer = (void *) 0xdeadbeef; hr = IDirect3DSwapChain8_GetBackBuffer(swapchain2, 2, 0, &backbuffer); - ok(FAILED(hr), "Failed to get the back buffer (%#08x)\n", hr); + ok(FAILED(hr), "Got hr %#lx.\n", hr); ok(backbuffer == (void *) 0xdeadbeef, "The back buffer pointer was modified (%p)\n", backbuffer); if(backbuffer && backbuffer != (void *) 0xdeadbeef) IDirect3DSurface8_Release(backbuffer); @@ -504,34 +504,34 @@ static void test_swapchain(void) d3dpp.hDeviceWindow = window; d3dpp.BackBufferCount = 1; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); device_desc.width = registry_mode.dmPelsWidth; device_desc.height = registry_mode.dmPelsHeight; device_desc.device_window = window; device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); d3dpp.hDeviceWindow = window; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.Windowed = TRUE; d3dpp.hDeviceWindow = window; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); d3dpp.hDeviceWindow = window2; hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &d3dpp, &swapchain1); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window2); @@ -589,7 +589,7 @@ static void test_refcount(void) IDirect3DDevice8_GetDeviceCaps(device, &caps); refcount = get_refcount((IUnknown *)device); - ok(refcount == 1, "Invalid device RefCount %d\n", refcount); + ok(refcount == 1, "Got unexpected refcount %lu.\n", refcount); CHECK_REFCOUNT(d3d, 2); @@ -842,13 +842,13 @@ 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 %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer); - ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); } /* The implicit render target is not freed if refcount reaches 0. @@ -916,34 +916,34 @@ static void test_checkdevicemultisampletype(void) hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_UNKNOWN, TRUE, D3DMULTISAMPLE_NONE); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, 65536, TRUE, D3DMULTISAMPLE_NONE); - todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + todo_wine ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_NONE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, FALSE, D3DMULTISAMPLE_NONE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); /* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */ hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, D3DMULTISAMPLE_15_SAMPLES); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, TRUE, 65536); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_DXT5, TRUE, D3DMULTISAMPLE_2_SAMPLES); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); cleanup: IDirect3D8_Release(d3d); @@ -978,12 +978,12 @@ static void test_invalid_multisample(void) D3DFMT_X8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); if (available) { - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); } else { - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); } /* We assume D3DMULTISAMPLE_15_SAMPLES is never supported in practice. */ @@ -993,16 +993,16 @@ static void test_invalid_multisample(void) D3DFMT_X8R8G8B8, D3DMULTISAMPLE_15_SAMPLES, FALSE, &rt); if (available) { - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); } else { - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1055,7 +1055,7 @@ static void test_cursor(void) } hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor); - ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#lx.\n", hr); /* Initially hidden */ ret = IDirect3DDevice8_ShowCursor(device, TRUE); @@ -1067,10 +1067,10 @@ static void test_cursor(void) /* Fails */ hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, NULL); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3D_OK, "IDirect3DDevice8_SetCursorProperties returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(cursor); @@ -1085,7 +1085,7 @@ static void test_cursor(void) memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(GetCursorInfo(&info), "GetCursorInfo failed\n"); - ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags); + ok(info.flags & (CURSOR_SHOWING | CURSOR_SUPPRESSED), "Got cursor flags %#lx.\n", info.flags); ok(info.hCursor == cur || broken(1), "The cursor handle is %p\n", info.hCursor); /* unchanged */ /* Still hidden */ @@ -1099,7 +1099,7 @@ static void test_cursor(void) memset(&info, 0, sizeof(info)); info.cbSize = sizeof(info); ok(GetCursorInfo(&info), "GetCursorInfo failed\n"); - ok(info.flags & (CURSOR_SHOWING|CURSOR_SUPPRESSED), "The gdi cursor is hidden (%08x)\n", info.flags); + ok(info.flags & (CURSOR_SHOWING | CURSOR_SUPPRESSED), "Got cursor flags %#lx.\n", info.flags); ok(info.hCursor != cur || broken(1), "The cursor handle is %p\n", info.hCursor); /* Cursor dimensions must all be powers of two */ @@ -1108,19 +1108,19 @@ static void test_cursor(void) width = cursor_sizes[test_idx].cx; height = cursor_sizes[test_idx].cy; hr = IDirect3DDevice8_CreateImageSurface(device, width, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Test %u: CreateImageSurface failed, hr %#x.\n", test_idx, hr); + ok(hr == D3D_OK, "Test %u: CreateImageSurface failed, hr %#lx.\n", test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); if (width && !(width & (width - 1)) && height && !(height & (height - 1))) expected_hr = D3D_OK; else expected_hr = D3DERR_INVALIDCALL; - ok(hr == expected_hr, "Test %u: Expect SetCursorProperties return %#x, got %#x.\n", + ok(hr == expected_hr, "Test %u: Expect SetCursorProperties return %#lx, got %#lx.\n", test_idx, expected_hr, hr); IDirect3DSurface8_Release(cursor); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); /* Cursor dimensions must not exceed adapter display mode */ device_desc.device_window = window; @@ -1141,7 +1141,7 @@ static void test_cursor(void) } hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr); /* Find the largest width and height that are powers of two and less than the display mode */ @@ -1153,35 +1153,31 @@ static void test_cursor(void) height *= 2; hr = IDirect3DDevice8_CreateImageSurface(device, width, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3D_OK, "Adapter %u test %u: SetCursorProperties failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: SetCursorProperties failed, hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor); hr = IDirect3DDevice8_CreateImageSurface(device, width * 2, height, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3DERR_INVALIDCALL, - "Adapter %u test %u: Expect SetCursorProperties return %#x, got %#x.\n", - adapter_idx, test_idx, D3DERR_INVALIDCALL, hr); + ok(hr == D3DERR_INVALIDCALL, "Adapter %u test %u: Got hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor); hr = IDirect3DDevice8_CreateImageSurface(device, width, height * 2, D3DFMT_A8R8G8B8, &cursor); - ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: CreateImageSurface failed, hr %#lx.\n", adapter_idx, test_idx, hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(hr == D3DERR_INVALIDCALL, - "Adapter %u test %u: Expect SetCursorProperties return %#x, got %#x.\n", - adapter_idx, test_idx, D3DERR_INVALIDCALL, hr); + ok(hr == D3DERR_INVALIDCALL, "Adapter %u test %u: Got hr %#lx.\n", adapter_idx, test_idx, hr); IDirect3DSurface8_Release(cursor); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u: Device has %u references left.\n", adapter_idx, refcount); + ok(!refcount, "Adapter %u: Device has %lu references left.\n", adapter_idx, refcount); } } cleanup: @@ -1258,7 +1254,7 @@ static void test_cursor_pos(void) ok(ret, "Failed to get cursor position.\n"); if (pt.x != 99 || pt.y != 99) { - skip("Could not warp the cursor (cur pos %ux%u), skipping test.\n", pt.x, pt.y); + skip("Could not warp the cursor (cur pos %ld,%ld), skipping test.\n", pt.x, pt.y); return; } @@ -1278,9 +1274,9 @@ static void test_cursor_pos(void) } hr = IDirect3DDevice8_CreateImageSurface(device, 32, 32, D3DFMT_A8R8G8B8, &cursor); - ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cursor surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCursorProperties(device, 0, 0, cursor); - ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set cursor properties, hr %#lx.\n", hr); IDirect3DSurface8_Release(cursor); ret = IDirect3DDevice8_ShowCursor(device, TRUE); ok(!ret, "Failed to show cursor, hr %#x.\n", ret); @@ -1322,7 +1318,7 @@ static void test_cursor_pos(void) flush_events(); ok((!expect_pos->x && !expect_pos->y) || broken(expect_pos - points == 7), - "Didn't receive MOUSEMOVE %u (%d, %d).\n", + "Didn't receive MOUSEMOVE %u (%ld, %ld).\n", (unsigned)(expect_pos - points), expect_pos->x, expect_pos->y); refcount = IDirect3DDevice8_Release(device); @@ -1352,12 +1348,12 @@ static void test_states(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, TRUE) returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZVISIBLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState(D3DRS_ZVISIBLE, FALSE) returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1373,7 +1369,7 @@ static void test_shader_versions(void) ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetDeviceCaps(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &caps); - ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr) || hr == D3DERR_NOTAVAILABLE, "Failed to get device caps, hr %#lx.\n", hr); IDirect3D8_Release(d3d); if (FAILED(hr)) { @@ -1382,9 +1378,9 @@ static void test_shader_versions(void) } ok(caps.VertexShaderVersion <= D3DVS_VERSION(1,1), - "Got unexpected VertexShaderVersion %#x.\n", caps.VertexShaderVersion); + "Got unexpected VertexShaderVersion %#lx.\n", caps.VertexShaderVersion); ok(caps.PixelShaderVersion <= D3DPS_VERSION(1,4), - "Got unexpected PixelShaderVersion %#x.\n", caps.PixelShaderVersion); + "Got unexpected PixelShaderVersion %#lx.\n", caps.PixelShaderVersion); } static void test_display_formats(void) @@ -1455,7 +1451,7 @@ static void test_display_formats(void) hr = IDirect3D8_CheckDeviceType(d3d8, D3DADAPTER_DEFAULT, device_type, formats[display].format, formats[backbuffer].format, windowed); ok(SUCCEEDED(hr) == should_pass || broken(SUCCEEDED(hr) && !has_modes) /* Win8 64-bit */, - "Got unexpected hr %#x for %s / %s, windowed %#x, should_pass %#x.\n", + "Got unexpected hr %#lx for %s / %s, windowed %#x, should_pass %#x.\n", hr, formats[display].name, formats[backbuffer].name, windowed, should_pass); } } @@ -1483,7 +1479,7 @@ static void test_display_modes(void) for (i = 0; i < max_modes; ++i) { res = IDirect3D8_EnumAdapterModes(d3d, D3DADAPTER_DEFAULT, i, &dmode); - ok(res==D3D_OK, "EnumAdapterModes returned %#08x for mode %u!\n", res, i); + ok(res==D3D_OK, "EnumAdapterModes returned %#08lx for mode %u!\n", res, i); if(res != D3D_OK) continue; @@ -1555,7 +1551,7 @@ static void test_reset(void) ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr); adapter_mode_count = IDirect3D8_GetAdapterModeCount(d3d8, D3DADAPTER_DEFAULT); modes = HeapAlloc(GetProcessHeap(), 0, sizeof(*modes) * adapter_mode_count); for (i = 0; i < adapter_mode_count; ++i) @@ -1564,7 +1560,7 @@ static void test_reset(void) memset(&d3ddm2, 0, sizeof(d3ddm2)); hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm2); - ok(SUCCEEDED(hr), "EnumAdapterModes failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EnumAdapterModes failed, hr %#lx.\n", hr); if (d3ddm2.Format != d3ddm.Format) continue; @@ -1620,10 +1616,10 @@ static void test_reset(void) skip("Device is lost.\n"); goto cleanup; } - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device1, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); @@ -1631,11 +1627,11 @@ static void test_reset(void) ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); - ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %lu, expected %u.\n", vp.Width, modes[i].w); + ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %lu, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); @@ -1647,13 +1643,13 @@ static void test_reset(void) vp.MinZ = 0.2f; vp.MaxZ = 0.3f; hr = IDirect3DDevice8_SetViewport(device1, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(!!value, "Got unexpected value %#lx for D3DRS_LIGHTING.\n", value); hr = IDirect3DDevice8_SetRenderState(device1, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -1662,21 +1658,21 @@ static void test_reset(void) d3dpp.BackBufferHeight = modes[i].h; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device1, D3DRS_LIGHTING, &value); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(!!value, "Got unexpected value %#x for D3DRS_LIGHTING.\n", value); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(!!value, "Got unexpected value %#lx for D3DRS_LIGHTING.\n", value); memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %u, expected %u.\n", vp.Width, modes[i].w); - ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %u, expected %u.\n", vp.Height, modes[i].h); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == modes[i].w, "D3DVIEWPORT->Width = %lu, expected %u.\n", vp.Width, modes[i].w); + ok(vp.Height == modes[i].h, "D3DVIEWPORT->Height = %lu, expected %u.\n", vp.Height, modes[i].h); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); @@ -1686,9 +1682,9 @@ static void test_reset(void) ok(height == modes[i].h, "Screen height is %u, expected %u.\n", height, modes[i].h); hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == modes[i].w, "Back buffer width is %u, expected %u.\n", surface_desc.Width, modes[i].w); ok(surface_desc.Height == modes[i].h, "Back buffer height is %u, expected %u.\n", @@ -1702,17 +1698,17 @@ static void test_reset(void) d3dpp.BackBufferHeight = 300; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == 400, "D3DVIEWPORT->Width = %u, expected 400.\n", vp.Width); - ok(vp.Height == 300, "D3DVIEWPORT->Height = %u, expected 300.\n", vp.Height); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == 400, "D3DVIEWPORT->Width = %lu, expected 400.\n", vp.Width); + ok(vp.Height == 300, "D3DVIEWPORT->Height = %lu, expected 300.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); @@ -1722,9 +1718,9 @@ static void test_reset(void) ok(height == orig_height, "Screen height is %u, expected %u.\n", height, orig_height); hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == 400, "Back buffer width is %u, expected 400.\n", surface_desc.Width); ok(surface_desc.Height == 300, "Back buffer height is %u, expected 300.\n", @@ -1737,7 +1733,7 @@ static void test_reset(void) devmode.dmPelsWidth = modes[1].w; devmode.dmPelsHeight = modes[1].h; ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret); + ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", ret); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == modes[1].w, "Screen width is %u, expected %u.\n", width, modes[1].w); @@ -1747,9 +1743,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 400; d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); @@ -1758,18 +1754,18 @@ static void test_reset(void) ZeroMemory(&vp, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); - ok(vp.X == 0, "D3DVIEWPORT->X = %d.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %d.\n", vp.Y); - ok(vp.Width == 500, "D3DVIEWPORT->Width = %d.\n", vp.Width); - ok(vp.Height == 400, "D3DVIEWPORT->Height = %d.\n", vp.Height); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); + ok(vp.X == 0, "D3DVIEWPORT->X = %ld.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %ld.\n", vp.Y); + ok(vp.Width == 500, "D3DVIEWPORT->Width = %ld.\n", vp.Width); + ok(vp.Height == 400, "D3DVIEWPORT->Height = %ld.\n", vp.Height); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %f.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %f.\n", vp.MaxZ); hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Width == 500, "Back buffer width is %u, expected 500.\n", surface_desc.Width); ok(surface_desc.Height == 400, "Back buffer height is %u, expected 400.\n", @@ -1780,7 +1776,7 @@ static void test_reset(void) devmode.dmPelsWidth = orig_width; devmode.dmPelsHeight = orig_height; ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", ret); + ok(ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", ret); width = GetSystemMetrics(SM_CXSCREEN); height = GetSystemMetrics(SM_CYSCREEN); ok(width == orig_width, "Got screen width %u, expected %u.\n", width, orig_width); @@ -1807,9 +1803,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); ok(!d3dpp.BackBufferWidth, "Got unexpected BackBufferWidth %u.\n", d3dpp.BackBufferWidth); ok(!d3dpp.BackBufferHeight, "Got unexpected BackBufferHeight %u.\n", d3dpp.BackBufferHeight); @@ -1822,7 +1818,7 @@ static void test_reset(void) ok(d3dpp.Windowed, "Got unexpected Windowed %#x.\n", d3dpp.Windowed); ok(!d3dpp.EnableAutoDepthStencil, "Got unexpected EnableAutoDepthStencil %#x.\n", d3dpp.EnableAutoDepthStencil); ok(!d3dpp.AutoDepthStencilFormat, "Got unexpected AutoDepthStencilFormat %#x.\n", d3dpp.AutoDepthStencilFormat); - ok(!d3dpp.Flags, "Got unexpected Flags %#x.\n", d3dpp.Flags); + ok(!d3dpp.Flags, "Got unexpected Flags %#lx.\n", d3dpp.Flags); ok(!d3dpp.FullScreen_RefreshRateInHz, "Got unexpected FullScreen_RefreshRateInHz %u.\n", d3dpp.FullScreen_RefreshRateInHz); ok(!d3dpp.FullScreen_PresentationInterval, "Got unexpected FullScreen_PresentationInterval %#x.\n", @@ -1830,30 +1826,30 @@ static void test_reset(void) memset(&vp, 0, sizeof(vp)); hr = IDirect3DDevice8_GetViewport(device1, &vp); - ok(SUCCEEDED(hr), "GetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetViewport failed, hr %#lx.\n", hr); if (SUCCEEDED(hr)) { - ok(vp.X == 0, "D3DVIEWPORT->X = %u, expected 0.\n", vp.X); - ok(vp.Y == 0, "D3DVIEWPORT->Y = %u, expected 0.\n", vp.Y); - ok(vp.Width == client_rect.right, "D3DVIEWPORT->Width = %d, expected %d\n", + ok(vp.X == 0, "D3DVIEWPORT->X = %lu, expected 0.\n", vp.X); + ok(vp.Y == 0, "D3DVIEWPORT->Y = %lu, expected 0.\n", vp.Y); + ok(vp.Width == client_rect.right, "D3DVIEWPORT->Width = %ld, expected %ld.\n", vp.Width, client_rect.right); - ok(vp.Height == client_rect.bottom, "D3DVIEWPORT->Height = %d, expected %d\n", + ok(vp.Height == client_rect.bottom, "D3DVIEWPORT->Height = %ld, expected %ld.\n", vp.Height, client_rect.bottom); ok(vp.MinZ == 0, "D3DVIEWPORT->MinZ = %.8e, expected 0.\n", vp.MinZ); ok(vp.MaxZ == 1, "D3DVIEWPORT->MaxZ = %.8e, expected 1.\n", vp.MaxZ); } hr = IDirect3DDevice8_GetRenderTarget(device1, &surface); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "GetDesc failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "GetDesc failed, hr %#lx.\n", hr); ok(surface_desc.Format == d3ddm.Format, "Got unexpected Format %#x, expected %#x.\n", surface_desc.Format, d3ddm.Format); ok(!surface_desc.MultiSampleType, "Got unexpected MultiSampleType %u.\n", d3dpp.MultiSampleType); ok(surface_desc.Width == client_rect.right, - "Back buffer width is %u, expected %d.\n", surface_desc.Width, client_rect.right); + "Back buffer width is %u, expected %ld.\n", surface_desc.Width, client_rect.right); ok(surface_desc.Height == client_rect.bottom, - "Back buffer height is %u, expected %d.\n", surface_desc.Height, client_rect.bottom); + "Back buffer height is %u, expected %ld.\n", surface_desc.Height, client_rect.bottom); IDirect3DSurface8_Release(surface); memset(&d3dpp, 0, sizeof(d3dpp)); @@ -1865,17 +1861,17 @@ static void test_reset(void) /* Reset fails if there is a resource in the default pool. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); /* Reset again to get the device out of the lost state. */ hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP) { @@ -1883,17 +1879,16 @@ static void test_reset(void) hr = IDirect3DDevice8_CreateVolumeTexture(device1, 16, 16, 4, 1, 0, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &volume_texture); - ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", - hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(volume_texture); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); } else { @@ -1903,151 +1898,151 @@ static void test_reset(void) /* Test with DEFAULT pool resources bound but otherwise not referenced. */ hr = IDirect3DDevice8_CreateVertexBuffer(device1, 16, 0, D3DFVF_XYZ, D3DPOOL_DEFAULT, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device1, 0, vb, 16); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DVertexBuffer8_Release(vb); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_CreateIndexBuffer(device1, 16, 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device1, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DIndexBuffer8_Release(ib); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 0, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device1, i, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr); /* Crashes on Windows. */ if (0) { hr = IDirect3DDevice8_GetIndices(device1, &ib, &i); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); } refcount = IDirect3DTexture8_Release(texture); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); /* Scratch, sysmem and managed pool resources are fine. */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateVertexBuffer(device1, 16, 0, D3DFVF_XYZ, D3DPOOL_SYSTEMMEM, &vb); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); IDirect3DVertexBuffer8_Release(vb); hr = IDirect3DDevice8_CreateIndexBuffer(device1, 16, 0, D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib); - ok(hr == D3D_OK, "Failed to create index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); IDirect3DIndexBuffer8_Release(ib); /* The depth stencil should get reset to the auto depth stencil when present. */ hr = IDirect3DDevice8_SetRenderTarget(device1, NULL, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(!surface, "Depth / stencil buffer should be NULL.\n"); d3dpp.EnableAutoDepthStencil = TRUE; d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface); d3dpp.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device1, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned %#x, expected %#x.\n", hr, D3DERR_NOTFOUND); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(!surface, "Depth / stencil buffer should be NULL.\n"); /* Will a sysmem or scratch resource survive while locked? */ hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &lockrect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_UnlockRect(texture, 0); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device1, 16, 16, 1, 0, D3DFMT_R5G6B5, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); /* A reference held to an implicit surface causes failures as well. */ hr = IDirect3DDevice8_GetBackBuffer(device1, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetBackBuffer failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_DEVICELOST, "Reset returned %#x, expected %#x.\n", hr, D3DERR_DEVICELOST); + ok(hr == D3DERR_DEVICELOST, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); /* Shaders are fine as well. */ hr = IDirect3DDevice8_CreateVertexShader(device1, decl, simple_vs, &shader, 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device1, shader); - ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeleteVertexShader failed, hr %#lx.\n", hr); /* Try setting invalid modes. */ memset(&d3dpp, 0, sizeof(d3dpp)); @@ -2057,9 +2052,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 32; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2068,9 +2063,9 @@ static void test_reset(void) d3dpp.BackBufferHeight = 600; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2079,12 +2074,12 @@ static void test_reset(void) d3dpp.BackBufferHeight = 0; d3dpp.BackBufferFormat = d3ddm.Format; hr = IDirect3DDevice8_Reset(device1, &d3dpp); - ok(hr == D3DERR_INVALIDCALL, "Reset returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device1); - ok(hr == D3DERR_DEVICENOTRESET, "TestCooperativeLevel returned %#x, expected %#x.\n", hr, D3DERR_DEVICENOTRESET); + ok(hr == D3DERR_DEVICENOTRESET, "Got hr %#lx.\n", hr); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr); memset(&d3dpp, 0, sizeof(d3dpp)); d3dpp.Windowed = TRUE; @@ -2097,12 +2092,12 @@ static void test_reset(void) window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &device2); if (FAILED(hr)) { - skip("Failed to create device, hr %#x.\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; } hr = IDirect3DDevice8_TestCooperativeLevel(device2); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "TestCooperativeLevel failed, hr %#lx.\n", hr); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; @@ -2113,12 +2108,12 @@ static void test_reset(void) d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device2, &d3dpp); - ok(SUCCEEDED(hr), "Reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Reset failed, hr %#lx.\n", hr); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice8_GetDepthStencilSurface(device2, &surface); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(!!surface, "Depth / stencil buffer should not be NULL.\n"); if (surface) IDirect3DSurface8_Release(surface); @@ -2153,32 +2148,32 @@ static void test_scene(void) /* Test an EndScene without BeginScene. Should return an error */ hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Test a normal BeginScene / EndScene pair, this should work */ hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Test another EndScene without having begun a new scene. Should return an error */ hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Two nested BeginScene and EndScene calls */ hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_BeginScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_EndScene returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* StretchRect does not exit in Direct3D8, so no equivalent to the d3d9 stretchrect tests */ refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2244,140 +2239,137 @@ static void test_shader(void) /* Test setting and retrieving a FVF */ hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(SUCCEEDED(hr), "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == fvf, "Vertex shader %#08x is set, expected %#08x\n", hTempHandle, fvf); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(hTempHandle == fvf, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, fvf); /* First create a vertex shader */ hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, simple_vs, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Msdn says that the new vertex shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got vertex shader %#lx.\n", hTempHandle); /* Assign the shader, then verify that GetVertexShader works */ hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hVertexShader, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, hVertexShader); /* Verify that we can retrieve the declaration */ hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); - ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size); data = HeapAlloc(GetProcessHeap(), 0, vertex_decl_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderDeclaration returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = vertex_decl_size; hr = IDirect3DDevice8_GetVertexShaderDeclaration(device, hVertexShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderDeclaration returned %#08x\n", hr); - ok(data_size == vertex_decl_size, "Got data_size %u, expected %u\n", data_size, vertex_decl_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == vertex_decl_size, "Got data_size %lu, expected %lu.\n", data_size, vertex_decl_size); ok(!memcmp(data, dwVertexDecl, vertex_decl_size), "data not equal to shader declaration\n"); HeapFree(GetProcessHeap(), 0, data); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); - ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size); data = HeapAlloc(GetProcessHeap(), 0, simple_vs_size); data_size = 1; hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetVertexShaderFunction returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = simple_vs_size; hr = IDirect3DDevice8_GetVertexShaderFunction(device, hVertexShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShaderFunction returned %#08x\n", hr); - ok(data_size == simple_vs_size, "Got data_size %u, expected %u\n", data_size, simple_vs_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_vs_size, "Got data_size %lu, expected %lu.\n", data_size, simple_vs_size); ok(!memcmp(data, simple_vs, simple_vs_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got vertex shader %#lx.\n", hTempHandle); /* Test a broken declaration. 3DMark2001 tries to use normals with 2 components * First try the fixed function shader function, then a custom one */ hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float4, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_d3dcolor, 0, &hVertexShader, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_normal_float2, simple_vs, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 0)) { /* The same with a pixel shader */ hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Msdn says that the new pixel shader is set immediately. This is wrong, apparently */ hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got pixel shader %#lx.\n", hTempHandle); /* Assign the shader, then verify that GetPixelShader works */ hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hPixelShader, "Got pixel shader %#lx, expected %#lx.\n", hTempHandle, hPixelShader); /* Verify that we can retrieve the shader function */ hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, NULL, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); - ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size); data = HeapAlloc(GetProcessHeap(), 0, simple_ps_size); data_size = 1; hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_GetPixelShaderFunction returned (%#08x), " - "expected D3DERR_INVALIDCALL\n", hr); - ok(data_size == 1, "Got data_size %u, expected 1\n", data_size); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); + ok(data_size == 1, "Got data_size %lu.\n", data_size); data_size = simple_ps_size; hr = IDirect3DDevice8_GetPixelShaderFunction(device, hPixelShader, data, &data_size); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShaderFunction returned %#08x\n", hr); - ok(data_size == simple_ps_size, "Got data_size %u, expected %u\n", data_size, simple_ps_size); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(data_size == simple_ps_size, "Got data_size %lu, expected %lu.\n", data_size, simple_ps_size); ok(!memcmp(data, simple_ps, simple_ps_size), "data not equal to shader function\n"); HeapFree(GetProcessHeap(), 0, data); /* Delete the assigned shader. This is supposed to work */ hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* The shader should be unset now */ hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == 0, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, 0); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(!hTempHandle, "Got pixel shader %#lx.\n", hTempHandle); /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, simple_ps, &hPixelShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetPixelShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetPixelShader returned %#08x\n", hr); - ok(hTempHandle == hPixelShader, "Pixel Shader %d is set, expected shader %d\n", hTempHandle, hPixelShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hPixelShader, "Got pixel shader %#lx, expected %#lx.\n", hTempHandle, hPixelShader); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Check for double delete. */ hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader2); - ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, hPixelShader); - ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "IDirect3DDevice8_DeletePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL || broken(hr == D3D_OK), "Got hr %#lx.\n", hr); } else { @@ -2386,28 +2378,28 @@ static void test_shader(void) /* What happens if a non-bound shader is deleted? */ hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, dwVertexDecl, NULL, &hVertexShader2, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShader(device, &hTempHandle); - ok(hr == D3D_OK, "IDirect3DDevice8_GetVertexShader returned %#08x\n", hr); - ok(hTempHandle == hVertexShader, "Vertex Shader %d is set, expected shader %d\n", hTempHandle, hVertexShader); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); + ok(hTempHandle == hVertexShader, "Got vertex shader %#lx, expected %#lx.\n", hTempHandle, hVertexShader); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Check for double delete. */ hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader2); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, hVertexShader); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2434,17 +2426,17 @@ static void test_limits(void) } hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* There are 8 texture stages. We should be able to access all of them */ for (i = 0; i < 8; ++i) { hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, i, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTexture for sampler %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, i, D3DTSS_COLOROP, D3DTOP_ADD); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTextureStageState for texture %d failed with %#08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); } /* Investigations show that accessing higher textures stage states does @@ -2453,7 +2445,7 @@ static void test_limits(void) * there is no bounds checking. */ IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2482,33 +2474,32 @@ static void test_lights(void) memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, TRUE); - ok(hr == D3D_OK, "Enabling light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i, &enabled); - ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), - "GetLightEnable on light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK || broken(hr == D3DERR_INVALIDCALL), "Got hr %#lx.\n", hr); ok(enabled, "Light %d is %s\n", i, enabled ? "enabled" : "disabled"); } /* TODO: Test the rendering results in this situation */ hr = IDirect3DDevice8_LightEnable(device, i + 1, TRUE); - ok(hr == D3D_OK, "Enabling one light more than supported returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetLightEnable(device, i + 1, &enabled); - ok(hr == D3D_OK, "GetLightEnable on light %u failed with %08x\n", i + 1, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(enabled, "Light %d is %s\n", i + 1, enabled ? "enabled" : "disabled"); hr = IDirect3DDevice8_LightEnable(device, i + 1, FALSE); - ok(hr == D3D_OK, "Disabling the additional returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); for(i = 1; i <= caps.MaxActiveLights; i++) { hr = IDirect3DDevice8_LightEnable(device, i, FALSE); - ok(hr == D3D_OK, "Disabling light %u failed with %08x\n", i, hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2535,29 +2526,29 @@ static void test_set_stream_source(void) } hr = IDirect3DDevice8_CreateVertexBuffer(device, 512, 0, 0, D3DPOOL_DEFAULT, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 32); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(!current_vb, "Got unexpected vb %p.\n", current_vb); ok(stride == 32, "Got unexpected stride %u.\n", stride); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(current_vb == vb, "Got unexpected vb %p.\n", current_vb); IDirect3DVertexBuffer8_Release(current_vb); ok(!stride, "Got unexpected stride %u.\n", stride); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2596,20 +2587,20 @@ static void test_render_zero_triangles(void) } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 0 /* NumVerts */, 0 /* PrimCount */, NULL, D3DFMT_INDEX16, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); cleanup: IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -2644,45 +2635,45 @@ static void test_depth_stencil_reset(void) D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); if(FAILED(hr)) { - skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; } hr = IDirect3DDevice8_GetRenderTarget(device, &orig_rt); - ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(SUCCEEDED(hr), "TestCooperativeLevel failed with %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); - ok(hr == D3D_OK, "SetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(hr == D3D_OK, "GetRenderTarget failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface == orig_rt, "Render target is %p, should be %p\n", surface, orig_rt); if (surface) IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(orig_rt); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); present_parameters.EnableAutoDepthStencil = FALSE; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3DERR_NOTFOUND, "GetDepthStencilSurface returned 0x%08x, expected D3DERR_NOTFOUND\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got hr %#lx.\n", hr); ok(surface == NULL, "Depth stencil should be NULL\n"); refcount = IDirect3DDevice8_Release(device); @@ -2703,12 +2694,12 @@ static void test_depth_stencil_reset(void) if(FAILED(hr)) { - skip("could not create device, IDirect3D8_CreateDevice returned %#x\n", hr); + skip("Failed to create device, hr %#lx.\n", hr); goto cleanup; } hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "IDirect3DDevice8_TestCooperativeLevel after creation returned %#x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); present_parameters.SwapEffect = D3DSWAPEFFECT_DISCARD; present_parameters.Windowed = TRUE; @@ -2718,12 +2709,12 @@ static void test_depth_stencil_reset(void) present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "IDirect3DDevice8_Reset failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); if (FAILED(hr)) goto cleanup; hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surface); - ok(hr == D3D_OK, "GetDepthStencilSurface failed with 0x%08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(surface != NULL, "Depth stencil should not be NULL\n"); if (surface) IDirect3DSurface8_Release(surface); @@ -2801,7 +2792,7 @@ static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM { if (expect_messages->check_wparam) ok(wparam == expect_messages->expect_wparam, - "Got unexpected wparam %lx for message %x, expected %lx.\n", + "Got unexpected wparam %#Ix for message %#x, expected %#Ix.\n", wparam, message, expect_messages->expect_wparam); if (expect_messages->store_wp) @@ -2815,7 +2806,7 @@ static LRESULT CALLBACK test_proc(HWND hwnd, UINT message, WPARAM wparam, LPARAM * about the D3DERR_DEVICENOTRESET behavior, */ todo_wine_if(message != WM_ACTIVATEAPP || hr == D3D_OK) ok(hr == expect_messages->device_state, - "Got device state %#x on message %#x, expected %#x.\n", + "Got device state %#lx on message %#x, expected %#lx.\n", hr, message, expect_messages->device_state); } @@ -2847,7 +2838,7 @@ static DWORD WINAPI wndproc_thread(void *param) p->running_in_foreground = SetForegroundWindow(p->dummy_window); ret = SetEvent(p->window_created); - ok(ret, "SetEvent failed, last error %#x.\n", GetLastError()); + ok(ret, "SetEvent failed, last error %#lx.\n", GetLastError()); for (;;) { @@ -2858,7 +2849,7 @@ static DWORD WINAPI wndproc_thread(void *param) if (res == WAIT_OBJECT_0) break; if (res != WAIT_TIMEOUT) { - ok(0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError()); break; } } @@ -2870,6 +2861,7 @@ static DWORD WINAPI wndproc_thread(void *param) static void test_wndproc(void) { + unsigned int adapter_mode_count, i, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; struct wndproc_thread_param thread_params; struct device_desc device_desc; static WINDOWPOS windowpos; @@ -2881,10 +2873,8 @@ static void test_wndproc(void) ULONG ref; DWORD res, tid; HWND tmp; - UINT i, adapter_mode_count; HRESULT hr; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW devmode; LONG change_ret, device_style; BOOL ret; @@ -3020,7 +3010,7 @@ static void test_wndproc(void) for (i = 0; i < adapter_mode_count; ++i) { hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm); - ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#lx.\n", hr); if (d3ddm.Format != D3DFMT_X8R8G8B8) continue; @@ -3075,9 +3065,9 @@ static void test_wndproc(void) ok(RegisterClassA(&wc), "Failed to register window class.\n"); thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.window_created, "CreateEvent failed, last error %#lx.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.test_finished, "CreateEvent failed, last error %#lx.\n", GetLastError()); memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); @@ -3085,23 +3075,23 @@ static void test_wndproc(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0); device_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION , 0, 0, user32_width, user32_height, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); - ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); + ok(!!thread, "Failed to create thread, last error %#lx.\n", GetLastError()); res = WaitForSingleObject(thread_params.window_created, INFINITE); - ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(res == WAIT_OBJECT_0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError()); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); trace("device_window %p, focus_window %p, dummy_window %p.\n", @@ -3148,25 +3138,25 @@ static void test_wndproc(void) flush_events(); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); /* Change the mode while the device is in use and then drop focus. */ devmode.dmFields = DM_PELSWIDTH | DM_PELSHEIGHT; devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x, i=%u.\n", change_ret, i); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx, i=%u.\n", change_ret, i); /* Wine doesn't (yet) mark the device not reset when the mode is changed, thus the todo_wine. * But sometimes focus-follows-mouse WMs also temporarily drop window focus, which makes * mark the device lost, then not reset, causing the test to succeed for the wrong reason. */ hr = IDirect3DDevice8_TestCooperativeLevel(device); todo_wine_if (hr != D3DERR_DEVICENOTRESET) - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr); expect_messages = focus_loss_messages; focus_test_device = device; @@ -3186,16 +3176,16 @@ static void test_wndproc(void) /* The Present call is necessary to make native realize the device is lost. */ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); /* Focus-follows-mouse WMs prematurely reactivate our window. */ todo_wine_if (hr == D3DERR_DEVICENOTRESET) - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth - && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %ux%u.\n", + && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight); /* I have to minimize and restore the focus window, otherwise native d3d8 fails @@ -3214,16 +3204,16 @@ static void test_wndproc(void) expect_messages = NULL; hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth - && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %ux%u.\n", + && devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected screen size %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight); hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); /* Remove the WS_VISIBLE flag to test hidden windows. This is enough to trigger d3d's hidden * window codepath, but does not actually hide the window without a SetWindowPos(SWP_FRAMECHANGED) @@ -3243,8 +3233,8 @@ static void test_wndproc(void) ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); - ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth, "Got unexpected width %u.\n", devmode.dmPelsWidth); - ok(devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected height %u.\n", devmode.dmPelsHeight); + ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth, "Got unexpected width %lu.\n", devmode.dmPelsWidth); + ok(devmode.dmPelsHeight == registry_mode.dmPelsHeight, "Got unexpected height %lu.\n", devmode.dmPelsHeight); /* SW_SHOWMINNOACTIVE is needed to make FVWM happy. SW_SHOWNOACTIVATE is needed to make windows * send SIZE_RESTORED after ShowWindow(SW_SHOWMINNOACTIVE). */ @@ -3257,7 +3247,7 @@ static void test_wndproc(void) SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0); ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n", expect_messages->message, expect_messages->window); - ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received); + ok(syscommand_received == 1, "Got %lu WM_SYSCOMMAND messages.\n", syscommand_received); expect_messages = NULL; flush_events(); @@ -3284,18 +3274,18 @@ static void test_wndproc(void) /* Releasing a device in lost state breaks follow-up tests on native. */ hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); filter_messages = focus_window; ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); /* Fix up the mode until Wine's device release behavior is fixed. */ change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); /* Hide the device window. It prevents WM_ACTIVATEAPP messages from being sent @@ -3329,14 +3319,14 @@ static void test_wndproc(void) ok(IsIconic(focus_window), "The focus window is not iconic.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST, "Got unexpected hr %#lx.\n", hr); syscommand_received = 0; expect_messages = sc_restore_messages; SendMessageA(focus_window, WM_SYSCOMMAND, SC_RESTORE, 0); ok(!expect_messages->message, "Expected message %#x for window %#x, but didn't receive it.\n", expect_messages->message, expect_messages->window); - ok(syscommand_received == 1, "Got unexpected number of WM_SYSCOMMAND messages: %d.\n", syscommand_received); + ok(syscommand_received == 1, "Got %lu WM_SYSCOMMAND messages.\n", syscommand_received); expect_messages = NULL; flush_events(); @@ -3377,14 +3367,14 @@ static void test_wndproc(void) filter_messages = focus_window; hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET, "Got unexpected hr %#lx.\n", hr); filter_messages = NULL; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); filter_messages = NULL; ShowWindow(device_window, SW_RESTORE); @@ -3407,7 +3397,7 @@ static void test_wndproc(void) expect_messages = mode_change_messages; filter_messages = focus_window; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); filter_messages = NULL; flush_events(); @@ -3427,7 +3417,7 @@ static void test_wndproc(void) expect_messages = mode_change_messages_hidden; filter_messages = focus_window; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); filter_messages = NULL; flush_events(); @@ -3446,13 +3436,13 @@ static void test_wndproc(void) ok(device_style & WS_VISIBLE, "Expected the device window to be visible.\n"); proc = SetWindowLongPtrA(focus_window, GWLP_WNDPROC, (LONG_PTR)DefWindowProcA); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)DefWindowProcA, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)DefWindowProcA, proc); done: @@ -3470,7 +3460,7 @@ done: DestroyWindow(focus_window); UnregisterClassA("d3d8_test_wndproc_wc", GetModuleHandleA(NULL)); change_ret = ChangeDisplaySettingsExW(NULL, NULL, NULL, 0, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); } static void test_wndproc_windowed(void) @@ -3498,9 +3488,9 @@ static void test_wndproc_windowed(void) ok(RegisterClassA(&wc), "Failed to register window class.\n"); thread_params.window_created = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.window_created, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.window_created, "CreateEvent failed, last error %#lx.\n", GetLastError()); thread_params.test_finished = CreateEventA(NULL, FALSE, FALSE, NULL); - ok(!!thread_params.test_finished, "CreateEvent failed, last error %#x.\n", GetLastError()); + ok(!!thread_params.test_finished, "CreateEvent failed, last error %#lx.\n", GetLastError()); focus_window = CreateWindowA("d3d8_test_wndproc_wc", "d3d8_test", WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth, @@ -3509,16 +3499,16 @@ static void test_wndproc_windowed(void) WS_MAXIMIZE | WS_VISIBLE | WS_CAPTION, 0, 0, registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, 0, 0, 0, 0); thread = CreateThread(NULL, 0, wndproc_thread, &thread_params, 0, &tid); - ok(!!thread, "Failed to create thread, last error %#x.\n", GetLastError()); + ok(!!thread, "Failed to create thread, last error %#lx.\n", GetLastError()); res = WaitForSingleObject(thread_params.window_created, INFINITE); - ok(res == WAIT_OBJECT_0, "Wait failed (%#x), last error %#x.\n", res, GetLastError()); + ok(res == WAIT_OBJECT_0, "Wait failed (%#lx), last error %#lx.\n", res, GetLastError()); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); trace("device_window %p, focus_window %p, dummy_window %p.\n", @@ -3555,42 +3545,42 @@ static void test_wndproc_windowed(void) thread_params.dummy_window, tmp); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); filter_messages = NULL; device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); filter_messages = focus_window; ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); filter_messages = device_window; @@ -3605,31 +3595,31 @@ static void test_wndproc_windowed(void) device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); filter_messages = device_window; ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); device_desc.device_window = device_window; if (!(device = create_device(d3d8, focus_window, &device_desc))) @@ -3642,31 +3632,31 @@ static void test_wndproc_windowed(void) device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); filter_messages = device_window; ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); done: filter_messages = NULL; @@ -3768,7 +3758,7 @@ static void test_fpu_setup(void) ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, D3DADAPTER_DEFAULT, &d3ddm); - ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetAdapterDisplayMode failed, hr %#lx.\n", hr); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = window; @@ -3791,12 +3781,12 @@ static void test_fpu_setup(void) ok(cw == 0x7f, "cw is %#x, expected 0x7f.\n", cw); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr); callback_set_cw = 0xf60; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0x7f, "Callback cw is %#x, expected 0x7f.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n"); cw = get_fpu_cw(); @@ -3805,7 +3795,7 @@ static void test_fpu_setup(void) callback_cw = 0; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n"); @@ -3833,13 +3823,13 @@ static void test_fpu_setup(void) ok(cw == 0xf60, "cw is %#x, expected 0xf60.\n", cw); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr); callback_cw = 0; callback_set_cw = 0x37f; hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, &dummy_object, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); ok(callback_cw == 0xf60, "Callback cw is %#x, expected 0xf60.\n", callback_cw); ok(callback_tid == GetCurrentThreadId(), "Got unexpected thread id.\n"); cw = get_fpu_cw(); @@ -3883,19 +3873,19 @@ static void test_ApplyStateBlock(void) IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(!received, "Expected = FALSE, received TRUE.\n"); hr = IDirect3DDevice8_ApplyStateBlock(device, 0); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(!received, "Expected FALSE, received TRUE.\n"); hr = IDirect3DDevice8_ApplyStateBlock(device, token); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ZENABLE, &received); - ok(hr == D3D_OK, "Expected D3D_OK, received %#x.\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); ok(received, "Expected TRUE, received FALSE.\n"); IDirect3DDevice8_DeleteStateBlock(device, token); @@ -3927,38 +3917,38 @@ static void test_depth_stencil_size(void) } hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 32, 32, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24X8, D3DMULTISAMPLE_NONE, &ds_bigger2); - ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds_bigger); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr); /* try to set the small ds without changing the render target at the same time */ hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_SetRenderTarget returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, ds_bigger2); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surf); - ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderTarget failed, hr %#lx.\n", hr); ok(surf == rt, "The render target is %p, expected %p\n", surf, rt); IDirect3DSurface8_Release(surf); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr %#lx.\n", hr); ok(surf == ds_bigger2, "The depth stencil is %p, expected %p\n", surf, ds_bigger2); IDirect3DSurface8_Release(surf); hr = IDirect3DDevice8_SetRenderTarget(device, NULL, NULL); - ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "IDirect3DDevice8_SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &surf); - ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#x.\n", hr); + ok(FAILED(hr), "IDirect3DDevice8_GetDepthStencilSurface should have failed, hr %#lx.\n", hr); ok(surf == NULL, "The depth stencil is %p, expected NULL\n", surf); if (surf) IDirect3DSurface8_Release(surf); @@ -4014,19 +4004,19 @@ static void test_window_style(void) style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; todo_wine ok(style == expected_style || broken(style == (expected_style & ~WS_OVERLAPPEDWINDOW)) /* w1064v1809 */, - "Expected device window style %#x, got %#x.\n", + "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; todo_wine ok(style == expected_style || broken(style == (expected_style & ~WS_EX_OVERLAPPEDWINDOW)) /* w1064v1809 */, - "Expected device window extended style %#x, got %#x.\n", + "Expected device window extended style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style); GetWindowRect(device_window, &r); @@ -4041,44 +4031,44 @@ static void test_window_style(void) device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_VISIBLE; - ok(style == expected_style, "Expected device window style %#x, got %#x.\n", + ok(style == expected_style, "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; - ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", + ok(style == expected_style, "Expected device window extended style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style); device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); style = GetWindowLongA(device_window, GWL_STYLE); expected_style = device_style | WS_MINIMIZE | WS_VISIBLE; - todo_wine ok(style == expected_style, "Expected device window style %#x, got %#x.\n", + todo_wine ok(style == expected_style, "Expected device window style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(device_window, GWL_EXSTYLE); expected_style = device_exstyle | WS_EX_TOPMOST; - todo_wine ok(style == expected_style, "Expected device window extended style %#x, got %#x.\n", + todo_wine ok(style == expected_style, "Expected device window extended style %#lx, got %#lx.\n", expected_style, style); style = GetWindowLongA(focus_window, GWL_STYLE); - ok(style == focus_style, "Expected focus window style %#x, got %#x.\n", + ok(style == focus_style, "Expected focus window style %#lx, got %#lx.\n", focus_style, style); style = GetWindowLongA(focus_window, GWL_EXSTYLE); - ok(style == focus_exstyle, "Expected focus window extended style %#x, got %#x.\n", + ok(style == focus_exstyle, "Expected focus window extended style %#lx, got %#lx.\n", focus_exstyle, style); /* Follow-up tests fail on native if the device is destroyed while lost. */ @@ -4088,10 +4078,10 @@ static void test_window_style(void) ok(ret, "Failed to set foreground window.\n"); flush_events(); hr = reset_device(device, &device_desc); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); done: IDirect3D8_Release(d3d8); @@ -4180,47 +4170,47 @@ static void test_unsupported_shaders(void) } hr = IDirect3DDevice8_CreateVertexShader(device, decl, simple_ps, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, simple_vs, &ps); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_2_0, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreateVertexShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_2_0, &ps); - ok(hr == D3DERR_INVALIDCALL, "IDirect3DDevice8_CreatePixelShader returned %#08x\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.MaxVertexShaderConst < 256) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_255, &vs, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); - ok(hr == D3D_OK, "IDirect3DDevice8_DeleteVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_1_256, &vs, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_mode_change(void) { + unsigned int display_count = 0, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW old_devmode, devmode, devmode2, *original_modes = NULL; struct device_desc device_desc, device_desc2; WCHAR second_monitor_name[CCHDEVICENAME]; IDirect3DDevice8 *device, *device2; - unsigned int display_count = 0; RECT d3d_rect, focus_rect, r; IDirect3DSurface8 *backbuffer; MONITORINFOEXW monitor_info; @@ -4233,15 +4223,14 @@ static void test_mode_change(void) BOOL ret; LONG change_ret; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; memset(&devmode, 0, sizeof(devmode)); devmode.dmSize = sizeof(devmode); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode, ®istry_mode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode, ®istry_mode), "Got a different mode.\n"); d3d8 = Direct3DCreate8(D3D_SDK_VERSION); @@ -4251,7 +4240,7 @@ static void test_mode_change(void) for (i = 0; i < adapter_mode_count; ++i) { hr = IDirect3D8_EnumAdapterModes(d3d8, D3DADAPTER_DEFAULT, i, &d3ddm); - ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enumerate display mode, hr %#lx.\n", hr); if (d3ddm.Format != D3DFMT_X8R8G8B8) continue; @@ -4307,7 +4296,7 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); /* Make the windows visible, otherwise device::release does not restore the mode if * the application is not in foreground like on the testbot. */ @@ -4333,12 +4322,12 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == user32_width && devmode.dmPelsHeight == user32_height, - "Expected resolution %ux%u, got %ux%u.\n", + "Expected resolution %ux%u, got %lux%lu.\n", user32_width, user32_height, devmode.dmPelsWidth, devmode.dmPelsHeight); GetWindowRect(device_window, &r); @@ -4349,9 +4338,9 @@ static void test_mode_change(void) wine_dbgstr_rect(&r)); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(backbuffer, &desc); - ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer desc, hr %#lx.\n", hr); ok(desc.Width == d3d_width, "Got unexpected backbuffer width %u, expected %u.\n", desc.Width, d3d_width); ok(desc.Height == d3d_height, "Got unexpected backbuffer height %u, expected %u.\n", @@ -4359,17 +4348,17 @@ static void test_mode_change(void) IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode); ok(ret, "Failed to get display mode.\n"); ok(devmode.dmPelsWidth == registry_mode.dmPelsWidth && devmode.dmPelsHeight == registry_mode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", + "Expected resolution %lux%lu, got %lux%lu.\n", registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode.dmPelsWidth, devmode.dmPelsHeight); change_ret = ChangeDisplaySettingsW(NULL, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); /* The mode restore also happens when the device was created at the original screen size. */ @@ -4384,10 +4373,10 @@ static void test_mode_change(void) devmode.dmPelsWidth = user32_width; devmode.dmPelsHeight = user32_height; change_ret = ChangeDisplaySettingsW(&devmode, CDS_FULLSCREEN); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#x.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "Failed to change display mode, ret %#lx.\n", change_ret); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); memset(&devmode2, 0, sizeof(devmode2)); devmode2.dmSize = sizeof(devmode2); @@ -4395,14 +4384,14 @@ static void test_mode_change(void) ok(ret, "Failed to get display mode.\n"); ok(devmode2.dmPelsWidth == registry_mode.dmPelsWidth && devmode2.dmPelsHeight == registry_mode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", registry_mode.dmPelsWidth, + "Expected resolution %lux%lu, got %lux%lu.\n", registry_mode.dmPelsWidth, registry_mode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); /* Test that no mode restorations if no mode changes happened */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4412,17 +4401,17 @@ static void test_mode_change(void) device = create_device(d3d8, device_window, &device_desc); ok(!!device, "Failed to create a D3D device.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, ®istry_mode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); /* Test that mode restorations use display settings in the registry with a fullscreen device */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4432,13 +4421,13 @@ static void test_mode_change(void) device = create_device(d3d8, device_window, &device_desc); ok(!!device, "Failed to create a D3D device.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4446,7 +4435,7 @@ static void test_mode_change(void) /* Test that mode restorations use display settings in the registry with a fullscreen device * having the same display mode and then reset to a different mode */ change_ret = ChangeDisplaySettingsW(&devmode, CDS_UPDATEREGISTRY | CDS_NORESET); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsW failed with %ld.\n", change_ret); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = device_window; @@ -4459,21 +4448,21 @@ static void test_mode_change(void) device_desc.width = d3d_width; device_desc.height = d3d_height; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == d3d_width && devmode2.dmPelsHeight == d3d_height, - "Expected resolution %ux%u, got %ux%u.\n", d3d_width, d3d_height, + "Expected resolution %ux%u, got %lux%lu.\n", d3d_width, d3d_height, devmode2.dmPelsWidth, devmode2.dmPelsHeight); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(NULL, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(NULL, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &devmode), "Got a different mode.\n"); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4487,13 +4476,13 @@ static void test_mode_change(void) second_monitor = IDirect3D8_GetAdapterMonitor(d3d8, 1); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(second_monitor, (MONITORINFO *)&monitor_info); - ok(ret, "GetMonitorInfoW failed, error %#x.\n", GetLastError()); + ok(ret, "GetMonitorInfoW failed, error %#lx.\n", GetLastError()); lstrcpyW(second_monitor_name, monitor_info.szDevice); memset(&old_devmode, 0, sizeof(old_devmode)); old_devmode.dmSize = sizeof(old_devmode); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &old_devmode); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); i = 0; d3d_width = 0; @@ -4536,37 +4525,37 @@ static void test_mode_change(void) ok(!!device, "Failed to create a D3D device.\n"); change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); if (devmode2.dmPelsWidth == old_devmode.dmPelsWidth && devmode2.dmPelsHeight == old_devmode.dmPelsHeight) { skip("Failed to change display settings of the second monitor.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); goto done; } device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); - ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %u, got %u.\n", + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); + ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %lu, got %u.\n", old_devmode.dmPelsWidth, d3ddm.Width); - ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %u, got %u.\n", + ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %lu, got %u.\n", old_devmode.dmPelsHeight, d3ddm.Height); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4580,22 +4569,22 @@ static void test_mode_change(void) ok(!!device, "Failed to create a D3D device.\n"); change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); - ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %u, got %u.\n", + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); + ok(d3ddm.Width == old_devmode.dmPelsWidth, "Expected width %lu, got %u.\n", old_devmode.dmPelsWidth, d3ddm.Width); - ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %u, got %u.\n", + ok(d3ddm.Height == old_devmode.dmPelsHeight, "Expected height %lu, got %u.\n", old_devmode.dmPelsHeight, d3ddm.Height); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4606,25 +4595,25 @@ static void test_mode_change(void) change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == devmode.dmPelsWidth && devmode2.dmPelsHeight == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(devmode2.dmPelsWidth == devmode.dmPelsWidth && devmode2.dmPelsHeight == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %lux%lu.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, devmode2.dmPelsWidth, devmode2.dmPelsHeight); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == devmode.dmPelsWidth && d3ddm.Height == devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, + "Expected resolution %lux%lu, got %ux%u.\n", devmode.dmPelsWidth, devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4642,28 +4631,28 @@ static void test_mode_change(void) ok(!!device2, "Failed to create a D3D device.\n"); change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == old_devmode.dmPelsWidth && d3ddm.Height == old_devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", old_devmode.dmPelsWidth, + "Expected resolution %lux%lu, got %ux%u.\n", old_devmode.dmPelsWidth, old_devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height); refcount = IDirect3DDevice8_Release(device2); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = restore_display_modes(original_modes, display_count); ok(ret, "Failed to restore display modes.\n"); @@ -4675,25 +4664,25 @@ static void test_mode_change(void) ok(!!device2, "Failed to create a D3D device.\n"); change_ret = ChangeDisplaySettingsExW(second_monitor_name, &devmode, NULL, CDS_RESET, NULL); - ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %d.\n", change_ret); + ok(change_ret == DISP_CHANGE_SUCCESSFUL, "ChangeDisplaySettingsExW failed with %ld.\n", change_ret); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_CURRENT_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); ret = EnumDisplaySettingsW(second_monitor_name, ENUM_REGISTRY_SETTINGS, &devmode2); - ok(ret, "EnumDisplaySettingsW failed, error %#x.\n", GetLastError()); + ok(ret, "EnumDisplaySettingsW failed, error %#lx.\n", GetLastError()); ok(equal_mode_rect(&devmode2, &old_devmode), "Got a different mode.\n"); hr = IDirect3D8_GetAdapterDisplayMode(d3d8, 1, &d3ddm); - ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#x.\n", hr); + ok(hr == S_OK, "GetAdapterDisplayMode failed, hr %#lx.\n", hr); ok(d3ddm.Width == old_devmode.dmPelsWidth && d3ddm.Height == old_devmode.dmPelsHeight, - "Expected resolution %ux%u, got %ux%u.\n", old_devmode.dmPelsWidth, + "Expected resolution %lux%lu, got %ux%u.\n", old_devmode.dmPelsWidth, old_devmode.dmPelsHeight, d3ddm.Width, d3ddm.Height); refcount = IDirect3DDevice8_Release(device2); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: DestroyWindow(device_window); @@ -4733,10 +4722,10 @@ static void test_device_window_reset(void) GetWindowRect(device_window, &device_rect); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; @@ -4758,10 +4747,10 @@ static void test_device_window_reset(void) wine_dbgstr_rect(&r)); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); device_desc.device_window = device_window; hr = reset_device(device, &device_desc); @@ -4775,13 +4764,13 @@ static void test_device_window_reset(void) wine_dbgstr_rect(&fullscreen_rect), wine_dbgstr_rect(&r)); proc = GetWindowLongPtrA(device_window, GWLP_WNDPROC); - ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#lx, got %#lx.\n", + ok(proc == (LONG_PTR)test_proc, "Expected wndproc %#Ix, got %#Ix.\n", (LONG_PTR)test_proc, proc); proc = GetWindowLongPtrA(focus_window, GWLP_WNDPROC); - ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#lx.\n", (LONG_PTR)test_proc); + ok(proc != (LONG_PTR)test_proc, "Expected wndproc != %#Ix.\n", (LONG_PTR)test_proc); ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); done: IDirect3D8_Release(d3d8); @@ -4813,41 +4802,41 @@ static void depth_blit_test(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds1); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds2); - ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds3); - ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); /* Partial blit. */ SetRect(&src_rect, 0, 0, 320, 240); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Flipped. */ SetRect(&src_rect, 0, 480, 640, 0); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, explicit. */ SetRect(&src_rect, 0, 0, 640, 480); hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, ds2, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Depth -> color blit.*/ hr = IDirect3DDevice8_CopyRects(device, ds1, &src_rect, 1, backbuffer, &dst_point); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, current depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds1, NULL, 0, ds2, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, unbound depth stencil -> current depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds1, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); /* Full, NULL rects, unbound depth stencil -> unbound depth stencil */ hr = IDirect3DDevice8_CopyRects(device, ds2, NULL, 0, ds3, NULL); - ok(hr == D3DERR_INVALIDCALL, "CopyRects returned %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(ds3); @@ -4882,17 +4871,17 @@ static void test_reset_resources(void) hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 128, 128, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &surface); - ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth/stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &rt); - ok(SUCCEEDED(hr), "Failed to get surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_SetRenderTarget(device, rt, surface); - ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(surface); @@ -4900,15 +4889,15 @@ static void test_reset_resources(void) ok(SUCCEEDED(hr), "Failed to reset device.\n"); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr); ok(surface == rt, "Got unexpected surface %p for render target.\n", surface); IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(rt); ref = IDirect3DDevice8_Release(device); - ok(ref == 0, "The device was not properly freed: refcount %u.\n", ref); + ok(!ref, "Got unexpected refcount %lu.\n", ref); done: IDirect3D8_Release(d3d8); @@ -4939,39 +4928,39 @@ static void test_set_rt_vp_scissor(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 640, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 480, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 640, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 480, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete stateblock, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 128, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 128, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); vp.X = 10; vp.Y = 20; @@ -4980,17 +4969,17 @@ static void test_set_rt_vp_scissor(void) vp.MinZ = 0.25f; vp.MaxZ = 0.75f; hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to set viewport, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set viewport, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetViewport(device, &vp); - ok(SUCCEEDED(hr), "Failed to get viewport, hr %#x.\n", hr); - ok(!vp.X, "Got unexpected vp.X %u.\n", vp.X); - ok(!vp.Y, "Got unexpected vp.Y %u.\n", vp.Y); - ok(vp.Width == 128, "Got unexpected vp.Width %u.\n", vp.Width); - ok(vp.Height == 128, "Got unexpected vp.Height %u.\n", vp.Height); + ok(SUCCEEDED(hr), "Failed to get viewport, hr %#lx.\n", hr); + ok(!vp.X, "Got unexpected vp.X %lu.\n", vp.X); + ok(!vp.Y, "Got unexpected vp.Y %lu.\n", vp.Y); + ok(vp.Width == 128, "Got unexpected vp.Width %lu.\n", vp.Width); + ok(vp.Height == 128, "Got unexpected vp.Height %lu.\n", vp.Height); ok(vp.MinZ == 0.0f, "Got unexpected vp.MinZ %.8e.\n", vp.MinZ); ok(vp.MaxZ == 1.0f, "Got unexpected vp.MaxZ %.8e.\n", vp.MaxZ); @@ -5036,65 +5025,65 @@ static void test_validate_vs(void) }; hr = ValidateVertexShader(NULL, NULL, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(NULL, NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(NULL, NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string \"%s\".\n", errors); heap_free(errors); hr = ValidateVertexShader(NULL, NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors); hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string \"%s\".\n", errors); heap_free(errors); hr = ValidateVertexShader(vs_code, declaration_valid1, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, declaration_valid2, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, declaration_invalid, NULL, FALSE, NULL); - todo_wine ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); memset(&caps, 0, sizeof(caps)); caps.VertexShaderVersion = D3DVS_VERSION(1, 1); caps.MaxVertexShaderConst = 4; hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 0); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 2); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(8, 8); hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.VertexShaderVersion = D3DVS_VERSION(1, 1); caps.MaxVertexShaderConst = 3; hr = ValidateVertexShader(vs_code, NULL, &caps, FALSE, NULL); - todo_wine ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); *vs_code = D3DVS_VERSION(1, 0); hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); *vs_code = D3DVS_VERSION(1, 2); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidateVertexShader(vs_code, NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string \"%s\".\n", errors); heap_free(errors); hr = ValidateVertexShader(vs_code, NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors); } @@ -5121,58 +5110,58 @@ static void test_validate_ps(void) HRESULT hr; hr = ValidatePixelShader(NULL, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(NULL, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); errors = (void *)0xcafeface; hr = ValidatePixelShader(NULL, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors); errors = (void *)0xcafeface; hr = ValidatePixelShader(NULL, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(errors == (void *)0xcafeface, "Got unexpected errors %p.\n", errors); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string \"%s\".\n", errors); heap_free(errors); memset(&caps, 0, sizeof(caps)); caps.PixelShaderVersion = D3DPS_VERSION(1, 1); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(1, 0); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(1, 2); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); caps.PixelShaderVersion = D3DPS_VERSION(8, 8); hr = ValidatePixelShader(ps_1_1_code, &caps, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); *ps_1_1_code = D3DPS_VERSION(1, 0); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); *ps_1_1_code = D3DPS_VERSION(1, 4); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, NULL); - ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == S_OK, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_2_0_code, NULL, FALSE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); *ps_1_1_code = D3DPS_VERSION(1, 5); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, NULL); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = ValidatePixelShader(ps_1_1_code, NULL, FALSE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!*errors, "Got unexpected string \"%s\".\n", errors); heap_free(errors); hr = ValidatePixelShader(ps_1_1_code, NULL, TRUE, &errors); - ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); ok(!!*errors, "Got unexpected empty string.\n"); heap_free(errors); } @@ -5201,7 +5190,7 @@ static void test_volume_get_container(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("No volume texture support, skipping tests.\n"); @@ -5213,47 +5202,47 @@ static void test_volume_get_container(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 128, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture); hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); ok(!!volume, "Got unexpected volume %p.\n", volume); /* These should work... */ container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IUnknown, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DResource8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DBaseTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolumeTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get volume container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); /* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DVolume8_GetContainer(volume, &IID_IDirect3DVolume8, (void **)&container); - ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); + ok(hr == E_NOINTERFACE, "Got unexpected hr %#lx.\n", hr); ok(!container, "Got unexpected container %p.\n", container); IDirect3DVolume8_Release(volume); IDirect3DVolumeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5299,24 +5288,24 @@ static void test_vb_lock_flags(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, 1024, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, test_data[i].flags); - ok(hr == test_data[i].result, "Got unexpected hr %#x for %s.\n", + ok(hr == test_data[i].result, "Got unexpected hr %#lx for %s.\n", hr, test_data[i].debug_string); if (SUCCEEDED(hr)) { ok(!!data, "Got unexpected data %p.\n", data); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); } } IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5345,68 +5334,68 @@ static void test_texture_stage_states(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); for (i = 0; i < caps.MaxTextureBlendStages; ++i) { hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLOROP, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_MODULATE), - "Got unexpected value %#x for D3DTSS_COLOROP, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_COLOROP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG1, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_COLORARG1, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_TEXTURE, "Got unexpected value %#lx for D3DTSS_COLORARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG2, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG2, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_COLORARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAOP, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == (i ? D3DTOP_DISABLE : D3DTOP_SELECTARG1), - "Got unexpected value %#x for D3DTSS_ALPHAOP, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_ALPHAOP, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG1, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_TEXTURE, "Got unexpected value %#x for D3DTSS_ALPHAARG1, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_TEXTURE, "Got unexpected value %#lx for D3DTSS_ALPHAARG1, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG2, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG2, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_ALPHAARG2, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT00, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT00, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT01, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT01, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT10, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT10, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVMAT11, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVMAT11, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXCOORDINDEX, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == i, "Got unexpected value %#x for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == i, "Got unexpected value %#lx for D3DTSS_TEXCOORDINDEX, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLSCALE, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVLSCALE, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_BUMPENVLOFFSET, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(!value, "Got unexpected value %#x for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(!value, "Got unexpected value %#lx for D3DTSS_BUMPENVLOFFSET, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_TEXTURETRANSFORMFLAGS, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); ok(value == D3DTTFF_DISABLE, - "Got unexpected value %#x for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i); + "Got unexpected value %#lx for D3DTSS_TEXTURETRANSFORMFLAGS, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_COLORARG0, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_COLORARG0, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_COLORARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_ALPHAARG0, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_ALPHAARG0, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_ALPHAARG0, stage %u.\n", value, i); hr = IDirect3DDevice8_GetTextureStageState(device, i, D3DTSS_RESULTARG, &value); - ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#x.\n", hr); - ok(value == D3DTA_CURRENT, "Got unexpected value %#x for D3DTSS_RESULTARG, stage %u.\n", value, i); + ok(SUCCEEDED(hr), "Failed to get texture stage state, hr %#lx.\n", hr); + ok(value == D3DTA_CURRENT, "Got unexpected value %#lx for D3DTSS_RESULTARG, stage %u.\n", value, i); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5433,35 +5422,35 @@ static void test_cube_textures(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP) { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_DEFAULT cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_MANAGED cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_SYSTEMMEM cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); } else { hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_DEFAULT cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_DEFAULT cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_MANAGED cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_MANAGED cube texture.\n", hr); hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for D3DPOOL_SYSTEMMEM cube texture.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for D3DPOOL_SYSTEMMEM cube texture.\n", hr); } hr = IDirect3DDevice8_CreateCubeTexture(device, 512, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create D3DPOOL_SCRATCH cube texture, hr %#lx.\n", hr); IDirect3DCubeTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5489,30 +5478,30 @@ static void test_get_set_texture(void) texture = (IDirect3DBaseTexture8 *)0xdeadbeef; hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetTexture(device, 0, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(!texture, "Got unexpected texture %p.\n", texture); hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, (IDirect3DTexture8 **)&texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); texture_vtbl = texture->lpVtbl; texture->lpVtbl = (IDirect3DBaseTexture8Vtbl *)0xdeadbeef; hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); texture->lpVtbl = NULL; hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); texture->lpVtbl = texture_vtbl; IDirect3DBaseTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -5555,14 +5544,14 @@ static void test_image_surface_pool(void) } hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); ok(desc.Pool == D3DPOOL_SYSTEMMEM, "Got unexpected pool %#x.\n", desc.Pool); IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5591,47 +5580,47 @@ static void test_surface_get_container(void) hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); ok(!!texture, "Got unexpected texture %p.\n", texture); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); ok(!!surface, "Got unexpected surface %p.\n", surface); /* These should work... */ container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IUnknown, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DResource8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); container = NULL; hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DTexture8, (void **)&container); - ok(SUCCEEDED(hr), "Failed to get surface container, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface container, hr %#lx.\n", hr); ok(container == (IUnknown *)texture, "Got unexpected container %p, expected %p.\n", container, texture); IUnknown_Release(container); /* ...and this one shouldn't. This should return E_NOINTERFACE and set container to NULL. */ hr = IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DSurface8, (void **)&container); - ok(hr == E_NOINTERFACE, "Got unexpected hr %#x.\n", hr); + ok(hr == E_NOINTERFACE, "Got unexpected hr %#lx.\n", hr); ok(!container, "Got unexpected container %p.\n", container); IDirect3DSurface8_Release(surface); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5708,23 +5697,23 @@ static void test_lockrect_invalid(void) { case D3DRTYPE_SURFACE: hr = IDirect3DDevice8_CreateImageSurface(device, 128, 128, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx, type %s.\n", hr, resources[r].name); break; case D3DRTYPE_TEXTURE: hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, 0, D3DFMT_A8R8G8B8, resources[r].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx, type %s.\n", hr, resources[r].name); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice8_CreateCubeTexture(device, 128, 1, 0, D3DFMT_A8R8G8B8, resources[r].pool, &cube_texture); - ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx, type %s.\n", hr, resources[r].name); break; default: @@ -5732,13 +5721,13 @@ static void test_lockrect_invalid(void) } hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx, type %s.\n", hr, resources[r].name); base = locked_rect.pBits; hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); expected_hr = resources[r].type == D3DRTYPE_TEXTURE ? D3D_OK : D3DERR_INVALIDCALL; hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == expected_hr, "Got hr %#x, expected %#x, type %s.\n", hr, expected_hr, resources[r].name); + ok(hr == expected_hr, "Got hr %#lx, expected %#lx, type %s.\n", hr, expected_hr, resources[r].name); for (i = 0; i < ARRAY_SIZE(valid); ++i) { @@ -5748,7 +5737,7 @@ static void test_lockrect_invalid(void) locked_rect.Pitch = 0xdeadbeef; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name); offset = (BYTE *)locked_rect.pBits - base; @@ -5758,12 +5747,12 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s\n", hr, resources[r].name); if (texture) { hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name); offset = (BYTE *)locked_rect.pBits - base; @@ -5772,12 +5761,12 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } if (cube_texture) { hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, rect, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect %s, hr %#lx, type %s.\n", wine_dbgstr_rect(rect), hr, resources[r].name); offset = (BYTE *)locked_rect.pBits - base; @@ -5786,7 +5775,7 @@ static void test_lockrect_invalid(void) offset, expected_offset, wine_dbgstr_rect(rect), resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } } @@ -5798,10 +5787,10 @@ static void test_lockrect_invalid(void) locked_rect.Pitch = 1; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, rect, 0); if (resources[r].validate) - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(rect), resources[r].name); else - ok(SUCCEEDED(hr), "Got unexpected hr %#x for rect %s, type %s.\n", + ok(SUCCEEDED(hr), "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(rect), resources[r].name); if (SUCCEEDED(hr)) @@ -5813,7 +5802,7 @@ static void test_lockrect_invalid(void) offset, expected_offset,wine_dbgstr_rect(rect), resources[r].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); } else { @@ -5825,12 +5814,12 @@ static void test_lockrect_invalid(void) } hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock surface with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); if (resources[r].clear) { ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n", @@ -5846,58 +5835,58 @@ static void test_lockrect_invalid(void) locked_rect.Pitch, resources[r].name); } hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx, type %s.\n", hr, resources[r].name); IDirect3DSurface8_Release(surface); if (texture) { hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); ok(locked_rect.pBits == (void *)0xdeadbeef, "Got unexpected pBits %p, type %s.\n", locked_rect.pBits, resources[r].name); ok(locked_rect.Pitch == 1, "Got unexpected Pitch %u, type %s.\n", locked_rect.Pitch, resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3D_OK, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, resources[r].pool, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for type %s.\n", hr, resources[r].name); } @@ -5905,50 +5894,50 @@ static void test_lockrect_invalid(void) { hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#x, type %s.\n", + ok(SUCCEEDED(hr), "Failed to lock texture with rect NULL, hr %#lx, type %s.\n", hr, resources[r].name); locked_rect.pBits = (void *)0xdeadbeef; locked_rect.Pitch = 1; hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); ok(!locked_rect.pBits, "Got unexpected pBits %p, type %s.\n", locked_rect.pBits, resources[r].name); ok(!locked_rect.Pitch, "Got unexpected Pitch %u, type %s.\n", locked_rect.Pitch, resources[r].name); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, type %s.\n", hr, resources[r].name); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, type %s.\n", hr, resources[r].name); hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[0], 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[0], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[0]), resources[r].name); hr = IDirect3DCubeTexture8_LockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &locked_rect, &valid[1], 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect %s, type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect %s, type %s.\n", hr, wine_dbgstr_rect(&valid[1]), resources[r].name); hr = IDirect3DCubeTexture8_UnlockRect(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x, type %s.\n", hr, resources[r].name); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx, type %s.\n", hr, resources[r].name); IDirect3DTexture8_Release(cube_texture); hr = IDirect3DDevice8_CreateCubeTexture(device, 128, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, resources[r].pool, &cube_texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for type %s.\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for type %s.\n", hr, resources[r].name); } } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -5985,64 +5974,64 @@ static void test_private_data(void) } hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_A8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, 0, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, 5, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *) * 2, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); /* A failing SetPrivateData call does not clear the old data with the same tag. */ hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(device), D3DSPD_IUNKNOWN); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(device) * 2, D3DSPD_IUNKNOWN); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); size = sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get private data, hr %#lx.\n", hr); IUnknown_Release(ptr); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr); refcount = get_refcount((IUnknown *)device); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); expected_refcount = refcount + 1; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); expected_refcount = refcount - 1; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, surface, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, device, sizeof(IUnknown *), D3DSPD_IUNKNOWN); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); size = 2 * sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); expected_refcount = refcount + 2; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); ok(ptr == (IUnknown *)device, "Got unexpected ptr %p, expected %p.\n", ptr, device); IUnknown_Release(ptr); expected_refcount--; @@ -6050,26 +6039,26 @@ static void test_private_data(void) ptr = (IUnknown *)0xdeadbeef; size = 1; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); size = 2 * sizeof(ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, NULL, &size); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); size = 1; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, &ptr, &size); - ok(hr == D3DERR_MOREDATA, "Got unexpected hr %#x.\n", hr); - ok(size == sizeof(device), "Got unexpected size %u.\n", size); + ok(hr == D3DERR_MOREDATA, "Got unexpected hr %#lx.\n", hr); + ok(size == sizeof(device), "Got unexpected size %lu.\n", size); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, NULL, NULL); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); size = 0xdeadbabe; hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid2, &ptr, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); ok(ptr == (IUnknown *)0xdeadbeef, "Got unexpected pointer %p.\n", ptr); - ok(size == 0xdeadbabe, "Got unexpected size %u.\n", size); + ok(size == 0xdeadbabe, "Got unexpected size %lu.\n", size); /* GetPrivateData with size = NULL causes an access violation on Windows if the * requested data exists. */ @@ -6077,43 +6066,43 @@ static void test_private_data(void) IDirect3DSurface8_Release(surface); expected_refcount = refcount - 2; refcount = get_refcount((IUnknown *)device); - ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount); + ok(refcount == expected_refcount, "Got unexpected refcount %lu, expected %lu.\n", refcount, expected_refcount); hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get texture level 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture level 0, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2); - ok(SUCCEEDED(hr), "Failed to get texture level 1, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get texture level 1, hr %#lx.\n", hr); hr = IDirect3DTexture8_SetPrivateData(texture, &d3d8_private_data_test_guid, data, sizeof(data), 0); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); memset(data, 0, sizeof(data)); size = sizeof(data); hr = IDirect3DSurface8_GetPrivateData(surface, &d3d8_private_data_test_guid, data, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DTexture8_GetPrivateData(texture, &d3d8_private_data_test_guid, data, &size); - ok(SUCCEEDED(hr), "Failed to get private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get private data, hr %#lx.\n", hr); ok(data[0] == 1 && data[1] == 2 && data[2] == 3 && data[3] == 4, - "Got unexpected private data: %u, %u, %u, %u.\n", data[0], data[1], data[2], data[3]); + "Got unexpected private data: %lu, %lu, %lu, %lu.\n", data[0], data[1], data[2], data[3]); hr = IDirect3DTexture8_FreePrivateData(texture, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr); hr = IDirect3DSurface8_SetPrivateData(surface, &d3d8_private_data_test_guid, data, sizeof(data), 0); - ok(SUCCEEDED(hr), "Failed to set private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set private data, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetPrivateData(surface2, &d3d8_private_data_test_guid, data, &size); - ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTFOUND, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_FreePrivateData(surface, &d3d8_private_data_test_guid); - ok(SUCCEEDED(hr), "Failed to free private data, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to free private data, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface2); IDirect3DSurface8_Release(surface); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -6139,12 +6128,12 @@ static void test_surface_dimensions(void) } hr = IDirect3DDevice8_CreateImageSurface(device, 0, 1, D3DFMT_A8R8G8B8, &surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 1, 0, D3DFMT_A8R8G8B8, &surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -6186,56 +6175,56 @@ static void test_surface_format_null(void) hr = IDirect3D8_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_RENDERTARGET, D3DRTYPE_TEXTURE, D3DFMT_NULL); - ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#x.\n", hr); + ok(hr == D3D_OK, "D3DFMT_NULL should be supported for render target textures, hr %#lx.\n", hr); hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_NULL, D3DFMT_D24S8); - ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Depth stencil match failed for D3DFMT_NULL, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_NULL, D3DMULTISAMPLE_NONE, TRUE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get original render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); IDirect3DSurface8_Release(rt); IDirect3DSurface8_Release(ds); hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); ok(desc.Width == 128, "Expected width 128, got %u.\n", desc.Width); ok(desc.Height == 128, "Expected height 128, got %u.\n", desc.Height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); ok(locked_rect.Pitch, "Expected non-zero pitch, got %u.\n", locked_rect.Pitch); ok(!!locked_rect.pBits, "Expected non-NULL pBits, got %p.\n", locked_rect.pBits); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 0, D3DUSAGE_RENDERTARGET, D3DFMT_NULL, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6282,12 +6271,12 @@ static void test_surface_double_unlock(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_X8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); break; case D3DPOOL_SYSTEMMEM: hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_X8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create image surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create image surface, hr %#lx.\n", hr); break; default: @@ -6295,19 +6284,19 @@ static void test_surface_double_unlock(void) } hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, for surface in pool %#x.\n", hr, pools[i]); hr = IDirect3DSurface8_LockRect(surface, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#x.\n", pools[i], hr); + ok(SUCCEEDED(hr), "Failed to lock surface in pool %#x, hr %#lx.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#x.\n", pools[i], hr); + ok(SUCCEEDED(hr), "Failed to unlock surface in pool %#x, hr %#lx.\n", pools[i], hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, for surface in pool %#x.\n", hr, pools[i]); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, for surface in pool %#x.\n", hr, pools[i]); IDirect3DSurface8_Release(surface); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6422,7 +6411,7 @@ static void test_surface_blocks(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); tex_pow2 = caps.TextureCaps & D3DPTEXTURECAPS_POW2; if (tex_pow2) tex_pow2 = !(caps.TextureCaps & D3DPTEXTURECAPS_NONPOW2CONDITIONAL); @@ -6540,7 +6529,7 @@ static void test_surface_blocks(void) * on an r200 GPU creates scratch ATI2N texture even though the card doesn't * support it. */ ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), - "Got unexpected hr %#x for format %s, pool %s, type %s, size %ux%u.\n", + "Got unexpected hr %#lx for format %s, pool %s, type %s, size %ux%u.\n", hr, formats[i].name, create_tests[j].pool_name, create_tests[j].type_name, w, h); if (FAILED(hr)) @@ -6564,9 +6553,9 @@ static void test_surface_blocks(void) hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, pools[j].pool == D3DPOOL_DEFAULT ? D3DUSAGE_DYNAMIC : 0, formats[i].fmt, pools[j].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); if (formats[i].block_width > 1) @@ -6580,7 +6569,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } SetRect(&rect, 0, 0, formats[i].block_width >> 1, formats[i].block_height); @@ -6592,7 +6581,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } } @@ -6607,7 +6596,7 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height >> 1); @@ -6619,28 +6608,27 @@ static void test_surface_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } } for (k = 0; k < ARRAY_SIZE(invalid); ++k) { hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &invalid[k], 0); - ok(FAILED(hr) == !pools[j].success, "Invalid lock %s(%#x), expected %s, format %s, pool %s, case %u.\n", - SUCCEEDED(hr) ? "succeeded" : "failed", hr, pools[j].success ? "success" : "failure", - formats[i].name, pools[j].name, k); + ok(FAILED(hr) == !pools[j].success, "Got hr %#lx, format %s, pool %s, case %u.\n", + hr, formats[i].name, pools[j].name, k); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } } SetRect(&rect, 0, 0, formats[i].block_width, formats[i].block_height); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, &rect, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for format %s, pool %s.\n", hr, formats[i].name, pools[j].name); + ok(hr == D3D_OK, "Got unexpected hr %#lx for format %s, pool %s.\n", hr, formats[i].name, pools[j].name); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); } @@ -6652,26 +6640,26 @@ static void test_surface_blocks(void) hr = IDirect3DDevice8_CreateTexture(device, formats[i].block_width, formats[i].block_height, 2, D3DUSAGE_DYNAMIC, formats[i].fmt, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, format %s.\n", hr, formats[i].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, format %s.\n", hr, formats[i].name); hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); rect.left = 0; rect.top = 0; rect.right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; rect.bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(texture, 1); - ok(SUCCEEDED(hr), "Failed lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed lock texture, hr %#lx.\n", hr); rect.right = formats[i].block_width; rect.bottom = formats[i].block_height; hr = IDirect3DTexture8_LockRect(texture, 1, &locked_rect, &rect, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) IDirect3DTexture8_UnlockRect(texture, 1); @@ -6679,7 +6667,7 @@ static void test_surface_blocks(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6714,10 +6702,10 @@ static void test_set_palette(void) pal[i].peFlags = 0xff; } hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(pal); i++) { pal[i].peRed = i; @@ -6728,12 +6716,12 @@ static void test_set_palette(void) if (caps.TextureCaps & D3DPTEXTURECAPS_ALPHAPALETTE) { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set palette entries, hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetPaletteEntries(device, 0, pal); - ok(hr == D3DERR_INVALIDCALL, "SetPaletteEntries returned %#x, expected D3DERR_INVALIDCALL.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); @@ -6787,14 +6775,14 @@ static void test_pinned_buffers(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*ptr), tests[test].usage, 0, tests[test].pool, &buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DVertexBuffer8_GetDesc(buffer, &desc); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); ok(desc.Pool == tests[test].pool, "Test %u: got unexpected pool %#x.\n", test, desc.Pool); - ok(desc.Usage == tests[test].usage, "Test %u: got unexpected usage %#x.\n", test, desc.Usage); + ok(desc.Usage == tests[test].usage, "Test %u: got unexpected usage %#lx.\n", test, desc.Usage); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr), (BYTE **)&ptr, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); for (i = 0; i < vertex_count; ++i) { ptr[i].x = i * 1.0f; @@ -6802,21 +6790,21 @@ static void test_pinned_buffers(void) ptr[i].z = i * 3.0f; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*ptr)); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, vertex_count * sizeof(*ptr2), (BYTE **)&ptr2, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); ok(ptr2 == ptr, "Test %u: got unexpected ptr2 %p, expected %p.\n", test, ptr2, ptr); for (i = 0; i < vertex_count; ++i) { @@ -6828,7 +6816,7 @@ static void test_pinned_buffers(void) } } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Test %u: got unexpected hr %#x.\n", test, hr); + ok(hr == D3D_OK, "Test %u: got unexpected hr %#lx.\n", test, hr); IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); @@ -6875,7 +6863,7 @@ static void test_npot_textures(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); tex_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_POW2); cube_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_CUBEMAP_POW2); vol_pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2); @@ -6905,7 +6893,7 @@ static void test_npot_textures(void) { expected = pools[i].hr; } - ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#x, expected %#x.\n", + ok(hr == expected, "CreateTexture(w=h=10, %s, levels=%u) returned hr %#lx, expected %#lx.\n", pools[i].pool_name, levels, hr, expected); if (SUCCEEDED(hr)) @@ -6916,13 +6904,11 @@ static void test_npot_textures(void) pools[i].pool, &cube_texture); if (tex_pow2) { - ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, pools[i].hr); + ok(hr == pools[i].hr, "CreateCubeTexture(EdgeLength=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } else { - ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, D3D_OK); + ok(SUCCEEDED(hr), "CreateCubeTexture(EdgeLength=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } if (SUCCEEDED(hr)) @@ -6932,13 +6918,11 @@ static void test_npot_textures(void) pools[i].pool, &volume_texture); if (tex_pow2) { - ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, pools[i].hr); + ok(hr == pools[i].hr, "CreateVolumeTextur(Depth=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } else { - ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#x, expected %#x.\n", - pools[i].pool_name, hr, D3D_OK); + ok(SUCCEEDED(hr), "CreateVolumeTextur(Depth=3, %s) returned hr %#lx.\n", pools[i].pool_name, hr); } if (SUCCEEDED(hr)) @@ -6949,7 +6933,7 @@ done: if (device) { refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); } IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -6997,7 +6981,7 @@ static void test_volume_locking(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); @@ -7008,18 +6992,18 @@ static void test_volume_locking(void) { hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 4, 1, tests[i].usage, D3DFMT_A8R8G8B8, tests[i].pool, &texture); - ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#x returned %#x, expected %#x.\n", + ok(hr == tests[i].create_hr, "Creating volume texture pool=%u, usage=%#lx returned %#lx, expected %#lx.\n", tests[i].pool, tests[i].usage, hr, tests[i].create_hr); if (FAILED(hr)) continue; locked_box.pBits = (void *)0xdeadbeef; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(hr == tests[i].lock_hr, "Lock returned %#x, expected %#x.\n", hr, tests[i].lock_hr); + ok(hr == tests[i].lock_hr, "Lock returned %#lx, expected %#lx.\n", hr, tests[i].lock_hr); if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } else { @@ -7030,7 +7014,7 @@ static void test_volume_locking(void) out: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7097,7 +7081,7 @@ static void test_update_volumetexture(void) d3d8 = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); is_warp = adapter_is_warp(&identifier); if (!(device = create_device(d3d8, window, NULL))) { @@ -7108,7 +7092,7 @@ static void test_update_volumetexture(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP)) { skip("Volume textures not supported, skipping test.\n"); @@ -7122,29 +7106,29 @@ static void test_update_volumetexture(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, src_usage, D3DFMT_A8R8G8B8, tests[i].src_pool, &src); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 1, 1, 1, dst_usage, D3DFMT_A8R8G8B8, tests[i].dst_pool, &dst); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(src, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); *((DWORD *)locked_box.pBits) = 0x11223344; hr = IDirect3DVolumeTexture8_UnlockBox(src, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); - ok(hr == tests[i].hr, "UpdateTexture returned %#x, expected %#x, src pool %x, dst pool %u.\n", + ok(hr == tests[i].hr, "UpdateTexture returned %#lx, expected %#lx, src pool %#x, dst pool %#x.\n", hr, tests[i].hr, tests[i].src_pool, tests[i].dst_pool); if (SUCCEEDED(hr)) { - DWORD content = *((DWORD *)locked_box.pBits); + unsigned int content = *((unsigned int *)locked_box.pBits); hr = IDirect3DVolumeTexture8_LockBox(dst, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); ok(content == 0x11223344, "Dest texture contained %#x, expected 0x11223344.\n", content); hr = IDirect3DVolumeTexture8_UnlockBox(dst, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); @@ -7161,16 +7145,16 @@ static void test_update_volumetexture(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].src_size, tests2[i].src_size, tests2[i].src_size, tests2[i].src_lvl, 0, tests2[i].src_fmt, D3DPOOL_SYSTEMMEM, &src); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx, case %u.\n", hr, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_size, tests2[i].dst_lvl, 0, tests2[i].dst_fmt, D3DPOOL_DEFAULT, &dst); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x, case %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx, case %u.\n", hr, i); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)src, (IDirect3DBaseTexture8 *)dst); todo_wine_if (FAILED(hr)) ok(SUCCEEDED(hr) || (is_warp && (i == 6 || i == 7)), /* Fails with Win10 WARP driver */ - "Failed to update texture, hr %#x, case %u.\n", hr, i); + "Failed to update texture, hr %#lx, case %u.\n", hr, i); IDirect3DVolumeTexture8_Release(src); IDirect3DVolumeTexture8_Release(dst); @@ -7186,7 +7170,7 @@ static void test_update_volumetexture(void) out: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7216,7 +7200,7 @@ static void test_create_rt_ds_fail(void) surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 4, 4, D3DFMT_D16, D3DMULTISAMPLE_NONE, FALSE, &surface); - ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Creating a D16 render target returned hr %#lx.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface); @@ -7224,13 +7208,13 @@ static void test_create_rt_ds_fail(void) surface = (IDirect3DSurface8 *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 4, 4, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, &surface); - ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Creating a A8R8G8B8 depth stencil returned hr %#lx.\n", hr); ok(surface == NULL, "Got pointer %p, expected NULL.\n", surface); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -7323,7 +7307,7 @@ static void test_volume_blocks(void) return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); pow2 = !!(caps.TextureCaps & D3DPTEXTURECAPS_VOLUMEMAP_POW2); for (i = 0; i < ARRAY_SIZE(formats); i++) @@ -7376,7 +7360,7 @@ static void test_volume_blocks(void) may_succeed = TRUE; ok(hr == expect_hr || ((SUCCEEDED(hr) && may_succeed)), - "Got unexpected hr %#x for format %s, pool %s, size %ux%ux%u.\n", + "Got unexpected hr %#lx for format %s, pool %s, size %ux%ux%u.\n", hr, formats[i].name, create_tests[j].name, w, h, d); if (FAILED(hr)) @@ -7393,7 +7377,7 @@ static void test_volume_blocks(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 24, 8, 8, 1, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); /* Test lockrect offset */ for (j = 0; j < ARRAY_SIZE(offset_tests); j++) @@ -7402,7 +7386,7 @@ static void test_volume_blocks(void) bytes_per_pixel = formats[i].block_size / (formats[i].block_width * formats[i].block_height); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); base = locked_box.pBits; if (formats[i].broken == 1) @@ -7435,7 +7419,7 @@ static void test_volume_blocks(void) locked_box.SlicePitch, formats[i].name, expected_slice_pitch); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x, j %u.\n", hr, j); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx, j %u.\n", hr, j); box.Left = offset_tests[j].x; box.Top = offset_tests[j].y; @@ -7444,7 +7428,7 @@ static void test_volume_blocks(void) box.Bottom = offset_tests[j].y2; box.Back = offset_tests[j].z2; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x, j %u.\n", hr, j); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx, j %u.\n", hr, j); offset = (BYTE *)locked_box.pBits - base; if (formats[i].broken == 1) @@ -7469,7 +7453,7 @@ static void test_volume_blocks(void) offset, formats[i].name, expected_offset, box.Left, box.Top, box.Front); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } /* Test partial block locks */ @@ -7488,7 +7472,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } box.Left = 0; @@ -7502,7 +7486,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } } @@ -7519,7 +7503,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } box.Left = 0; @@ -7533,7 +7517,7 @@ static void test_volume_blocks(void) if (SUCCEEDED(hr)) { hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } } @@ -7543,9 +7527,9 @@ static void test_volume_blocks(void) box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); @@ -7556,25 +7540,25 @@ static void test_volume_blocks(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, formats[i].block_width, formats[i].block_height, 2, 2, 0, formats[i].fmt, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); box.Left = box.Top = box.Front = 0; box.Right = formats[i].block_width == 1 ? 1 : formats[i].block_width >> 1; box.Bottom = formats[i].block_height == 1 ? 1 : formats[i].block_height >> 1; box.Back = 1; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture mipmap, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 1); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); box.Right = formats[i].block_width; box.Bottom = formats[i].block_height; hr = IDirect3DVolumeTexture8_LockBox(texture, 1, &locked_box, &box, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); if (SUCCEEDED(hr)) IDirect3DVolumeTexture8_UnlockBox(texture, 1); @@ -7636,12 +7620,12 @@ static void test_lockbox_invalid(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); base = locked_box.pBits; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { @@ -7655,7 +7639,7 @@ static void test_lockbox_invalid(void) hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, box, 0); /* Unlike surfaces, volumes properly check the box even in Windows XP */ ok(hr == test_data[i].result, - "Got unexpected hr %#x with box [%u, %u, %u]->[%u, %u, %u], expected %#x.\n", + "Got unexpected hr %#lx with box [%u, %u, %u]->[%u, %u, %u], expected %#lx.\n", hr, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back, test_data[i].result); if (FAILED(hr)) @@ -7668,42 +7652,42 @@ static void test_lockbox_invalid(void) offset, expected_offset, box->Left, box->Top, box->Front, box->Right, box->Bottom, box->Back); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); } /* locked_box = NULL throws an exception on Windows */ hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, NULL, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3D_OK, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_data[0].box, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_data[0].box.Left, test_data[0].box.Top, test_data[0].box.Front, test_data[0].box.Right, test_data[0].box.Bottom, test_data[0].box.Back); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &locked_box, &test_boxt_2, 0); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x for rect [%u, %u, %u]->[%u, %u, %u].\n", + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx for rect [%u, %u, %u]->[%u, %u, %u].\n", hr, test_boxt_2.Left, test_boxt_2.Top, test_boxt_2.Front, test_boxt_2.Right, test_boxt_2.Bottom, test_boxt_2.Back); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); hr = IDirect3DDevice8_CreateVolumeTexture(device, 4, 4, 2, 1, D3DUSAGE_WRITEONLY, D3DFMT_A8R8G8B8, D3DPOOL_SCRATCH, &texture); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7778,37 +7762,37 @@ static void test_pixel_format(void) ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, point, 3 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); hr = IDirect3DDevice8_Present(device, NULL, NULL, hwnd2, NULL); - ok(SUCCEEDED(hr), "Present failed %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); test_format = GetPixelFormat(hdc); ok(test_format == format, "window has pixel format %d, expected %d\n", test_format, format); @@ -7853,56 +7837,56 @@ static void test_begin_end_state_block(void) } hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); stateblock = 0xdeadbeef; hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(!!stateblock && stateblock != 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(!!stateblock && stateblock != 0xdeadbeef, "Got unexpected stateblock %#lx.\n", stateblock); stateblock2 = 0xdeadbeef; hr = IDirect3DDevice8_EndStateBlock(device, &stateblock2); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); - ok(stateblock2 == 0xdeadbeef, "Got unexpected stateblock %#x.\n", stateblock2); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); + ok(stateblock2 == 0xdeadbeef, "Got unexpected stateblock %#lx.\n", stateblock2); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value); hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &stateblock2); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value); hr = IDirect3DDevice8_EndStateBlock(device, &stateblock2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_LIGHTING, &value); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); - ok(value == TRUE, "Got unexpected value %#x.\n", value); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); + ok(value == TRUE, "Got unexpected value %#lx.\n", value); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7934,79 +7918,79 @@ static void test_shader_constant_apply(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); vs_version = caps.VertexShaderVersion & 0xffff; ps_version = caps.PixelShaderVersion & 0xffff; if (vs_version) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, initial, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, initial, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_const, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); } if (ps_version) { hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, initial, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, initial, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 0, ps_const, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); } hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin stateblock, hr %#lx.\n", hr); if (vs_version) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, 1, vs_const, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); } if (ps_version) { hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, ps_const, 1); - ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader constant, hr %#lx.\n", hr); } hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end stateblock, hr %#lx.\n", hr); if (vs_version) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); @@ -8014,12 +7998,12 @@ static void test_shader_constant_apply(void) if (ps_version) { hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, initial, sizeof(initial)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], initial[0], initial[1], initial[2], initial[3]); @@ -8028,17 +8012,17 @@ static void test_shader_constant_apply(void) /* Apply doesn't overwrite constants that aren't explicitly set on the * source stateblock. */ hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Failed to apply stateblock, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to apply stateblock, hr %#lx.\n", hr); if (vs_version) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); hr = IDirect3DDevice8_GetVertexShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get vertex shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, vs_const, sizeof(vs_const)), "Got unexpected vertex shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], vs_const[0], vs_const[1], vs_const[2], vs_const[3]); @@ -8046,12 +8030,12 @@ static void test_shader_constant_apply(void) if (ps_version) { hr = IDirect3DDevice8_GetPixelShaderConstant(device, 0, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); hr = IDirect3DDevice8_GetPixelShaderConstant(device, 1, ret, 1); - ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get pixel shader constant, hr %#lx.\n", hr); ok(!memcmp(ret, ps_const, sizeof(ps_const)), "Got unexpected pixel shader constant {%.8e, %.8e, %.8e, %.8e}, expected {%.8e, %.8e, %.8e, %.8e}.\n", ret[0], ret[1], ret[2], ret[3], ps_const[0], ps_const[1], ps_const[2], ps_const[3]); @@ -8059,7 +8043,7 @@ static void test_shader_constant_apply(void) IDirect3DDevice8_DeleteStateBlock(device, stateblock); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8093,32 +8077,32 @@ static void test_resource_type(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 4, 4, D3DFMT_X8R8G8B8, &surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_CreateTexture(device, 2, 8, 4, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); type = IDirect3DTexture8_GetType(texture); ok(type == D3DRTYPE_TEXTURE, "Expected type D3DRTYPE_TEXTURE, got %u.\n", type); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width); ok(surface_desc.Height == 8, "Expected height 8, got %u.\n", surface_desc.Height); hr = IDirect3DTexture8_GetLevelDesc(texture, 0, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 2, "Expected width 2, got %u.\n", surface_desc.Width); @@ -8126,15 +8110,15 @@ static void test_resource_type(void) IDirect3DSurface8_Release(surface); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 2, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width); ok(surface_desc.Height == 2, "Expected height 2, got %u.\n", surface_desc.Height); hr = IDirect3DTexture8_GetLevelDesc(texture, 2, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); ok(surface_desc.Width == 1, "Expected width 1, got %u.\n", surface_desc.Width); @@ -8146,19 +8130,19 @@ static void test_resource_type(void) { hr = IDirect3DDevice8_CreateCubeTexture(device, 1, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &cube_texture); - ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create cube texture, hr %#lx.\n", hr); type = IDirect3DCubeTexture8_GetType(cube_texture); ok(type == D3DRTYPE_CUBETEXTURE, "Expected type D3DRTYPE_CUBETEXTURE, got %u.\n", type); hr = IDirect3DCubeTexture8_GetCubeMapSurface(cube_texture, D3DCUBEMAP_FACE_NEGATIVE_X, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get cube map surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get cube map surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); hr = IDirect3DCubeTexture8_GetLevelDesc(cube_texture, 0, &surface_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(surface_desc.Type == D3DRTYPE_SURFACE, "Expected type D3DRTYPE_SURFACE, got %u.\n", surface_desc.Type); IDirect3DSurface8_Release(surface); @@ -8171,22 +8155,22 @@ static void test_resource_type(void) { hr = IDirect3DDevice8_CreateVolumeTexture(device, 2, 4, 8, 4, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &volume_texture); - ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVolumeTexture failed, hr %#lx.\n", hr); type = IDirect3DVolumeTexture8_GetType(volume_texture); ok(type == D3DRTYPE_VOLUMETEXTURE, "Expected type D3DRTYPE_VOLUMETEXTURE, got %u.\n", type); hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 0, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); /* IDirect3DVolume8 is not an IDirect3DResource8 and has no GetType method. */ hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width); ok(volume_desc.Height == 4, "Expected height 4, got %u.\n", volume_desc.Height); ok(volume_desc.Depth == 8, "Expected depth 8, got %u.\n", volume_desc.Depth); hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 0, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 2, "Expected width 2, got %u.\n", volume_desc.Width); @@ -8195,16 +8179,16 @@ static void test_resource_type(void) IDirect3DVolume8_Release(volume); hr = IDirect3DVolumeTexture8_GetVolumeLevel(volume_texture, 2, &volume); - ok(SUCCEEDED(hr), "Failed to get volume level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume level, hr %#lx.\n", hr); hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get volume description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get volume description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width); ok(volume_desc.Height == 1, "Expected height 1, got %u.\n", volume_desc.Height); ok(volume_desc.Depth == 2, "Expected depth 2, got %u.\n", volume_desc.Depth); hr = IDirect3DVolumeTexture8_GetLevelDesc(volume_texture, 2, &volume_desc); - ok(SUCCEEDED(hr), "Failed to get level description, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get level description, hr %#lx.\n", hr); ok(volume_desc.Type == D3DRTYPE_VOLUME, "Expected type D3DRTYPE_VOLUME, got %u.\n", volume_desc.Type); ok(volume_desc.Width == 1, "Expected width 1, got %u.\n", volume_desc.Width); @@ -8217,7 +8201,7 @@ static void test_resource_type(void) skip("Mipmapped volume maps not supported.\n"); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8246,39 +8230,39 @@ static void test_mipmap_lock(void) hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &texture_dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 0, &surface_dst); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture_dst, 1, &surface_dst2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &surface); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 1, &surface2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface2, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, surface_dst, NULL); - ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface2, NULL, 0, surface_dst2, NULL); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); /* Apparently there's no validation on the container. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture_dst); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface2); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_dst); @@ -8288,7 +8272,7 @@ static void test_mipmap_lock(void) IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8327,41 +8311,41 @@ static void test_writeonly_resource(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(ptr, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene %#x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, 0); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n"); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &ptr, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); ok (!memcmp(ptr, quad, sizeof(quad)), "Got unexpected vertex buffer data.\n"); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); refcount = IDirect3DVertexBuffer8_Release(buffer); - ok(!refcount, "Vertex buffer has %u references left.\n", refcount); + ok(!refcount, "Vertex buffer has %lu references left.\n", refcount); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8381,7 +8365,7 @@ static void test_lost_device(void) d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.device_window = window; device_desc.width = registry_mode.dmPelsWidth; @@ -8407,78 +8391,78 @@ static void test_lost_device(void) goto done; } - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); /* The device is not lost on Windows 10. */ - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); ret = SetForegroundWindow(window); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3DERR_DEVICENOTRESET || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICENOTRESET || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); device_desc.flags = 0; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); hr = IDirect3DDevice8_TestCooperativeLevel(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); device_desc.flags = CREATE_DEVICE_FULLSCREEN; hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_TestCooperativeLevel(device); /* The device is not lost on Windows 10. */ - todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); ret = SetForegroundWindow(GetDesktopWindow()); ok(ret, "Failed to set foreground window.\n"); hr = reset_device(device, &device_desc); - ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_DEVICELOST || broken(hr == D3D_OK), "Got unexpected hr %#lx.\n", hr); ret = ShowWindow(window, SW_RESTORE); ok(ret, "Failed to restore window.\n"); ret = SetForegroundWindow(window); ok(ret, "Failed to set foreground window.\n"); hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8524,21 +8508,21 @@ static void test_resource_priority(void) { hr = IDirect3DDevice8_CreateTexture(device, 16, 16, 0, 0, D3DFMT_X8R8G8B8, test_data[i].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, pool %s.\n", hr, test_data[i].name); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, pool %s.\n", hr, test_data[i].name); priority = IDirect3DTexture8_GetPriority(texture); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_SetPriority(texture, 1); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_GetPriority(texture); if (test_data[i].can_set_priority) { - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DTexture8_SetPriority(texture, 0); - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); } else - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); IDirect3DTexture8_Release(texture); @@ -8546,28 +8530,28 @@ static void test_resource_priority(void) { hr = IDirect3DDevice8_CreateVertexBuffer(device, 256, 0, 0, test_data[i].pool, &buffer); - ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x, pool %s.\n", hr, test_data[i].name); + ok(SUCCEEDED(hr), "Failed to create buffer, hr %#lx, pool %s.\n", hr, test_data[i].name); priority = IDirect3DVertexBuffer8_GetPriority(buffer); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_SetPriority(buffer, 1); - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_GetPriority(buffer); if (test_data[i].can_set_priority) { - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); priority = IDirect3DVertexBuffer8_SetPriority(buffer, 0); - ok(priority == 1, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 1, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); } else - ok(priority == 0, "Got unexpected priority %u, pool %s.\n", priority, test_data[i].name); + ok(priority == 0, "Got unexpected priority %lu, pool %s.\n", priority, test_data[i].name); IDirect3DVertexBuffer8_Release(buffer); } } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8643,7 +8627,7 @@ static void test_swapchain_parameters(void) return; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); IDirect3DDevice8_Release(device); present_parameters_windowed.BackBufferWidth = registry_mode.dmPelsWidth; @@ -8670,24 +8654,24 @@ static void test_swapchain_parameters(void) hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); - ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i); + ok(hr == tests[i].hr, "Expected hr %#lx, got %#lx, test %u.\n", tests[i].hr, hr, i); if (SUCCEEDED(hr)) { for (j = 0; j < bb_count; ++j) { hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i); + ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#lx, test %u.\n", j, hr, i); IDirect3DSurface8_Release(backbuffer); } hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, test %u.\n", hr, i); IDirect3DDevice8_Release(device); } hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters_windowed, &device); - ok(SUCCEEDED(hr), "Failed to create device, hr %#x, test %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create device, hr %#lx, test %u.\n", hr, i); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.BackBufferWidth = registry_mode.dmPelsWidth; @@ -8700,12 +8684,12 @@ static void test_swapchain_parameters(void) present_parameters.BackBufferCount = tests[i].backbuffer_count; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == tests[i].hr, "Expected hr %x, got %x, test %u.\n", tests[i].hr, hr, i); + ok(hr == tests[i].hr, "Expected hr %#lx, got %#lx, test %u.\n", tests[i].hr, hr, i); if (FAILED(hr)) { hr = IDirect3DDevice8_Reset(device, &present_parameters_windowed); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x, test %u.\n", hr, i); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx, test %u.\n", hr, i); } else { @@ -8713,12 +8697,12 @@ static void test_swapchain_parameters(void) { hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); todo_wine_if (j) - ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#x, test %u.\n", j, hr, i); + ok(SUCCEEDED(hr), "Failed to get backbuffer %u, hr %#lx, test %u.\n", j, hr, i); if (SUCCEEDED(hr)) IDirect3DSurface8_Release(backbuffer); } hr = IDirect3DDevice8_GetBackBuffer(device, j, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %x, test %u.\n", hr, i); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, test %u.\n", hr, i); } IDirect3DDevice8_Release(device); } @@ -8754,7 +8738,7 @@ static void test_swapchain_parameters(void) hr = IDirect3D8_CreateDevice(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, window, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present_parameters, &device); - ok(hr == expected_hr, "Got unexpected hr %#x, test %u.\n", hr, i); + ok(hr == expected_hr, "Got unexpected hr %#lx, test %u.\n", hr, i); if (SUCCEEDED(hr)) IDirect3DDevice8_Release(device); } @@ -8776,54 +8760,54 @@ static void test_check_device_format(void) { hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_SURFACE, D3DFMT_A8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_TEXTURE, D3DFMT_A8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_SURFACE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); hr = IDirect3D8_CheckDeviceFormat(d3d, 0, device_type, D3DFMT_UNKNOWN, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x, device type %#x.\n", hr, device_type); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx, device type %#x.\n", hr, device_type); } hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_TEXTURE, D3DFMT_X8R8G8B8); - ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_VERTEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_VERTEXDATA); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DUSAGE_SOFTWAREPROCESSING, D3DRTYPE_INDEXBUFFER, D3DFMT_INDEX16); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_A8R8G8B8, D3DFMT_D32); ok(hr == D3DERR_NOTAVAILABLE || broken(hr == D3DERR_INVALIDCALL /* Windows 10 */), - "Got unexpected hr %#x.\n", hr); + "Got unexpected hr %#lx.\n", hr); hr = IDirect3D8_CheckDepthStencilMatch(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, D3DFMT_R5G6B5, D3DFMT_D32); ok(hr == D3DERR_NOTAVAILABLE || broken(hr == D3DERR_INVALIDCALL /* Windows 10 */), - "Got unexpected hr %#x.\n", hr); + "Got unexpected hr %#lx.\n", hr); IDirect3D8_Release(d3d); } @@ -8877,7 +8861,7 @@ static void test_miptree_layout(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); base_dimension = 257; if (caps.TextureCaps & (D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_CUBEMAP_POW2)) @@ -8899,14 +8883,14 @@ static void test_miptree_layout(void) { hr = IDirect3DDevice8_CreateTexture(device, base_dimension, base_dimension, 0, 0, formats[format_idx].format, pools[pool_idx].pool, &texture_2d); - ok(SUCCEEDED(hr), "Failed to create a %s %s texture, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create a %s %s texture, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, hr); level_count = IDirect3DTexture8_GetLevelCount(texture_2d); for (i = 0, offset = 0; i < level_count; ++i) { hr = IDirect3DTexture8_LockRect(texture_2d, i, &map_desc, NULL, 0); - ok(SUCCEEDED(hr), "%s, %s: Failed to lock level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to lock level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, hr); if (!i) @@ -8918,7 +8902,7 @@ static void test_miptree_layout(void) offset += (base_dimension >> i) * map_desc.Pitch; hr = IDirect3DTexture8_UnlockRect(texture_2d, i); - ok(SUCCEEDED(hr), "%s, %s Failed to unlock level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s Failed to unlock level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, hr); } @@ -8936,7 +8920,7 @@ static void test_miptree_layout(void) { hr = IDirect3DDevice8_CreateCubeTexture(device, base_dimension, 0, 0, formats[format_idx].format, pools[pool_idx].pool, &texture_cube); - ok(SUCCEEDED(hr), "Failed to create a %s %s cube texture, hr %#x.\n", + ok(SUCCEEDED(hr), "Failed to create a %s %s cube texture, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, hr); level_count = IDirect3DCubeTexture8_GetLevelCount(texture_cube); @@ -8945,7 +8929,7 @@ static void test_miptree_layout(void) for (j = 0; j < level_count; ++j) { hr = IDirect3DCubeTexture8_LockRect(texture_cube, i, j, &map_desc, NULL, 0); - ok(SUCCEEDED(hr), "%s, %s: Failed to lock face %u, level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to lock face %u, level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, j, hr); if (!i && !j) @@ -8957,7 +8941,7 @@ static void test_miptree_layout(void) offset += (base_dimension >> j) * map_desc.Pitch; hr = IDirect3DCubeTexture8_UnlockRect(texture_cube, i, j); - ok(SUCCEEDED(hr), "%s, %s: Failed to unlock face %u, level %u, hr %#x.\n", + ok(SUCCEEDED(hr), "%s, %s: Failed to unlock face %u, level %u, hr %#lx.\n", pools[pool_idx].name, formats[format_idx].name, i, j, hr); } offset = (offset + 15) & ~15; @@ -8995,30 +8979,30 @@ static void test_render_target_device_mismatch(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); device2 = create_device(d3d, window, NULL); ok(!!device2, "Failed to create a D3D device.\n"); hr = IDirect3DDevice8_CreateRenderTarget(device2, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &surface); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_GetRenderTarget(device2, &surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, surface, NULL); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); hr = IDirect3DDevice8_GetRenderTarget(device, &surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(surface == rt, "Got unexpected render target %p, expected %p.\n", surface, rt); IDirect3DSurface8_Release(surface); IDirect3DSurface8_Release(rt); @@ -9061,68 +9045,68 @@ static void test_format_unknown(void) iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_P8, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64, D3DFMT_P8, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0, D3DFMT_P8, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); } iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateRenderTarget(device, 64, 64, D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, FALSE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 64, 64, D3DFMT_UNKNOWN, D3DMULTISAMPLE_NONE, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateImageSurface(device, 64, 64, D3DFMT_UNKNOWN, (IDirect3DSurface8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(!iface, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateCubeTexture(device, 64, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface); iface = (void *)0xdeadbeef; hr = IDirect3DDevice8_CreateVolumeTexture(device, 64, 64, 1, 1, 0, D3DFMT_UNKNOWN, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&iface); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); ok(iface == (void *)0xdeadbeef, "Got unexpected iface %p.\n", iface); refcount = IDirect3DDevice8_Release(device); @@ -9156,16 +9140,16 @@ static void test_destroyed_window(void) } hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); } static void test_lockable_backbuffer(void) @@ -9193,10 +9177,10 @@ static void test_lockable_backbuffer(void) } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); @@ -9212,19 +9196,19 @@ static void test_lockable_backbuffer(void) present_parameters.Flags = D3DPRESENTFLAG_LOCKABLE_BACKBUFFER; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(SUCCEEDED(hr), "Failed to reset device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset device, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock rect, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; device_desc.width = 640; @@ -9236,16 +9220,16 @@ static void test_lockable_backbuffer(void) ok(!!device, "Failed to create device.\n"); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &surface); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &lockrect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock rect, hr %#lx.\n", hr); hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock rect, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9277,21 +9261,21 @@ static void test_clip_planes_limits(void) desc.flags = device_flags[i]; if (!(device = create_device(d3d, window, &desc))) { - skip("Failed to create D3D device, flags %#x.\n", desc.flags); + skip("Failed to create D3D device, flags %#lx.\n", desc.flags); continue; } memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "Failed to get caps, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get caps, hr %#lx.\n", hr); - trace("Max user clip planes: %u.\n", caps.MaxUserClipPlanes); + trace("Max user clip planes: %lu.\n", caps.MaxUserClipPlanes); for (j = 0; j < caps.MaxUserClipPlanes; ++j) { memset(plane, 0xff, sizeof(plane)); hr = IDirect3DDevice8_GetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#lx.\n", j, hr); ok(!plane[0] && !plane[1] && !plane[2] && !plane[3], "Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n", j, plane[0], plane[1], plane[2], plane[3]); @@ -9304,31 +9288,31 @@ static void test_clip_planes_limits(void) { plane[3] = j; hr = IDirect3DDevice8_SetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to set clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to set clip plane %u, hr %#lx.\n", j, hr); } for (j = 0; j < caps.MaxUserClipPlanes; ++j) { memset(plane, 0xff, sizeof(plane)); hr = IDirect3DDevice8_GetClipPlane(device, j, plane); - ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#x.\n", j, hr); + ok(hr == D3D_OK, "Failed to get clip plane %u, hr %#lx.\n", j, hr); ok(plane[0] == 2.0f && plane[1] == 8.0f && plane[2] == 5.0f && plane[3] == j, "Got unexpected plane %u: %.8e, %.8e, %.8e, %.8e.\n", j, plane[0], plane[1], plane[2], plane[3]); } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0xffffffff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(state == 0xffffffff, "Got unexpected state %#x.\n", state); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(state == 0xffffffff, "Got unexpected state %#lx.\n", state); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPLANEENABLE, 0x80000000); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_CLIPPLANEENABLE, &state); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); - ok(state == 0x80000000, "Got unexpected state %#x.\n", state); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); + ok(state == 0x80000000, "Got unexpected state %#lx.\n", state); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); } IDirect3D8_Release(d3d); @@ -9367,7 +9351,7 @@ static void test_swapchain_multisample_reset(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr); memset(&present_parameters, 0, sizeof(present_parameters)); present_parameters.BackBufferWidth = 640; @@ -9378,13 +9362,13 @@ static void test_swapchain_multisample_reset(void) present_parameters.Windowed = TRUE; present_parameters.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(hr == D3D_OK, "Failed to reset device, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to reset device, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9414,7 +9398,7 @@ static void test_device_caps(void) { /* Test IDirect3D8_GetDeviceCaps */ hr = IDirect3D8_GetDeviceCaps(d3d, adapter_idx, D3DDEVTYPE_HAL, &caps); - ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Adapter %u: GetDeviceCaps failed, hr %#x.\n", + ok(hr == D3D_OK || hr == D3DERR_NOTAVAILABLE, "Adapter %u: GetDeviceCaps failed, hr %#lx.\n", adapter_idx, hr); if (hr == D3DERR_NOTAVAILABLE) { @@ -9433,30 +9417,30 @@ static void test_device_caps(void) break; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Adapter %u: Failed to get caps, hr %#x.\n", adapter_idx, hr); + ok(SUCCEEDED(hr), "Adapter %u: Failed to get caps, hr %#lx.\n", adapter_idx, hr); ok(caps.AdapterOrdinal == adapter_idx, "Adapter %u: Got unexpected adapter ordinal %u.\n", adapter_idx, caps.AdapterOrdinal); ok(!(caps.Caps & ~D3DCAPS_READ_SCANLINE), - "Adapter %u: Caps field has unexpected flags %#x.\n", adapter_idx, caps.Caps); + "Adapter %u: Caps field has unexpected flags %#lx.\n", adapter_idx, caps.Caps); ok(!(caps.Caps2 & ~(D3DCAPS2_CANCALIBRATEGAMMA | D3DCAPS2_CANRENDERWINDOWED | D3DCAPS2_CANMANAGERESOURCE | D3DCAPS2_DYNAMICTEXTURES | D3DCAPS2_FULLSCREENGAMMA | D3DCAPS2_NO2DDURING3DSCENE | D3DCAPS2_RESERVED)), - "Adapter %u: Caps2 field has unexpected flags %#x.\n", adapter_idx, caps.Caps2); + "Adapter %u: Caps2 field has unexpected flags %#lx.\n", adapter_idx, caps.Caps2); /* Nvidia returns that 0x400 flag, which is probably Vista+ * D3DCAPS3_DXVAHD from d3d9caps.h */ /* AMD doesn't filter all the ddraw / d3d9 caps. Consider that behavior * broken. */ ok(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | D3DCAPS3_RESERVED | 0x400)) || broken(!(caps.Caps3 & ~(D3DCAPS3_ALPHA_FULLSCREEN_FLIP_OR_DISCARD | 0x80))), - "Adapter %u: Caps3 field has unexpected flags %#x.\n", adapter_idx, caps.Caps3); + "Adapter %u: Caps3 field has unexpected flags %#lx.\n", adapter_idx, caps.Caps3); ok(!(caps.PrimitiveMiscCaps & ~(D3DPMISCCAPS_MASKZ | D3DPMISCCAPS_LINEPATTERNREP | D3DPMISCCAPS_CULLNONE | D3DPMISCCAPS_CULLCW | D3DPMISCCAPS_CULLCCW | D3DPMISCCAPS_COLORWRITEENABLE | D3DPMISCCAPS_CLIPPLANESCALEDPOINTS | D3DPMISCCAPS_CLIPTLVERTS | D3DPMISCCAPS_TSSARGTEMP | D3DPMISCCAPS_BLENDOP | D3DPMISCCAPS_NULLREFERENCE)) || broken(!(caps.PrimitiveMiscCaps & ~0x003fdff6)), - "Adapter %u: PrimitiveMiscCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: PrimitiveMiscCaps field has unexpected flags %#lx.\n", adapter_idx, caps.PrimitiveMiscCaps); /* AMD includes an unknown 0x2 flag. */ ok(!(caps.RasterCaps & ~(D3DPRASTERCAPS_DITHER | D3DPRASTERCAPS_PAT | D3DPRASTERCAPS_ZTEST @@ -9466,21 +9450,21 @@ static void test_device_caps(void) | D3DPRASTERCAPS_WFOG | D3DPRASTERCAPS_ZFOG | D3DPRASTERCAPS_COLORPERSPECTIVE | D3DPRASTERCAPS_STRETCHBLTMULTISAMPLE)) || broken(!(caps.RasterCaps & ~0x0ff7f19b)), - "Adapter %u: RasterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: RasterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.RasterCaps); ok(!(caps.SrcBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA)), - "Adapter %u: SrcBlendCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: SrcBlendCaps field has unexpected flags %#lx.\n", adapter_idx, caps.SrcBlendCaps); ok(!(caps.DestBlendCaps & ~(D3DPBLENDCAPS_ZERO | D3DPBLENDCAPS_ONE | D3DPBLENDCAPS_SRCCOLOR | D3DPBLENDCAPS_INVSRCCOLOR | D3DPBLENDCAPS_SRCALPHA | D3DPBLENDCAPS_INVSRCALPHA | D3DPBLENDCAPS_DESTALPHA | D3DPBLENDCAPS_INVDESTALPHA | D3DPBLENDCAPS_DESTCOLOR | D3DPBLENDCAPS_INVDESTCOLOR | D3DPBLENDCAPS_SRCALPHASAT | D3DPBLENDCAPS_BOTHSRCALPHA | D3DPBLENDCAPS_BOTHINVSRCALPHA)), - "Adapter %u: DestBlendCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: DestBlendCaps field has unexpected flags %#lx.\n", adapter_idx, caps.DestBlendCaps); ok(!(caps.TextureCaps & ~(D3DPTEXTURECAPS_PERSPECTIVE | D3DPTEXTURECAPS_POW2 | D3DPTEXTURECAPS_ALPHA | D3DPTEXTURECAPS_SQUAREONLY @@ -9489,7 +9473,7 @@ static void test_device_caps(void) | D3DPTEXTURECAPS_CUBEMAP | D3DPTEXTURECAPS_VOLUMEMAP | D3DPTEXTURECAPS_MIPMAP | D3DPTEXTURECAPS_MIPVOLUMEMAP | D3DPTEXTURECAPS_MIPCUBEMAP | D3DPTEXTURECAPS_CUBEMAP_POW2 | D3DPTEXTURECAPS_VOLUMEMAP_POW2)), - "Adapter %u: TextureCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: TextureCaps field has unexpected flags %#lx.\n", adapter_idx, caps.TextureCaps); ok(!(caps.TextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT @@ -9497,50 +9481,50 @@ static void test_device_caps(void) | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)) || broken(!(caps.TextureFilterCaps & ~0x0703073f)), - "Adapter %u: TextureFilterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: TextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.TextureFilterCaps); ok(!(caps.CubeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)), - "Adapter %u: CubeTextureFilterCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: CubeTextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.CubeTextureFilterCaps); ok(!(caps.VolumeTextureFilterCaps & ~(D3DPTFILTERCAPS_MINFPOINT | D3DPTFILTERCAPS_MINFLINEAR | D3DPTFILTERCAPS_MINFANISOTROPIC | D3DPTFILTERCAPS_MIPFPOINT | D3DPTFILTERCAPS_MIPFLINEAR | D3DPTFILTERCAPS_MAGFPOINT | D3DPTFILTERCAPS_MAGFLINEAR | D3DPTFILTERCAPS_MAGFANISOTROPIC | D3DPTFILTERCAPS_MAGFAFLATCUBIC | D3DPTFILTERCAPS_MAGFGAUSSIANCUBIC)), - "Adapter %u: VolumeTextureFilterCaps field has unexpected flags %#x.\n", + "Adapter %u: VolumeTextureFilterCaps field has unexpected flags %#lx.\n", adapter_idx, caps.VolumeTextureFilterCaps); ok(!(caps.LineCaps & ~(D3DLINECAPS_TEXTURE | D3DLINECAPS_ZTEST | D3DLINECAPS_BLEND | D3DLINECAPS_ALPHACMP | D3DLINECAPS_FOG)), - "Adapter %u: LineCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: LineCaps field has unexpected flags %#lx.\n", adapter_idx, caps.LineCaps); ok(!(caps.StencilCaps & ~(D3DSTENCILCAPS_KEEP | D3DSTENCILCAPS_ZERO | D3DSTENCILCAPS_REPLACE | D3DSTENCILCAPS_INCRSAT | D3DSTENCILCAPS_DECRSAT | D3DSTENCILCAPS_INVERT | D3DSTENCILCAPS_INCR | D3DSTENCILCAPS_DECR)), - "Adapter %u: StencilCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: StencilCaps field has unexpected flags %#lx.\n", adapter_idx, caps.StencilCaps); ok(!(caps.VertexProcessingCaps & ~(D3DVTXPCAPS_TEXGEN | D3DVTXPCAPS_MATERIALSOURCE7 | D3DVTXPCAPS_DIRECTIONALLIGHTS | D3DVTXPCAPS_POSITIONALLIGHTS | D3DVTXPCAPS_LOCALVIEWER | D3DVTXPCAPS_TWEENING | D3DVTXPCAPS_NO_VSDT_UBYTE4)), - "Adapter %u: VertexProcessingCaps field has unexpected flags %#x.\n", adapter_idx, + "Adapter %u: VertexProcessingCaps field has unexpected flags %#lx.\n", adapter_idx, caps.VertexProcessingCaps); /* Both Nvidia and AMD give 10 here. */ ok(caps.MaxActiveLights <= 10, - "Adapter %u: MaxActiveLights field has unexpected value %u.\n", adapter_idx, + "Adapter %u: MaxActiveLights field has unexpected value %lu.\n", adapter_idx, caps.MaxActiveLights); /* AMD gives 6, Nvidia returns 8. */ ok(caps.MaxUserClipPlanes <= 8, - "Adapter %u: MaxUserClipPlanes field has unexpected value %u.\n", adapter_idx, + "Adapter %u: MaxUserClipPlanes field has unexpected value %lu.\n", adapter_idx, caps.MaxUserClipPlanes); ok(caps.MaxVertexW == 0.0f || caps.MaxVertexW >= 1e10f, "Adapter %u: MaxVertexW field has unexpected value %.8e.\n", adapter_idx, caps.MaxVertexW); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u: Device has %u references left.\n", adapter_idx, refcount); + ok(!refcount, "Adapter %u: Device has %lu references left.\n", adapter_idx, refcount); } IDirect3D8_Release(d3d); DestroyWindow(window); @@ -9569,19 +9553,19 @@ static void test_get_info(void) /* As called by Chessmaster 9000 (bug 42118). */ hr = IDirect3DDevice8_GetInfo(device, 4, info, 16); - ok(hr == S_FALSE, "Unexpected hr %#x.\n", hr); + ok(hr == S_FALSE, "Unexpected hr %#lx.\n", hr); for (i = 0; i < 256; ++i) { hr = IDirect3DDevice8_GetInfo(device, i, info, sizeof(info)); if (i <= 4) - ok(hr == (i < 4 ? E_FAIL : S_FALSE), "info_id %u, unexpected hr %#x.\n", i, hr); + ok(hr == (i < 4 ? E_FAIL : S_FALSE), "info_id %u, unexpected hr %#lx.\n", i, hr); else - ok(hr == E_FAIL || hr == S_FALSE, "info_id %u, unexpected hr %#x.\n", i, hr); + ok(hr == E_FAIL || hr == S_FALSE, "info_id %u, unexpected hr %#lx.\n", i, hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9686,7 +9670,7 @@ static void test_resource_access(void) d3d = Direct3DCreate8(D3D_SDK_VERSION); ok(!!d3d, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier); device_desc.adapter_ordinal = D3DADAPTER_DEFAULT; @@ -9703,15 +9687,15 @@ static void test_resource_access(void) } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(backbuffer, &surface_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour_format = surface_desc.Format; hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(depth_stencil, &surface_desc); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); depth_format = surface_desc.Format; depth_2d = SUCCEEDED(IDirect3D8_CheckDeviceFormat(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, @@ -9722,7 +9706,7 @@ static void test_resource_access(void) D3DFMT_X8R8G8B8, 0, D3DRTYPE_SURFACE, depth_format)); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(surface_types); ++i) { @@ -9757,12 +9741,12 @@ static void test_resource_access(void) todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage) ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_2d) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; hr = IDirect3DTexture8_GetSurfaceLevel(texture_2d, 0, &surface); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DTexture8_Release(texture_2d); break; @@ -9772,13 +9756,13 @@ static void test_resource_access(void) todo_wine_if(!tests[j].valid && tests[j].format == FORMAT_DEPTH && !tests[j].usage) ok(hr == (tests[j].valid && (tests[j].format != FORMAT_DEPTH || depth_cube) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; hr = IDirect3DCubeTexture8_GetCubeMapSurface(texture_cube, D3DCUBEMAP_FACE_POSITIVE_X, 0, &surface); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DCubeTexture8_Release(texture_cube); break; @@ -9786,7 +9770,7 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 16, 16, format, D3DMULTISAMPLE_NONE, tests[j].usage & D3DUSAGE_DYNAMIC, &surface); ok(hr == (tests[j].format == FORMAT_COLOUR ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9798,7 +9782,7 @@ static void test_resource_access(void) ok(hr == (tests[j].format == FORMAT_DEPTH ? D3D_OK : tests[j].format == FORMAT_COLOUR ? D3DERR_INVALIDCALL : E_INVALIDARG) || (tests[j].format == FORMAT_ATI2 && hr == D3D_OK), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9806,7 +9790,7 @@ static void test_resource_access(void) case SURFACE_IMAGE: hr = IDirect3DDevice8_CreateImageSurface(device, 16, 16, format, &surface); ok(hr == ((tests[j].format != FORMAT_DEPTH || depth_plain) ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (FAILED(hr)) continue; break; @@ -9817,31 +9801,31 @@ static void test_resource_access(void) } hr = IDirect3DSurface8_GetDesc(surface, &surface_desc); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (surface_types[i].type == SURFACE_RT) { - ok(surface_desc.Usage == D3DUSAGE_RENDERTARGET, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == D3DUSAGE_RENDERTARGET, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else if (surface_types[i].type == SURFACE_DS) { - ok(surface_desc.Usage == D3DUSAGE_DEPTHSTENCIL, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == D3DUSAGE_DEPTHSTENCIL, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_DEFAULT, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else if (surface_types[i].type == SURFACE_IMAGE) { - ok(!surface_desc.Usage, "Test %s %u: Got unexpected usage %#x.\n", + ok(!surface_desc.Usage, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == D3DPOOL_SYSTEMMEM, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); } else { - ok(surface_desc.Usage == tests[j].usage, "Test %s %u: Got unexpected usage %#x.\n", + ok(surface_desc.Usage == tests[j].usage, "Test %s %u: Got unexpected usage %#lx.\n", surface_types[i].name, j, surface_desc.Usage); ok(surface_desc.Pool == tests[j].pool, "Test %s %u: Got unexpected pool %#x.\n", surface_types[i].name, j, surface_desc.Pool); @@ -9855,31 +9839,31 @@ static void test_resource_access(void) expected_hr = D3D_OK; else expected_hr = D3DERR_INVALIDCALL; - ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DSurface8_UnlockRect(surface); todo_wine_if(expected_hr != D3D_OK && surface_types[i].type == SURFACE_2D) - ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == expected_hr, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); if (SUCCEEDED(IDirect3DSurface8_GetContainer(surface, &IID_IDirect3DBaseTexture8, (void **)&texture))) { hr = IDirect3DDevice8_SetTexture(device, 0, texture); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DBaseTexture8_Release(texture); } hr = IDirect3DDevice8_SetRenderTarget(device, surface, depth_stencil); ok(hr == (surface_desc.Usage & D3DUSAGE_RENDERTARGET ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, surface); ok(hr == (surface_desc.Usage & D3DUSAGE_DEPTHSTENCIL ? D3D_OK : D3DERR_INVALIDCALL), - "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#x.\n", surface_types[i].name, j, hr); + ok(hr == D3D_OK, "Test %s %u: Got unexpected hr %#lx.\n", surface_types[i].name, j, hr); IDirect3DSurface8_Release(surface); } @@ -9907,16 +9891,16 @@ static void test_resource_access(void) || (tests[i].pool == D3DPOOL_SCRATCH && !tests[i].usage) ? D3D_OK : D3DERR_INVALIDCALL)) || (tests[i].format == FORMAT_ATI2 && (hr == D3D_OK || warp)), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue; hr = IDirect3DVolumeTexture8_GetVolumeLevel(texture, 0, &volume); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DVolume8_GetDesc(volume, &volume_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(volume_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, volume_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(volume_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, volume_desc.Usage); ok(volume_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, volume_desc.Pool); hr = IDirect3DVolume8_LockBox(volume, &lb, NULL, 0); @@ -9925,15 +9909,15 @@ static void test_resource_access(void) else expected_hr = D3DERR_INVALIDCALL; ok(hr == expected_hr || (volume_desc.Pool == D3DPOOL_DEFAULT && hr == D3D_OK), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DVolume8_UnlockBox(volume); ok(hr == expected_hr || (volume_desc.Pool == D3DPOOL_DEFAULT && hr == D3D_OK), - "Test %u: Got unexpected hr %#x.\n", i, hr); + "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); IDirect3DVolume8_Release(volume); IDirect3DVolumeTexture8_Release(texture); @@ -9948,24 +9932,24 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateIndexBuffer(device, 16, tests[i].usage, tests[i].format == FORMAT_COLOUR ? D3DFMT_INDEX32 : D3DFMT_INDEX16, tests[i].pool, &ib); ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC) - ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr); + ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue; hr = IDirect3DIndexBuffer8_GetDesc(ib, &ib_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(ib_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, ib_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(ib_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, ib_desc.Usage); ok(ib_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, ib_desc.Pool); hr = IDirect3DIndexBuffer8_Lock(ib, 0, 0, &data, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetIndices(device, NULL, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); IDirect3DIndexBuffer8_Release(ib); } @@ -9979,24 +9963,24 @@ static void test_resource_access(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, 16, tests[i].usage, tests[i].format == FORMAT_COLOUR ? 0 : D3DFVF_XYZRHW, tests[i].pool, &vb); ok(hr == (tests[i].pool == D3DPOOL_SCRATCH || (tests[i].usage & ~D3DUSAGE_DYNAMIC) - ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#x.\n", i, hr); + ? D3DERR_INVALIDCALL : D3D_OK), "Test %u: Got unexpected hr %#lx.\n", i, hr); if (FAILED(hr)) continue; hr = IDirect3DVertexBuffer8_GetDesc(vb, &vb_desc); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); - ok(vb_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#x.\n", i, vb_desc.Usage); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); + ok(vb_desc.Usage == tests[i].usage, "Test %u: Got unexpected usage %#lx.\n", i, vb_desc.Usage); ok(vb_desc.Pool == tests[i].pool, "Test %u: Got unexpected pool %#x.\n", i, vb_desc.Pool); hr = IDirect3DVertexBuffer8_Lock(vb, 0, 0, &data, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, 16); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, NULL, 0); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); IDirect3DVertexBuffer8_Release(vb); } @@ -10004,7 +9988,7 @@ static void test_resource_access(void) IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10070,52 +10054,52 @@ static void test_multiply_transform(void) for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat1, sizeof(mat1)), "Test %u: Got unexpected transform matrix.\n", i); hr = IDirect3DDevice8_MultiplyTransform(device, tests[i], &mat2); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat2, sizeof(mat2)), "Test %u: Got unexpected transform matrix.\n", i); /* MultiplyTransform() goes directly into the primary stateblock. */ hr = IDirect3DDevice8_SetTransform(device, tests[i], &mat1); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_BeginStateBlock(device); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_MultiplyTransform(device, tests[i], &mat2); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat2, sizeof(mat2)), "Test %u: Got unexpected transform matrix.\n", i); hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_SetTransform(device, tests[i], &mat1); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DDevice8_GetTransform(device, tests[i], &ret_mat); - ok(hr == D3D_OK, "Test %u: Got unexpected hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: Got unexpected hr %#lx.\n", i, hr); ok(!memcmp(&ret_mat, &mat1, sizeof(mat1)), "Test %u: Got unexpected transform matrix.\n", i); IDirect3DDevice8_DeleteStateBlock(device, stateblock); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10161,147 +10145,147 @@ static void test_draw_primitive(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_DEFAULT, &vertex_buffer); - ok(SUCCEEDED(hr), "CreateVertexBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexBuffer failed, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vertex_buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Lock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Lock failed, hr %#lx.\n", hr); memcpy(ptr, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(vertex_buffer); - ok(SUCCEEDED(hr), "Unlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Unlock failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_DEFAULT, &index_buffer); - ok(SUCCEEDED(hr), "CreateIndexBuffer failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateIndexBuffer failed, hr %#lx.\n", hr); hr = IDirect3DIndexBuffer8_Lock(index_buffer, 0, 0, &ptr, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Lock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Lock failed, hr %#lx.\n", hr); memcpy(ptr, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(index_buffer); - ok(SUCCEEDED(hr), "Unlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Unlock failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState D3DRS_LIGHTING failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState D3DRS_LIGHTING failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLELIST, 0, 2); - ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitive failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(current_vb == vertex_buffer, "Unexpected vb %p.\n", current_vb); ok(stride == sizeof(*quad), "Unexpected stride %u.\n", stride); IDirect3DVertexBuffer8_Release(current_vb); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, quad, 0); - ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, quad, sizeof(*quad)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(!current_vb, "Unexpected vb %p.\n", current_vb); ok(!stride, "Unexpected stride %u.\n", stride); /* NULL index buffer, NULL stream source. */ hr = IDirect3DDevice8_SetIndices(device, NULL, 0); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); /* Valid index buffer, NULL stream source. */ hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLELIST, 0, 4, 0, 2); - ok(SUCCEEDED(hr), "DrawIndexedPrimitive failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitive failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(current_ib == index_buffer, "Unexpected index buffer %p.\n", current_ib); ok(base_vertex_index == 1, "Unexpected base vertex index %u.\n", base_vertex_index); IDirect3DIndexBuffer8_Release(current_ib); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 0, indices, D3DFMT_INDEX16, quad, 0); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, 0); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(!current_ib, "Unexpected index buffer %p.\n", current_ib); ok(!base_vertex_index, "Unexpected base vertex index %u.\n", base_vertex_index); /* Resetting of stream source and index buffer is not recorded in stateblocks. */ hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawIndexedPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndStateBlock(device, &stateblock); - ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(!current_vb, "Unexpected vb %p.\n", current_vb); ok(!stride, "Unexpected stride %u.\n", stride); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(!current_ib, "Unexpected index buffer %p.\n", current_ib); ok(!base_vertex_index, "Unexpected base vertex index %u.\n", base_vertex_index); hr = IDirect3DDevice8_CaptureStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Capture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Capture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vertex_buffer, sizeof(*quad)); - ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetStreamSource failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, index_buffer, 1); - ok(SUCCEEDED(hr), "SetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetIndices failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_ApplyStateBlock(device, stateblock); - ok(SUCCEEDED(hr), "Apply failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Apply failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetStreamSource(device, 0, ¤t_vb, &stride); - ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetStreamSource failed, hr %#lx.\n", hr); ok(current_vb == vertex_buffer, "Unexpected vb %p.\n", current_vb); ok(stride == sizeof(*quad), "Unexpected stride %u.\n", stride); IDirect3DVertexBuffer8_Release(current_vb); hr = IDirect3DDevice8_GetIndices(device, ¤t_ib, &base_vertex_index); - ok(SUCCEEDED(hr), "GetIndices failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetIndices failed, hr %#lx.\n", hr); ok(current_ib == index_buffer, "Unexpected index buffer %p.\n", current_ib); ok(base_vertex_index == 1, "Unexpected base vertex index %u.\n", base_vertex_index); IDirect3DIndexBuffer8_Release(current_ib); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); IDirect3DDevice8_DeleteStateBlock(device, stateblock); IDirect3DVertexBuffer8_Release(vertex_buffer); IDirect3DIndexBuffer8_Release(index_buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10336,14 +10320,14 @@ static void test_get_display_mode(void) } hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); hr = IDirect3D8_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); desc.adapter_ordinal = D3DADAPTER_DEFAULT; desc.device_window = window; @@ -10359,18 +10343,18 @@ static void test_get_display_mode(void) } hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Width == 640, "Unexpected width %u.\n", mode.Width); ok(mode.Height == 480, "Unexpected width %u.\n", mode.Height); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); hr = IDirect3D8_GetAdapterDisplayMode(d3d, D3DADAPTER_DEFAULT, &mode); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); ok(mode.Width == 640, "Unexpected width %u.\n", mode.Width); ok(mode.Height == 480, "Unexpected width %u.\n", mode.Height); ok(mode.Format == D3DFMT_X8R8G8B8, "Unexpected format %#x.\n", mode.Format); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); DestroyWindow(window); /* D3D8 uses adapter indices to determine which adapter to use to get the display mode */ @@ -10390,7 +10374,7 @@ static void test_get_display_mode(void) ok(!!monitor, "Adapter %u: GetAdapterMonitor failed.\n", adapter_idx - 1); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx - 1, + ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx - 1, GetLastError()); previous_monitor_rect = monitor_info.rcMonitor; @@ -10430,7 +10414,7 @@ static void test_get_display_mode(void) ok(!!monitor, "Adapter %u test %u: GetAdapterMonitor failed.\n", adapter_idx, test_idx); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u test %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u test %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx, test_idx, GetLastError()); width = monitor_info.rcMonitor.right - monitor_info.rcMonitor.left; height = monitor_info.rcMonitor.bottom - monitor_info.rcMonitor.top; @@ -10441,12 +10425,12 @@ static void test_get_display_mode(void) * position doesn't affect which adapter to use to get the display mode */ ret = SetWindowPos(window, 0, previous_monitor_rect.left, previous_monitor_rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u test %u: SetWindowPos failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u test %u: SetWindowPos failed, error %#lx.\n", adapter_idx, test_idx, GetLastError()); } hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#x.\n", + ok(hr == D3D_OK, "Adapter %u test %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr); ok(mode.Width == width, "Adapter %u test %u: Expect width %u, got %u.\n", adapter_idx, test_idx, width, mode.Width); @@ -10454,7 +10438,7 @@ static void test_get_display_mode(void) adapter_idx, test_idx, height, mode.Height); hr = IDirect3DDevice8_GetDisplayMode(device, &mode); - ok(hr == D3D_OK, "Adapter %u test %u: GetDisplayMode failed, hr %#x.\n", adapter_idx, + ok(hr == D3D_OK, "Adapter %u test %u: GetDisplayMode failed, hr %#lx.\n", adapter_idx, test_idx, hr); ok(mode.Width == width, "Adapter %u test %u: Expect width %u, got %u.\n", adapter_idx, test_idx, width, mode.Width); @@ -10462,7 +10446,7 @@ static void test_get_display_mode(void) adapter_idx, test_idx, height, mode.Height); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Adapter %u test %u: Device has %u references left.\n", adapter_idx, + ok(!refcount, "Adapter %u test %u: Device has %lu references left.\n", adapter_idx, test_idx, refcount); DestroyWindow(window); } @@ -10502,13 +10486,13 @@ static void test_multi_adapter(void) monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoA(monitor, (MONITORINFO *)&monitor_info); - ok(ret, "Adapter %u: Failed to get monitor info, error %#x.\n", i, GetLastError()); + ok(ret, "Adapter %u: Failed to get monitor info, error %#lx.\n", i, GetLastError()); if (!i) ok(monitor_info.dwFlags == MONITORINFOF_PRIMARY, - "Adapter %u: Got unexpected monitor flags %#x.\n", i, monitor_info.dwFlags); + "Adapter %u: Got unexpected monitor flags %#lx.\n", i, monitor_info.dwFlags); else - ok(!monitor_info.dwFlags, "Adapter %u: Got unexpected monitor flags %#x.\n", i, + ok(!monitor_info.dwFlags, "Adapter %u: Got unexpected monitor flags %#lx.\n", i, monitor_info.dwFlags); /* Test D3D adapters after they got detached */ @@ -10520,7 +10504,7 @@ static void test_multi_adapter(void) old_mode.dmSize = sizeof(old_mode); ret = EnumDisplaySettingsA(monitor_info.szDevice, ENUM_CURRENT_SETTINGS, &old_mode); /* Win10 TestBots may return FALSE but it's actually successful */ - ok(ret || broken(!ret), "Adapter %u: EnumDisplaySettingsA failed for %s, error %#x.\n", i, + ok(ret || broken(!ret), "Adapter %u: EnumDisplaySettingsA failed for %s, error %#lx.\n", i, monitor_info.szDevice, GetLastError()); /* Detach */ @@ -10531,11 +10515,11 @@ static void test_multi_adapter(void) ret = ChangeDisplaySettingsExA(monitor_info.szDevice, &mode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); ret = ChangeDisplaySettingsExA(monitor_info.szDevice, NULL, NULL, 0, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); /* Check if it is really detached */ @@ -10543,7 +10527,7 @@ static void test_multi_adapter(void) mode.dmSize = sizeof(mode); ret = EnumDisplaySettingsA(monitor_info.szDevice, ENUM_CURRENT_SETTINGS, &mode); /* Win10 TestBots may return FALSE but it's actually successful */ - ok(ret || broken(!ret) , "Adapter %u: EnumDisplaySettingsA failed for %s, error %#x.\n", i, + ok(ret || broken(!ret) , "Adapter %u: EnumDisplaySettingsA failed for %s, error %#lx.\n", i, monitor_info.szDevice, GetLastError()); if (mode.dmPelsWidth && mode.dmPelsHeight) { @@ -10565,11 +10549,11 @@ static void test_multi_adapter(void) ret = ChangeDisplaySettingsExA(monitor_info.szDevice, &old_mode, NULL, CDS_UPDATEREGISTRY | CDS_NORESET, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); ret = ChangeDisplaySettingsExA(monitor_info.szDevice, NULL, NULL, 0, NULL); ok(ret == DISP_CHANGE_SUCCESSFUL, - "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %d.\n", i, + "Adapter %u: ChangeDisplaySettingsExA %s returned unexpected %ld.\n", i, monitor_info.szDevice, ret); } @@ -10608,7 +10592,7 @@ static void test_creation_parameters(void) memset(¶ms, 0, sizeof(params)); hr = IDirect3DDevice8_GetCreationParameters(device, ¶ms); - ok(hr == D3D_OK, "Adapter %u: GetCreationParameters failed, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: GetCreationParameters failed, hr %#lx.\n", adapter_idx, hr); ok(params.AdapterOrdinal == adapter_idx, "Adapter %u: Got unexpected adapter ordinal %u.\n", adapter_idx, params.AdapterOrdinal); ok(params.DeviceType == D3DDEVTYPE_HAL, "Adapter %u: Expect device type %#x, got %#x.\n", @@ -10647,7 +10631,7 @@ static void test_cursor_clipping(void) for (adapter_idx = 0; adapter_idx < adapter_count; ++adapter_idx) { hr = IDirect3D8_GetAdapterDisplayMode(d3d, adapter_idx, ¤t_mode); - ok(hr == D3D_OK, "Adapter %u: GetAdapterDisplayMode failed, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: GetAdapterDisplayMode failed, hr %#lx.\n", adapter_idx, hr); for (mode_idx = 0; SUCCEEDED(IDirect3D8_EnumAdapterModes(d3d, adapter_idx, mode_idx, &mode)); ++mode_idx) { @@ -10663,11 +10647,11 @@ static void test_cursor_clipping(void) current_mode.Width, current_mode.Height); ret = ClipCursor(NULL); - ok(ret, "Adapter %u: ClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: ClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10683,7 +10667,7 @@ static void test_cursor_clipping(void) flush_events(); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10692,7 +10676,7 @@ static void test_cursor_clipping(void) flush_events(); get_virtual_rect(&virtual_rect); ret = GetClipCursor(&clip_rect); - ok(ret, "Adapter %u: GetClipCursor failed, error %#x.\n", adapter_idx, + ok(ret, "Adapter %u: GetClipCursor failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&clip_rect, &virtual_rect), "Adapter %u: Expect clip rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&virtual_rect), wine_dbgstr_rect(&clip_rect)); @@ -10725,7 +10709,7 @@ static void test_window_position(void) ok(!!monitor, "Adapter %u: GetAdapterMonitor failed.\n", adapter_idx); monitor_info.cbSize = sizeof(monitor_info); ret = GetMonitorInfoW(monitor, &monitor_info); - ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetMonitorInfoW failed, error %#lx.\n", adapter_idx, GetLastError()); window = create_window(); device_desc.adapter_ordinal = adapter_idx; @@ -10741,37 +10725,37 @@ static void test_window_position(void) } flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect)); /* Device resets should restore the window rectangle to fit the whole monitor */ ret = SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u: SetWindowPos failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetWindowPos failed, error %#lx.\n", adapter_idx, GetLastError()); hr = reset_device(device, &device_desc); - ok(hr == D3D_OK, "Adapter %u: Failed to reset device, hr %#x.\n", adapter_idx, hr); + ok(hr == D3D_OK, "Adapter %u: Failed to reset device, hr %#lx.\n", adapter_idx, hr); flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect)); /* Window activation should restore the window rectangle to fit the whole monitor */ ret = SetWindowPos(window, 0, 0, 0, 0, 0, SWP_NOZORDER | SWP_NOSIZE); - ok(ret, "Adapter %u: SetWindowPos failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetWindowPos failed, error %#lx.\n", adapter_idx, GetLastError()); ret = SetForegroundWindow(GetDesktopWindow()); - ok(ret, "Adapter %u: SetForegroundWindow failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetForegroundWindow failed, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = ShowWindow(window, SW_RESTORE); - ok(ret, "Adapter %u: Failed to restore window, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: Failed to restore window, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = SetForegroundWindow(window); - ok(ret, "Adapter %u: SetForegroundWindow failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: SetForegroundWindow failed, error %#lx.\n", adapter_idx, GetLastError()); flush_events(); ret = GetWindowRect(window, &window_rect); - ok(ret, "Adapter %u: GetWindowRect failed, error %#x.\n", adapter_idx, GetLastError()); + ok(ret, "Adapter %u: GetWindowRect failed, error %#lx.\n", adapter_idx, GetLastError()); ok(EqualRect(&window_rect, &monitor_info.rcMonitor), "Adapter %u: Expect window rect %s, got %s.\n", adapter_idx, wine_dbgstr_rect(&monitor_info.rcMonitor), wine_dbgstr_rect(&window_rect)); diff --git a/dlls/d3d8/tests/stateblock.c b/dlls/d3d8/tests/stateblock.c index 83f153a2897..4a27738d5d4 100644 --- a/dlls/d3d8/tests/stateblock.c +++ b/dlls/d3d8/tests/stateblock.c @@ -183,22 +183,22 @@ static int switch_render_target(IDirect3DDevice8* device, struct event_data *eve /* Create new swapchain */ hr = IDirect3DDevice8_CreateAdditionalSwapChain(device, &present_parameters, &swapchain); - ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateAdditionalSwapChain returned %#lx.\n", hr); if (FAILED(hr)) goto error; /* Get its backbuffer */ hr = IDirect3DSwapChain8_GetBackBuffer(swapchain, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "GetBackBuffer returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetBackBuffer returned %#lx.\n", hr); if (FAILED(hr)) goto error; /* Save the current render target */ hr = IDirect3DDevice8_GetRenderTarget(device, &event_data->original_render_target); - ok(SUCCEEDED(hr), "GetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) goto error; /* Set the new swapchain's backbuffer as a render target */ hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) goto error; IDirect3DSurface8_Release(backbuffer); @@ -217,7 +217,7 @@ static int revert_render_target(IDirect3DDevice8 *device, struct event_data *eve /* Reset the old render target */ hr = IDirect3DDevice8_SetRenderTarget(device, event_data->original_render_target, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget returned %#lx.\n", hr); if (FAILED(hr)) { IDirect3DSurface8_Release(event_data->original_render_target); @@ -234,7 +234,7 @@ static int create_stateblock_all(IDirect3DDevice8 *device, struct event_data *ev HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_ALL, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -244,7 +244,7 @@ static int create_stateblock_vertex(IDirect3DDevice8 *device, struct event_data HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_VERTEXSTATE, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -254,7 +254,7 @@ static int create_stateblock_pixel(IDirect3DDevice8 *device, struct event_data * HRESULT hr; hr = IDirect3DDevice8_CreateStateBlock(device, D3DSBT_PIXELSTATE, &event_data->stateblock); - ok(SUCCEEDED(hr), "CreateStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -264,7 +264,7 @@ static int begin_stateblock(IDirect3DDevice8 *device, struct event_data *event_d HRESULT hr; hr = IDirect3DDevice8_BeginStateBlock(device); - ok(SUCCEEDED(hr), "BeginStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -274,7 +274,7 @@ static int end_stateblock(IDirect3DDevice8 *device, struct event_data *event_dat HRESULT hr; hr = IDirect3DDevice8_EndStateBlock(device, &event_data->stateblock); - ok(SUCCEEDED(hr), "EndStateBlock returned %#x.\n", hr); + ok(SUCCEEDED(hr), "EndStateBlock returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; } @@ -290,7 +290,7 @@ static int apply_stateblock(IDirect3DDevice8 *device, struct event_data *event_d HRESULT hr; hr = IDirect3DDevice8_ApplyStateBlock(device, event_data->stateblock); - ok(SUCCEEDED(hr), "Apply returned %#x.\n", hr); + ok(SUCCEEDED(hr), "Apply returned %#lx.\n", hr); IDirect3DDevice8_DeleteStateBlock(device, event_data->stateblock); if (FAILED(hr)) return EVENT_ERROR; @@ -302,7 +302,7 @@ static int capture_stateblock(IDirect3DDevice8 *device, struct event_data *event HRESULT hr; hr = IDirect3DDevice8_CaptureStateBlock(device, event_data->stateblock); - ok(SUCCEEDED(hr), "Capture returned %#x.\n", hr); + ok(SUCCEEDED(hr), "Capture returned %#lx.\n", hr); if (FAILED(hr)) return EVENT_ERROR; return EVENT_OK; @@ -497,12 +497,12 @@ static void shader_constant_apply_data(IDirect3DDevice8 *device, const struct st if (!scarg->pshader) { hr = IDirect3DDevice8_SetVertexShaderConstant(device, index, scdata->float_constant, 1); - ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShaderConstant returned %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetPixelShaderConstant(device, index, scdata->float_constant, 1); - ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShaderConstant returned %#lx.\n", hr); } } @@ -519,12 +519,12 @@ static void shader_constant_check_data(IDirect3DDevice8 *device, const struct st if (!scarg->pshader) { hr = IDirect3DDevice8_GetVertexShaderConstant(device, scarg->idx, value.float_constant, 1); - ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetVertexShaderConstant returned %#lx.\n", hr); } else { hr = IDirect3DDevice8_GetPixelShaderConstant(device, scarg->idx, value.float_constant, 1); - ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetPixelShaderConstant returned %#lx.\n", hr); } ok(!memcmp(value.float_constant, scdata->float_constant, sizeof(scdata->float_constant)), @@ -675,10 +675,10 @@ static void light_apply_data(IDirect3DDevice8 *device, const struct state_test * HRESULT hr; hr = IDirect3DDevice8_SetLight(device, index, &ldata->light); - ok(SUCCEEDED(hr), "SetLight returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetLight returned %#lx.\n", hr); hr = IDirect3DDevice8_LightEnable(device, index, ldata->enabled); - ok(SUCCEEDED(hr), "SetLightEnable returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetLightEnable returned %#lx.\n", hr); } static void light_check_data(IDirect3DDevice8 *device, const struct state_test *test, @@ -694,10 +694,10 @@ static void light_check_data(IDirect3DDevice8 *device, const struct state_test * value.get_light_result = IDirect3DDevice8_GetLight(device, larg->idx, &value.light); ok(value.get_enabled_result == ldata->get_enabled_result, - "Chain stage %u: expected get_enabled_result %#x, got %#x.\n", + "Chain stage %u: expected get_enabled_result %#lx, got %#lx.\n", chain_stage, ldata->get_enabled_result, value.get_enabled_result); ok(value.get_light_result == ldata->get_light_result, - "Chain stage %u: expected get_light_result %#x, got %#x.\n", + "Chain stage %u: expected get_light_result %#lx, got %#lx.\n", chain_stage, ldata->get_light_result, value.get_light_result); ok(value.enabled == ldata->enabled, @@ -921,22 +921,22 @@ static void transform_apply_data(IDirect3DDevice8 *device, const struct state_te HRESULT hr; hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &tdata->view); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &tdata->projection); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0, &tdata->texture0); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &tdata->texture7); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &tdata->world0); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(255), &tdata->world255); - ok(SUCCEEDED(hr), "SetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTransform returned %#lx.\n", hr); } static void compare_matrix(const char *name, unsigned int chain_stage, @@ -976,32 +976,32 @@ static void transform_check_data(IDirect3DDevice8 *device, const struct state_te value = transform_poison_data.view; hr = IDirect3DDevice8_GetTransform(device, D3DTS_VIEW, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("View", chain_stage, &value, &tdata->view); value = transform_poison_data.projection; hr = IDirect3DDevice8_GetTransform(device, D3DTS_PROJECTION, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Projection", chain_stage, &value, &tdata->projection); value = transform_poison_data.texture0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Texture0", chain_stage, &value, &tdata->texture0); value = transform_poison_data.texture7; hr = IDirect3DDevice8_GetTransform(device, D3DTS_TEXTURE0 + texture_stages - 1, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("Texture7", chain_stage, &value, &tdata->texture7); value = transform_poison_data.world0; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLD, &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("World0", chain_stage, &value, &tdata->world0); value = transform_poison_data.world255; hr = IDirect3DDevice8_GetTransform(device, D3DTS_WORLDMATRIX(255), &value); - ok(SUCCEEDED(hr), "GetTransform returned %#x.\n", hr); + ok(SUCCEEDED(hr), "GetTransform returned %#lx.\n", hr); compare_matrix("World255", chain_stage, &value, &tdata->world255); } @@ -1135,7 +1135,7 @@ static void render_state_apply_data(IDirect3DDevice8 *device, const struct state for (i = 0; i < ARRAY_SIZE(render_state_indices); ++i) { hr = IDirect3DDevice8_SetRenderState(device, render_state_indices[i], rsdata->states[i]); - ok(SUCCEEDED(hr), "SetRenderState returned %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState returned %#lx.\n", hr); } } @@ -1151,8 +1151,8 @@ static void render_state_check_data(IDirect3DDevice8 *device, const struct state { DWORD value = ctx->poison_data_buffer.states[i]; hr = IDirect3DDevice8_GetRenderState(device, render_state_indices[i], &value); - ok(SUCCEEDED(hr), "GetRenderState returned %#x.\n", hr); - ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#x, got %#x.\n", + ok(SUCCEEDED(hr), "GetRenderState returned %#lx.\n", hr); + ok(value == rsdata->states[i], "Chain stage %u, render state %#x: expected %#lx, got %#lx.\n", chain_stage, render_state_indices[i], rsdata->states[i], value); } } @@ -1500,25 +1500,25 @@ static void resource_apply_data(IDirect3DDevice8 *device, const struct state_tes HRESULT hr; hr = IDirect3DDevice8_SetVertexShader(device, d->vs); - ok(SUCCEEDED(hr), "SetVertexShader (%u) returned %#x.\n", d->vs, hr); + ok(SUCCEEDED(hr), "SetVertexShader (%lu) returned %#lx.\n", d->vs, hr); hr = IDirect3DDevice8_SetPixelShader(device, d->ps); - ok(SUCCEEDED(hr), "SetPixelShader (%u) returned %#x.\n", d->ps, hr); + ok(SUCCEEDED(hr), "SetPixelShader (%lu) returned %#lx.\n", d->ps, hr); hr = IDirect3DDevice8_SetIndices(device, d->ib, 0); - ok(SUCCEEDED(hr), "SetIndices (%p) returned %#x.\n", d->ib, hr); + ok(SUCCEEDED(hr), "SetIndices (%p) returned %#lx.\n", d->ib, hr); for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_SetStreamSource(device, i, d->vb[i], 64); - ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#x.\n", + ok(SUCCEEDED(hr), "SetStreamSource (%u, %p, 64) returned %#lx.\n", i, d->vb[i], hr); } for (i = 0; i < arg->tex_count; ++i) { hr = IDirect3DDevice8_SetTexture(device, i, (IDirect3DBaseTexture8 *)d->tex[i]); - ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#x.\n", i, d->tex[i], hr); + ok(SUCCEEDED(hr), "SetTexture (%u, %p) returned %#lx.\n", i, d->tex[i], hr); } } @@ -1529,26 +1529,26 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes const struct resource_test_data *poison = &ctx->poison_data; const struct resource_test_arg *arg = test->test_arg; const struct resource_test_data *d = expected_data; - unsigned int i; + unsigned int i, base_index; HRESULT hr; void *ptr; DWORD v; v = poison->vs; hr = IDirect3DDevice8_GetVertexShader(device, &v); - ok(SUCCEEDED(hr), "GetVertexShader returned %#x.\n", hr); - ok(v == d->vs, "Chain stage %u, expected vertex shader %#x, received %#x.\n", + ok(SUCCEEDED(hr), "GetVertexShader returned %#lx.\n", hr); + ok(v == d->vs, "Chain stage %u, expected vertex shader %#lx, received %#lx.\n", chain_stage, d->vs, v); v = poison->ps; hr = IDirect3DDevice8_GetPixelShader(device, &v); - ok(SUCCEEDED(hr), "GetPixelShader returned %#x.\n", hr); - ok(v == d->ps, "Chain stage %u, expected pixel shader %#x, received %#x.\n", + ok(SUCCEEDED(hr), "GetPixelShader returned %#lx.\n", hr); + ok(v == d->ps, "Chain stage %u, expected pixel shader %#lx, received %#lx.\n", chain_stage, d->ps, v); ptr = poison->ib; - hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &v); - ok(SUCCEEDED(hr), "GetIndices returned %#x.\n", hr); + hr = IDirect3DDevice8_GetIndices(device, (IDirect3DIndexBuffer8 **)&ptr, &base_index); + ok(SUCCEEDED(hr), "GetIndices returned %#lx.\n", hr); ok(ptr == d->ib, "Chain stage %u, expected index buffer %p, received %p.\n", chain_stage, d->ib, ptr); if (SUCCEEDED(hr) && ptr) @@ -1559,8 +1559,8 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes for (i = 0; i < arg->stream_count; ++i) { ptr = poison->vb[i]; - hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &v); - ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#x.\n", i, hr); + hr = IDirect3DDevice8_GetStreamSource(device, i, (IDirect3DVertexBuffer8 **)&ptr, &base_index); + ok(SUCCEEDED(hr), "GetStreamSource (%u) returned %#lx.\n", i, hr); ok(ptr == d->vb[i], "Chain stage %u, stream %u, expected vertex buffer %p, received %p.\n", chain_stage, i, d->vb[i], ptr); if (SUCCEEDED(hr) && ptr) @@ -1573,7 +1573,7 @@ static void resource_check_data(IDirect3DDevice8 *device, const struct state_tes { ptr = poison->tex[i]; hr = IDirect3DDevice8_GetTexture(device, i, (IDirect3DBaseTexture8 **)&ptr); - ok(SUCCEEDED(hr), "SetTexture (%u) returned %#x.\n", i, hr); + ok(SUCCEEDED(hr), "SetTexture (%u) returned %#lx.\n", i, hr); ok(ptr == d->tex[i], "Chain stage %u, texture stage %u, expected texture %p, received %p.\n", chain_stage, i, d->tex[i], ptr); if (SUCCEEDED(hr) && ptr) @@ -1638,24 +1638,24 @@ static void resource_test_data_init(IDirect3DDevice8 *device, if (arg->vs_version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &data->vs, 0); - ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateVertexShader returned hr %#lx.\n", hr); } if (arg->ps_version) { hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &data->ps); - ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader returned hr %#lx.\n", hr); } hr = IDirect3DDevice8_CreateIndexBuffer(device, 64, D3DUSAGE_DYNAMIC, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &data->ib); - ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateIndexBuffer returned hr %#lx.\n", hr); data->vb = HeapAlloc(GetProcessHeap(), 0, arg->stream_count * sizeof(*data->vb)); for (i = 0; i < arg->stream_count; ++i) { hr = IDirect3DDevice8_CreateVertexBuffer(device, 64, D3DUSAGE_DYNAMIC, 0, D3DPOOL_DEFAULT, &data->vb[i]); - ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "CreateVertexBuffer (%u) returned hr %#lx.\n", i, hr); } data->tex = HeapAlloc(GetProcessHeap(), 0, arg->tex_count * sizeof(*data->tex)); @@ -1663,7 +1663,7 @@ static void resource_test_data_init(IDirect3DDevice8 *device, { hr = IDirect3DDevice8_CreateTexture(device, 64, 64, 0, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &data->tex[i]); - ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "CreateTexture (%u) returned hr %#lx.\n", i, hr); } } @@ -1727,13 +1727,13 @@ static void resource_test_cleanup(IDirect3DDevice8 *device, struct state_test *t if (ctx->test_data_all.vs) { hr = IDirect3DDevice8_DeleteVertexShader(device, ctx->test_data_all.vs); - ok(SUCCEEDED(hr), "DeleteVertexShader (%u) returned %#x.\n", ctx->test_data_all.vs, hr); + ok(SUCCEEDED(hr), "DeleteVertexShader (%lu) returned %#lx.\n", ctx->test_data_all.vs, hr); } if (ctx->test_data_all.ps) { hr = IDirect3DDevice8_DeletePixelShader(device, ctx->test_data_all.ps); - ok(SUCCEEDED(hr), "DeletePixelShader (%u) returned %#x.\n", ctx->test_data_all.ps, hr); + ok(SUCCEEDED(hr), "DeletePixelShader (%lu) returned %#lx.\n", ctx->test_data_all.ps, hr); } IDirect3DIndexBuffer8_Release(ctx->test_data_all.ib); @@ -1819,7 +1819,7 @@ static void test_state_management(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); texture_stages = caps.MaxTextureBlendStages; @@ -1858,7 +1858,7 @@ static void test_state_management(void) execute_test_chain_all(device, tests, tcount); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } diff --git a/dlls/d3d8/tests/visual.c b/dlls/d3d8/tests/visual.c index bd600b44c2f..71f6a8662c8 100644 --- a/dlls/d3d8/tests/visual.c +++ b/dlls/d3d8/tests/visual.c @@ -110,17 +110,17 @@ static void get_rt_readback(IDirect3DSurface8 *surface, struct surface_readback memset(rb, 0, sizeof(*rb)); hr = IDirect3DSurface8_GetDevice(surface, &device); - ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &tex); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex, 0, &rb->surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, surface, NULL, 0, rb->surface, NULL); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(rb->surface, &rb->locked_rect, NULL, D3DLOCK_READONLY); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); IDirect3DTexture8_Release(tex); IDirect3DDevice8_Release(device); } @@ -135,7 +135,7 @@ static void release_surface_readback(struct surface_readback *rb) HRESULT hr; hr = IDirect3DSurface8_UnlockRect(rb->surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(rb->surface); } @@ -147,7 +147,7 @@ static DWORD getPixelColor(IDirect3DDevice8 *device, UINT x, UINT y) HRESULT hr; hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); get_rt_readback(rt, &rb); /* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't @@ -169,10 +169,10 @@ static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) D3DLOCKED_RECT lockedRect; hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface description, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock surface, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); switch(desc.Format) { @@ -187,7 +187,7 @@ static D3DCOLOR get_surface_color(IDirect3DSurface8 *surface, UINT x, UINT y) } hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); return color; } @@ -204,8 +204,7 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) {r.top - 1, r.top + 1}, {r.bottom + 1, r.bottom - 1} }; - unsigned int i, j, x_side, y_side; - DWORD color; + unsigned int i, j, x_side, y_side, color; LONG x, y; for (i = 0; i < 2; ++i) @@ -216,14 +215,14 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) { for (y_side = 0; y_side < 2; ++y_side) { - DWORD expected = (x_side == 1 && y_side == 1) ? 0xffffffff : 0xff000000; + unsigned int expected = (x_side == 1 && y_side == 1) ? 0xffffffff : 0xff000000; x = x_coords[i][x_side]; y = y_coords[j][y_side]; if (x < 0 || x >= 640 || y < 0 || y >= 480) continue; color = get_readback_color(rb, x, y); - ok(color == expected, "%s: Pixel (%d, %d) has color %08x, expected %08x.\n", + ok(color == expected, "%s: Pixel (%ld, %ld) has color %08x, expected %08x.\n", message, x, y, color, expected); } } @@ -234,14 +233,14 @@ static void check_rect(struct surface_readback *rb, RECT r, const char *message) #define check_rt_color(a, b) check_rt_color_(__LINE__, a, b) static void check_rt_color_(unsigned int line, IDirect3DSurface8 *rt, D3DCOLOR expected_color) { - D3DCOLOR color = 0xdeadbeef; + unsigned int color = 0xdeadbeef; struct surface_readback rb; D3DSURFACE_DESC desc; unsigned int x, y; HRESULT hr; hr = IDirect3DSurface8_GetDesc(rt, &desc); - ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#x.\n", hr); + ok_(__FILE__, line)(hr == S_OK, "Failed to get surface desc, hr %#lx.\n", hr); get_rt_readback(rt, &rb); for (y = 0; y < desc.Height; ++y) @@ -283,8 +282,8 @@ static IDirect3DDevice8 *create_device(IDirect3D8 *d3d, HWND device_window, HWND static void test_sanity(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -299,23 +298,23 @@ static void test_sanity(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ddee, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 639, 479); ok(color == 0x0000ddee, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -326,12 +325,11 @@ static void lighting_test(void) DWORD nfvf = D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_NORMAL; DWORD fvf = D3DFVF_XYZ | D3DFVF_DIFFUSE; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i; static const struct { @@ -455,61 +453,61 @@ static void lighting_test(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); /* No lights are defined... That means, lit vertices should be entirely black. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitquad, sizeof(unlitquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litquad, sizeof(litquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, nfvf); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, unlitnquad, sizeof(unlitnquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, litnquad, sizeof(litnquad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); /* Lower left quad - unlit without normals */ ok(color == 0x00ff0000, "Unlit quad without normals has color 0x%08x, expected 0x00ff0000.\n", color); @@ -523,25 +521,25 @@ static void lighting_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); - ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, tests[i].world_matrix); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, indices, D3DFMT_INDEX16, tests[i].quad, tests[i].size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color == tests[i].expected || broken(color == tests[i].broken), @@ -549,7 +547,7 @@ static void lighting_test(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -629,8 +627,7 @@ static void test_specular_lighting(void) }; static const struct expected_color { - unsigned int x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_directional[] = { @@ -814,14 +811,13 @@ static void test_specular_lighting(void) {&spot, TRUE, 0.0f, expected_spot_0, ARRAY_SIZE(expected_spot_0)}, {&point_range, FALSE, 0.0f, expected_point_range_0, ARRAY_SIZE(expected_point_range_0)}, }; + unsigned int color, i, j, x, y; IDirect3DDevice8 *device; D3DMATERIAL8 material; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i, j, x, y; struct { struct vec3 position; @@ -866,33 +862,33 @@ static void test_specular_lighting(void) } hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, fvf); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_LightEnable(device, 0, TRUE); - ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable light 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetLight(device, 0, tests[i].light); - ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set light parameters, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LOCALVIEWER, tests[i].local_viewer); - ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set local viewer state, hr %#lx.\n", hr); memset(&material, 0, sizeof(material)); material.Specular.r = 1.0f; @@ -901,21 +897,21 @@ static void test_specular_lighting(void) material.Specular.a = 1.0f; material.Power = tests[i].specular_power; hr = IDirect3DDevice8_SetMaterial(device, &material); - ok(SUCCEEDED(hr), "Failed to set material, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set material, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, vertices_side * vertices_side, indices_count / 3, indices, D3DFMT_INDEX16, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (j = 0; j < tests[i].expected_count; ++j) { @@ -928,7 +924,7 @@ static void test_specular_lighting(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -941,8 +937,8 @@ static void clear_test(void) /* Tests the correctness of clearing parameters */ D3DRECT rect_negneg, rect[2]; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -957,7 +953,7 @@ static void clear_test(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Positive x, negative y */ rect[0].x1 = 0; @@ -974,7 +970,7 @@ static void clear_test(void) * is ignored, the positive is still cleared afterwards */ hr = IDirect3DDevice8_Clear(device, 2, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* negative x, negative y */ rect_negneg.x1 = 640; @@ -982,7 +978,7 @@ static void clear_test(void) rect_negneg.x2 = 320; rect_negneg.y2 = 0; hr = IDirect3DDevice8_Clear(device, 1, &rect_negneg, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); /* lower left quad */ ok(color == 0x00ffffff, "Clear rectangle 3(pos, neg) has color %08x\n", color); @@ -996,14 +992,14 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); rect[0].x1 = 0; rect[0].y1 = 0; rect[0].x2 = 640; rect[0].y2 = 480; hr = IDirect3DDevice8_Clear(device, 0, rect, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0xff), 1), @@ -1012,9 +1008,9 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 1, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %#08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00), 1), @@ -1023,7 +1019,7 @@ static void clear_test(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1033,8 +1029,8 @@ static void fog_test(void) { float start = 0.0f, end = 1.0f; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -1141,76 +1137,76 @@ static void fog_test(void) memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable D3DRS_ZENABLE, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Turning off lighting returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(hr == D3D_OK, "Turning on fog calculations returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); - ok(hr == D3D_OK, "Setting fog color returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); /* First test: Both table fog and vertex fog off */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off table fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Start = 0, end = 1. Should be default, but set them */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, *((DWORD *) &start)); - ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, *((DWORD *) &end)); - ok(hr == D3D_OK, "Setting fog start returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); /* Untransformed, vertex fog = NONE, table fog = NONE: * Read the fog weighting from the specular color. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); /* This makes it use the Z value. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* Untransformed, vertex fog != none (or table fog != none): * Use the Z value as input into the equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); /* Transformed vertices. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); /* Transformed, vertex fog != NONE, pixel fog == NONE: * Use specular color alpha component. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_1, sizeof(transformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* Transformed, table fog != none, vertex anything: * Use Z value as input to the fog equation. */ hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0 /* MinIndex */, 4 /* NumVerts */, 2 /* PrimCount */, Indices, D3DFMT_INDEX16, transformed_2, sizeof(transformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xFF, 0x00, 0x00), 1), @@ -1231,28 +1227,28 @@ static void fog_test(void) { /* A simple fog + non-identity world matrix test */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad1, sizeof(far_quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, far_quad2, sizeof(far_quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ff0000, 4), "Unfogged quad has color %08x\n", color); @@ -1264,25 +1260,25 @@ static void fog_test(void) /* Test fog behavior with an orthogonal (but not identity) projection matrix */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLDMATRIX(0), &world_mat2); - ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &proj_mat); - ok(hr == D3D_OK, "SetTransform returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 0.0, 0); - ok(hr == D3D_OK, "Clear returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_1, sizeof(untransformed_1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLELIST, 0, 4, 2, Indices, D3DFMT_INDEX16, untransformed_2, sizeof(untransformed_2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00e51900, 4), "Partially fogged quad has color %08x\n", color); @@ -1298,7 +1294,7 @@ static void fog_test(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1316,9 +1312,8 @@ static void fog_with_shader_test(void) DWORD vertex_shader[3] = {D3DFVF_XYZ | D3DFVF_DIFFUSE, 0, 0}; DWORD pixel_shader[2] = {0, 0}; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -1520,7 +1515,7 @@ static void fog_with_shader_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1) || caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No vs_1_1 / ps_1_1 support, skipping tests.\n"); @@ -1537,50 +1532,50 @@ static void fog_with_shader_test(void) * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code1, &vertex_shader[1], 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, vertex_shader_code2, &vertex_shader[2], 0); - ok(SUCCEEDED(hr), "CreateVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &pixel_shader[1]); - ok(SUCCEEDED(hr), "CreatePixelShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); /* Set shader constant value */ hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[2]); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, vs_constant, 1); - ok(hr == D3D_OK, "Setting vertex shader constant failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Setup initial states: No lighting, fog on, fog color */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Turning off lighting failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(hr == D3D_OK, "Turning on fog calculations failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xFF00FF00 /* A nice green */); - ok(hr == D3D_OK, "Setting fog color failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off table fog failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, D3DFOG_NONE); - ok(hr == D3D_OK, "Turning off vertex fog failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Use fogtart = 0.1 and end = 0.9 to test behavior outside the fog transition phase, too */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, start.i); - ok(hr == D3D_OK, "Setting fog start failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, end.i); - ok(hr == D3D_OK, "Setting fog end failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_SetVertexShader(device, vertex_shader[test_data[i].vshader]); - ok(SUCCEEDED(hr), "SetVertexShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, pixel_shader[test_data[i].pshader]); - ok(SUCCEEDED(hr), "SetPixelShader failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, test_data[i].vfog); - ok( hr == D3D_OK, "Setting fog vertex mode to D3DFOG_LINEAR failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, test_data[i].tfog); - ok( hr == D3D_OK, "Setting fog table mode to D3DFOG_LINEAR failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr); for(j = 0; j < 11; ++j) { @@ -1591,16 +1586,16 @@ static void fog_with_shader_test(void) quad[3].position.z = 0.001f + j / 10.02f; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff00ff, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok( hr == D3D_OK, "BeginScene returned failed (%08x)\n", hr); + ok( hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed (%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "EndScene failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* As the red and green component are the result of blending use 5% tolerance on the expected value */ color = getPixelColor(device, 128, 240); @@ -1616,7 +1611,7 @@ static void fog_with_shader_test(void) IDirect3DDevice8_DeleteVertexShader(device, vertex_shader[2]); IDirect3DDevice8_DeleteVertexShader(device, pixel_shader[1]); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -1628,10 +1623,10 @@ static void cnd_test(void) DWORD shader_11_coissue, shader_12_coissue, shader_13_coissue, shader_14_coissue; DWORD shader_11, shader_12, shader_13, shader_14; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; - DWORD color; HWND window; HRESULT hr; @@ -1850,7 +1845,7 @@ static void cnd_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 4)) { skip("No ps_1_4 support, skipping tests.\n"); @@ -1859,68 +1854,68 @@ static void cnd_test(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11, &shader_11); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12, &shader_12); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13, &shader_13); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14, &shader_14); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue, &shader_11_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue, &shader_12_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue, &shader_13_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue, &shader_14_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_11_coissue_2, &shader_11_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_12_coissue_2, &shader_12_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_13_coissue_2, &shader_13_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_14_coissue_2, &shader_14_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader returned %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* This is the 1.4 test. Each component(r, g, b) is tested separately against 0.5 */ color = getPixelColor(device, 158, 118); @@ -1969,43 +1964,43 @@ static void cnd_test(void) "pixel 482, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 1, test_data_c1_coi, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShaderConstant(device, 2, test_data_c2_coi, 1); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShaderConstant returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* This is the 1.4 test. The coissue doesn't change the behavior here, but keep in mind * that we swapped the values in c1 and c2 to make the other tests return some color @@ -2064,39 +2059,39 @@ static void cnd_test(void) "pixel 482, 122 has color %08x, expected 0x0000ff00\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Retest with the coissue flag on the alpha instruction instead. This * works "as expected". The Windows 8 testbot (WARP) seems to handle this * the same as coissue on .rgb. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ffff, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_11_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_12_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_13_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_14_coissue_2); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, 6 * sizeof(float)); - ok(hr == D3D_OK, "DrawPrimitiveUP failed (%08x)\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* 1.4 shader */ color = getPixelColor(device, 158, 118); @@ -2151,7 +2146,7 @@ static void cnd_test(void) "pixel 562, 122 has color %08x, expected 0x00000000\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed with %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); IDirect3DDevice8_DeletePixelShader(device, shader_14_coissue_2); IDirect3DDevice8_DeletePixelShader(device, shader_13_coissue_2); @@ -2166,7 +2161,7 @@ static void cnd_test(void) IDirect3DDevice8_DeletePixelShader(device, shader_12); IDirect3DDevice8_DeletePixelShader(device, shader_11); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2175,8 +2170,8 @@ done: static void z_range_test(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -2247,56 +2242,56 @@ static void z_range_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); /* Does the Present clear the depth stencil? Clear the depth buffer with some value != 0, * then call Present. Then clear the color buffer to make sure it has some defined content * after the Present with D3DSWAPEFFECT_DISCARD. After that draw a plane that is somewhere cut * by the depth value. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.75f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disabled lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "Failed to enable z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z writes, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); /* Test the untransformed vertex path */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); /* Test the transformed vertex path */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(quad4[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_GREATER); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(quad3[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Do not test the exact corner pixels, but go pretty close to them */ @@ -2345,7 +2340,7 @@ static void z_range_test(void) ok(color_match(color, 0x0000ff00, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Test the shader path */ if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) @@ -2355,37 +2350,37 @@ static void z_range_test(void) goto done; } hr = IDirect3DDevice8_CreateVertexShader(device, vertex_declaration, shader_code, &shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_1, 1); - ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESS); - ok(SUCCEEDED(hr), "Failed to set z function, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set z function, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, color_const_2, 1); - ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vs constant 0, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); - ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#lx.\n", hr); /* Z < 1.0 */ color = getPixelColor(device, 28, 238); @@ -2409,10 +2404,10 @@ static void z_range_test(void) ok(color_match(color, 0x00ffffff, 0), "Z range failed: Got color 0x%08x, expected 0x00ffffff.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2421,9 +2416,8 @@ done: static void test_scalar_instructions(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -2516,10 +2510,10 @@ static void test_scalar_instructions(void) { const char *name; const DWORD *byte_code; - D3DCOLOR color; + unsigned int color; /* Some drivers, including Intel HD4000 10.18.10.3345 and VMware SVGA * 3D 7.14.1.5025, use the .x component instead of the .w one. */ - D3DCOLOR broken_color; + unsigned int broken_color; } test_data[] = { @@ -2541,7 +2535,7 @@ static void test_scalar_instructions(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); @@ -2552,19 +2546,19 @@ static void test_scalar_instructions(void) for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff336699, 0.0f, 0); - ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to clear, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl, test_data[i].byte_code, &shader, 0); - ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to create vertex shader, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, shader); - ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to begin scene, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], 3 * sizeof(float)); - ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to draw primitive, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to end scene, hr %#lx.\n", test_data[i].name, hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color, 4) || broken(color_match(color, test_data[i].broken_color, 4)), @@ -2572,16 +2566,16 @@ static void test_scalar_instructions(void) test_data[i].name, color, test_data[i].color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "%s: Failed to present, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to present, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_SetVertexShader(device, 0); - ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to set vertex shader, hr %#lx.\n", test_data[i].name, hr); hr = IDirect3DDevice8_DeleteVertexShader(device, shader); - ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#x.\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "%s: Failed to delete vertex shader, hr %#lx.\n", test_data[i].name, hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2592,8 +2586,8 @@ static void offscreen_test(void) IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -2616,17 +2610,17 @@ static void offscreen_test(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); - ok(hr == D3D_OK, "Clear failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); - ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); if (!offscreenTexture) { trace("Failed to create an X8R8G8B8 offscreen texture, trying R5G6B5\n"); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R5G6B5, D3DPOOL_DEFAULT, &offscreenTexture); - ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Creating the offscreen render target failed, hr = %#08x\n", hr); + ok(hr == D3D_OK || hr == D3DERR_INVALIDCALL, "Got hr %#lx.\n", hr); if (!offscreenTexture) { skip("Cannot create an offscreen render target.\n"); @@ -2636,51 +2630,51 @@ static void offscreen_test(void) } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDepthStencilSurface failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Can't get back buffer, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); - ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); /* Draw without textures - Should result in a white quad. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)offscreenTexture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); /* This time with the texture .*/ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Center quad - should be white */ color = getPixelColor(device, 320, 240); @@ -2701,7 +2695,7 @@ static void offscreen_test(void) IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2712,8 +2706,8 @@ static void test_blend(void) IDirect3DSurface8 *backbuffer, *offscreen, *depthstencil; IDirect3DTexture8 *offscreenTexture; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -2756,95 +2750,95 @@ static void test_blend(void) /* Clear the render target with alpha = 0.5 */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x80ff0000, 1.0f, 0); - ok(hr == D3D_OK, "Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 128, 128, 1, D3DUSAGE_RENDERTARGET, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &offscreenTexture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth/stencil buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(offscreenTexture, 0, &offscreen); - ok(hr == D3D_OK, "Can't get offscreen surface, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "SetVertexShader failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "SetTextureStageState failed, hr = %#08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MINFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_NONE); - ok(SUCCEEDED(hr), "SetTextureStageState D3DSAMP_MAGFILTER failed (%#08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState returned %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); /* Draw two quads, one with src alpha blending, one with dest alpha blending. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); /* Switch to the offscreen buffer, and redo the testing. The offscreen * render target doesn't have an alpha channel. DESTALPHA and INVDESTALPHA * "don't work" on render targets without alpha channel, they give * essentially ZERO and ONE blend factors. */ hr = IDirect3DDevice8_SetRenderTarget(device, offscreen, 0); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x80ff0000, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVDESTALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); /* Render the offscreen texture onto the frame buffer to be able to * compare it regularly. Disable alpha blending for the final * composition. */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) offscreenTexture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, composite_quad, sizeof(float) * 5); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, D3DCOLOR_ARGB(0x00, 0xbf, 0x40, 0x00), 1), @@ -2869,7 +2863,7 @@ static void test_blend(void) IDirect3DSurface8_Release(offscreen); IDirect3DSurface8_Release(depthstencil); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -2880,15 +2874,14 @@ static void p8_texture_test(void) IDirect3DTexture8 *texture, *texture2; IDirect3DDevice8 *device; PALETTEENTRY table[256]; + unsigned int color, i; unsigned char *data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - UINT i; static const float quad[] = { @@ -2923,32 +2916,32 @@ static void p8_texture_test(void) } hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture2, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture2, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_LockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); data = lr.pBits; *data = 1; hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "IDirect3DTexture8_UnlockRect failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff000000, 1.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* The first part of the test should work both with and without D3DPTEXTURECAPS_ALPHAPALETTE; alpha of every entry is set to 1.0, which MS says is required when there's no @@ -2959,41 +2952,41 @@ static void p8_texture_test(void) } table[1].peRed = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00ff0000, 0), "Got unexpected color 0x%08x.\n", color); @@ -3001,25 +2994,25 @@ static void p8_texture_test(void) ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x000000ff, 0), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); /* Test palettes with alpha */ IDirect3DDevice8_GetDeviceCaps(device, &caps); @@ -3027,10 +3020,10 @@ static void p8_texture_test(void) skip("no D3DPTEXTURECAPS_ALPHAPALETTE capability, tests with alpha in palette will be skipped\n"); } else { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 0.0, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); for (i = 0; i < 256; i++) { table[i].peRed = table[i].peGreen = table[i].peBlue = 0; @@ -3039,36 +3032,36 @@ static void p8_texture_test(void) table[1].peRed = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 0, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); table[1].peRed = 0; table[1].peBlue = 0xff; table[1].peFlags = 0x80; hr = IDirect3DDevice8_SetPaletteEntries(device, 1, table); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPaletteEntries failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 0); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetCurrentTexturePalette(device, 1); - ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture palette, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, 5 * sizeof(float)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 32, 32); ok(color_match(color, 0x00800000, 1), "Got unexpected color 0x%08x.\n", color); @@ -3076,13 +3069,13 @@ static void p8_texture_test(void) ok(color_match(color, 0x00000080, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr = %08x\n", hr); + ok(hr == D3D_OK, "Got hr %#lx.\n", hr); } IDirect3DTexture8_Release(texture); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3093,9 +3086,8 @@ static void texop_test(void) IDirect3DTexture8 *texture; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -3116,7 +3108,7 @@ static void texop_test(void) D3DTEXTUREOP op; const char *name; DWORD caps_flag; - D3DCOLOR result; + unsigned int result; } test_data[] = { {D3DTOP_SELECTARG1, "SELECTARG1", D3DTEXOPCAPS_SELECTARG1, D3DCOLOR_ARGB(0x00, 0x00, 0xff, 0x00)}, {D3DTOP_SELECTARG2, "SELECTARG2", D3DTEXOPCAPS_SELECTARG2, D3DCOLOR_ARGB(0x00, 0x33, 0x33, 0x33)}, @@ -3156,40 +3148,40 @@ static void texop_test(void) memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX0); - ok(SUCCEEDED(hr), "SetVertexShader failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "IDirect3DDevice9_CreateTexture failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); *((DWORD *)locked_rect.pBits) = D3DCOLOR_ARGB(0x99, 0x00, 0xff, 0x00); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "LockRect failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG0, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "SetTextureStageState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xdd333333); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, D3DCOLORWRITEENABLE_RED | D3DCOLORWRITEENABLE_GREEN | D3DCOLORWRITEENABLE_BLUE | D3DCOLORWRITEENABLE_ALPHA); - ok(SUCCEEDED(hr), "SetRenderState failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(test_data); ++i) { @@ -3200,31 +3192,31 @@ static void texop_test(void) } hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, test_data[i].op); - ok(SUCCEEDED(hr), "SetTextureStageState (%s) failed with 0x%08x\n", test_data[i].name, hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].result, 3), "Operation %s returned color 0x%08x, expected 0x%08x\n", test_data[i].name, color, test_data[i].result); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice9_Clear failed with 0x%08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); } IDirect3DTexture8_Release(texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3243,9 +3235,9 @@ done: static void depth_clamp_test(void) { IDirect3DDevice8 *device; + unsigned int color; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -3314,7 +3306,7 @@ static void depth_clamp_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); vp.X = 0; vp.Y = 0; @@ -3324,55 +3316,55 @@ static void depth_clamp_test(void) vp.MaxZ = 7.5; hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(*quad4)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad5, sizeof(*quad5)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad6, sizeof(*quad6)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); if (caps.PrimitiveMiscCaps & D3DPMISCCAPS_CLIPTLVERTS) { @@ -3402,10 +3394,10 @@ static void depth_clamp_test(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3416,10 +3408,9 @@ static void depth_buffer_test(void) IDirect3DSurface8 *backbuffer, *rt1, *rt2, *rt3; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -3450,7 +3441,7 @@ static void depth_buffer_test(void) {{-1.0f, -1.0f, 0.66f}, 0xffff0000}, {{ 1.0f, -1.0f, 0.66f}, 0xffff0000}, }; - static const DWORD expected_colors[4][4] = + static const unsigned int expected_colors[4][4] = { {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, {0x000000ff, 0x000000ff, 0x0000ff00, 0x00ff0000}, @@ -3475,71 +3466,71 @@ static void depth_buffer_test(void) vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 320, 240, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt3); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt3, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2, sizeof(*quad2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(*quad1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3, sizeof(*quad3)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); for (i = 0; i < 4; ++i) { @@ -3554,7 +3545,7 @@ static void depth_buffer_test(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); @@ -3562,7 +3553,7 @@ static void depth_buffer_test(void) IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3576,10 +3567,9 @@ static void depth_buffer2_test(void) IDirect3DSurface8 *backbuffer, *rt1, *rt2; IDirect3DSurface8 *depth_stencil; IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; D3DVIEWPORT8 vp; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -3614,57 +3604,57 @@ static void depth_buffer2_test(void) vp.MaxZ = 1.0; hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(SUCCEEDED(hr), "SetViewport failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetViewport failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_LESSEQUAL); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt1); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 480, 360, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt2); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depth_stencil); - ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDepthStencilSurface failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt1, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 0.5f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt2, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depth_stencil); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); for (i = 0; i < 4; ++i) { @@ -3679,14 +3669,14 @@ static void depth_buffer2_test(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(depth_stencil); IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt2); IDirect3DSurface8_Release(rt1); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -3747,8 +3737,7 @@ static void intz_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -3772,7 +3761,7 @@ static void intz_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping INTZ test.\n"); @@ -3795,94 +3784,94 @@ static void intz_test(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); /* Render offscreen, using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -3890,57 +3879,57 @@ static void intz_test(void) release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); /* Render onscreen while using the INTZ texture as depth buffer */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -3948,67 +3937,67 @@ static void intz_test(void) release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); /* Render offscreen, then onscreen, and finally check the INTZ texture in both areas */ hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_1, sizeof(*half_quad_1)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, half_quad_2, sizeof(*half_quad_2)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); get_rt_readback(original_rt, &rb); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); + unsigned int color = get_readback_color(&rb, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); @@ -4016,15 +4005,15 @@ static void intz_test(void) release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4084,8 +4073,7 @@ static void shadow_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -4109,7 +4097,7 @@ static void shadow_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping shadow test.\n"); @@ -4118,48 +4106,48 @@ static void shadow_test(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 1024, 1024, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(formats); ++i) { @@ -4174,58 +4162,58 @@ static void shadow_test(void) hr = IDirect3DDevice8_CreateTexture(device, 1024, 1024, 1, D3DUSAGE_DEPTHSTENCIL, format, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Setup the depth/stencil surface. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0, 0.0f, 0); - ok(SUCCEEDED(hr), "Clear failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderTarget failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Do the actual shadow mapping. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); get_rt_readback(original_rt, &rb); for (j = 0; j < ARRAY_SIZE(expected_colors); ++j) { - D3DCOLOR color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); + unsigned int color = get_readback_color(&rb, expected_colors[j].x, expected_colors[j].y); /* Geforce 7 on Windows returns 1.0 in alpha when the depth format is D24S8 or D24X8, * whereas other GPUs (all AMD, newer Nvidia) return the same value they return in .rgb. * Accept alpha mismatches as broken but make sure to check the color channels. */ @@ -4238,15 +4226,15 @@ static void shadow_test(void) release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Present failed, hr %#lx.\n", hr); } hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4259,8 +4247,8 @@ static void multisample_copy_rects_test(void) POINT dst_point = {96, 96}; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -4284,36 +4272,36 @@ static void multisample_copy_rects_test(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 256, 256, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); - ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 256, 256, D3DFMT_D24S8, D3DMULTISAMPLE_NONE, &ds_plain); - ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateImageSurface(device, 256, 256, D3DFMT_A8R8G8B8, &readback); - ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create readback surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, readback, NULL); - ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to read render target back, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, ds, NULL, 0, ds_plain, NULL); - ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#x, expected %#x.\n", hr, D3DERR_INVALIDCALL); + ok(hr == D3DERR_INVALIDCALL, "Depth buffer copy, hr %#lx, expected %#lx.\n", hr, D3DERR_INVALIDCALL); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, &src_rect, 1, readback, &dst_point); - ok(SUCCEEDED(hr), "Failed to read render target back, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to read render target back, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(readback, &locked_rect, NULL, D3DLOCK_READONLY); - ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock readback surface, hr %#lx.\n", hr); color = *(DWORD *)((BYTE *)locked_rect.pBits + 31 * locked_rect.Pitch + 31 * 4); ok(color == 0xff00ff00, "Got unexpected color 0x%08x.\n", color); @@ -4322,14 +4310,14 @@ static void multisample_copy_rects_test(void) ok(color == 0xffff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DSurface8_UnlockRect(readback); - ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock readback surface, hr %#lx.\n", hr); IDirect3DSurface8_Release(readback); IDirect3DSurface8_Release(ds_plain); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4377,8 +4365,7 @@ static void resz_test(void) }; static const struct { - UINT x, y; - D3DCOLOR color; + unsigned int x, y, color; } expected_colors[] = { @@ -4431,7 +4418,7 @@ static void resz_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.TextureCaps & D3DPTEXTURECAPS_POW2) { skip("No unconditional NP2 texture support, skipping INTZ test.\n"); @@ -4440,144 +4427,145 @@ static void resz_test(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &original_rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &original_ds); - ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth/stencil, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateDepthStencilSurface(device, 640, 480, D3DFMT_D24S8, D3DMULTISAMPLE_2_SAMPLES, &ds); hr = IDirect3DDevice8_CreateTexture(device, 640, 480, 1, D3DUSAGE_DEPTHSTENCIL, MAKEFOURCC('I','N','T','Z'), D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "CreateTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(texture, 0, &intz_ds); - ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "GetSurfaceLevel failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, intz_ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); IDirect3DSurface8_Release(intz_ds); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CreatePixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX2 | D3DFVF_TEXCOORDSIZE3(0) | D3DFVF_TEXCOORDSIZE4(1)); - ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetVertexShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZFUNC, D3DCMP_ALWAYS); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT3); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSU, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_ADDRESSV, D3DTADDRESS_WRAP); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MINFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT4 | D3DTTFF_PROJECTED); - ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTextureStageState failed, hr %#lx.\n", hr); /* Render offscreen (multisampled), blit the depth buffer into the INTZ texture and then check its contents. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); /* The destination depth texture has to be bound to sampler 0 */ hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); /* the ATI "spec" says you have to do a dummy draw to ensure correct commands ordering */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); /* The actual multisampled depth buffer resolve happens here */ hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE, &value); - ok(SUCCEEDED(hr) && value == 0x7fa05000, "GetRenderState failed, hr %#x, value %#x.\n", hr, value); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); + ok(value == 0x7fa05000, "Got value %#lx.\n", value); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + unsigned int color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); /* Test edge cases - try with no texture at all */ hr = IDirect3DDevice8_SetTexture(device, 0, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, NULL); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr); /* With a non-multisampled depth buffer */ IDirect3DSurface8_Release(ds); @@ -4586,75 +4574,75 @@ static void resz_test(void) D3DMULTISAMPLE_NONE, &ds); hr = IDirect3DDevice8_SetRenderTarget(device, original_rt, ds); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZWRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORWRITEENABLE, 0xf); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, 0x7fa05000); - ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState (multisampled depth buffer resolve) failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "SetTexture failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetPixelShader failed, hr %#lx.\n", hr); /* Read the depth values back. */ hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "BeginScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "EndScene failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "EndScene failed, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(expected_colors); ++i) { - D3DCOLOR color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); + unsigned int color = getPixelColor(device, expected_colors[i].x, expected_colors[i].y); ok(color_match(color, expected_colors[i].color, 1), "Expected color 0x%08x at (%u, %u), got 0x%08x.\n", expected_colors[i].color, expected_colors[i].x, expected_colors[i].y, color); } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Present failed (0x%08x)\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); IDirect3DTexture8_Release(texture); hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "DeletePixelShader failed, hr %#lx.\n", hr); IDirect3DSurface8_Release(original_ds); IDirect3DSurface8_Release(original_rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4662,16 +4650,13 @@ done: static void zenable_test(void) { + unsigned int color, x, y, i, j, test; IDirect3DDevice8 *device; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - UINT x, y; - UINT i, j; - UINT test; IDirect3DSurface8 *ds, *rt; static const struct @@ -4697,9 +4682,9 @@ static void zenable_test(void) } hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target surface, hr %#lx.\n", hr); for (test = 0; test < 2; ++test) { @@ -4716,28 +4701,28 @@ static void zenable_test(void) if (!test) { hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#lx.\n", hr); } else { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable z-buffering, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt, ds); - ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set depth stencil surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_ZBUFFER, 0x00000000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tquad, sizeof(*tquad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (i = 0; i < 4; ++i) { @@ -4753,14 +4738,14 @@ static void zenable_test(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr); } IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1) && caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) @@ -4785,7 +4770,7 @@ static void zenable_test(void) { 1.0f, -1.0f, 1.5f}, { 1.0f, 1.0f, 1.5f}, }; - static const D3DCOLOR expected[] = + static const unsigned int expected[] = { 0x00ff0000, 0x0060df60, 0x009fdf9f, 0x00ff0000, 0x00ff0000, 0x00609f60, 0x009f9f9f, 0x00ff0000, @@ -4810,22 +4795,22 @@ static void zenable_test(void) DWORD vs, ps; hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, ps_code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (i = 0; i < 4; ++i) { @@ -4841,16 +4826,16 @@ static void zenable_test(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeletePixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DeleteVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to delete vertex shader, hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -4859,9 +4844,8 @@ done: static void fog_special_test(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD ps, vs; @@ -4889,7 +4873,7 @@ static void fog_special_test(void) { DWORD vertexmode, tablemode; BOOL vs, ps; - D3DCOLOR color_left, color_right; + unsigned int color_left, color_right; } tests[] = { @@ -4941,11 +4925,11 @@ static void fog_special_test(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, vertex_decl, vertex_shader_code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); } else { @@ -4955,7 +4939,7 @@ static void fog_special_test(void) if (caps.PixelShaderVersion >= D3DPS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreatePixelShader(device, pixel_shader_code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); } else { @@ -4967,35 +4951,35 @@ static void fog_special_test(void) * being set to an identity matrix, even though that's the default. * (AMD Radeon HD 6310, Windows 7) */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0xffff0000); - ok(SUCCEEDED(hr), "Failed to set fog color, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog color, hr %#lx.\n", hr); conv.f = 0.5f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, conv.d); - ok(SUCCEEDED(hr), "Failed to set fog start, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog start, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, conv.d); - ok(SUCCEEDED(hr), "Failed to set fog end, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fog end, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear render target, hr %#lx.\n", hr); if (!tests[i].vs) { hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); } else if (vs) { hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } else { @@ -5005,12 +4989,12 @@ static void fog_special_test(void) if (!tests[i].ps) { hr = IDirect3DDevice8_SetPixelShader(device, 0); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); } else if (ps) { hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); } else { @@ -5018,16 +5002,16 @@ static void fog_special_test(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vertexmode); - ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fogvertexmode, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tablemode); - ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fogtablemode, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 310, 240); ok(color_match(color, tests[i].color_left, 1), @@ -5037,7 +5021,7 @@ static void fog_special_test(void) "Expected right color 0x%08x, got 0x%08x, case %u.\n", tests[i].color_right, color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present backbuffer, hr %#lx.\n", hr); } if (vs) @@ -5045,7 +5029,7 @@ static void fog_special_test(void) if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5055,13 +5039,12 @@ static void volume_dxtn_test(void) { IDirect3DVolumeTexture8 *texture; struct surface_readback rb; + unsigned int colour, i, j; IDirect3DDevice8 *device; IDirect3DSurface8 *rt; D3DLOCKED_BOX box; - unsigned int i, j; IDirect3D8 *d3d; ULONG refcount; - DWORD colour; HWND window; HRESULT hr; @@ -5088,17 +5071,17 @@ static void volume_dxtn_test(void) 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00 }; - static const DWORD dxt1_expected_colours[] = + static const unsigned int dxt1_expected_colours[] = { 0xffff0000, 0x00000000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff, }; - static const DWORD dxt3_expected_colours[] = + static const unsigned int dxt3_expected_colours[] = { 0xffff0000, 0xeeff0000, 0xff00ff00, 0xdd00ff00, 0xff0000ff, 0xcc0000ff, 0xffffffff, 0xbbffffff, }; - static const DWORD dxt5_expected_colours[] = + static const unsigned int dxt5_expected_colours[] = { 0xffff0000, 0x00ff0000, 0xff00ff00, 0xff00ff00, 0xff0000ff, 0xff0000ff, 0xffffffff, 0xffffffff @@ -5110,7 +5093,7 @@ static void volume_dxtn_test(void) D3DFORMAT format; const BYTE *data; DWORD data_size; - const DWORD *expected_colours; + const unsigned int *expected_colours; } tests[] = { @@ -5148,7 +5131,7 @@ static void volume_dxtn_test(void) } hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -5160,37 +5143,37 @@ static void volume_dxtn_test(void) } hr = IDirect3DDevice8_CreateVolumeTexture(device, 8, 4, 2, 1, 0, tests[i].format, D3DPOOL_MANAGED, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); memcpy(box.pBits, tests[i].data, tests[i].data_size); hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set colour arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set colour op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set colour op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); get_rt_readback(rt, &rb); for (j = 0; j < ARRAY_SIZE(dxt1_expected_colours); ++j) @@ -5202,13 +5185,13 @@ static void volume_dxtn_test(void) release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); } IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5218,10 +5201,9 @@ static void volume_v16u16_test(void) { IDirect3DVolumeTexture8 *texture; IDirect3DDevice8 *device; + unsigned int color, i; D3DLOCKED_BOX box; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD shader; @@ -5273,7 +5255,7 @@ static void volume_v16u16_test(void) goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { skip("No pixel shader 1.1 support, skipping test.\n"); @@ -5282,13 +5264,13 @@ static void volume_v16u16_test(void) } hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE3(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set filter, hr %#lx.\n", hr); for (i = 0; i < 2; i++) { @@ -5301,10 +5283,10 @@ static void volume_v16u16_test(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, pool, &texture); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DVolumeTexture8_LockBox(texture, 0, &box, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock volume texture, hr %#lx.\n", hr); texel = (SHORT *)((BYTE *)box.pBits + 0 * box.RowPitch + 0 * box.SlicePitch); texel[0] = 32767; @@ -5320,7 +5302,7 @@ static void volume_v16u16_test(void) texel[1] = 0; hr = IDirect3DVolumeTexture8_UnlockBox(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock volume texture, hr %#lx.\n", hr); if (i) { @@ -5328,29 +5310,29 @@ static void volume_v16u16_test(void) hr = IDirect3DDevice8_CreateVolumeTexture(device, 1, 2, 2, 1, 0, D3DFMT_V16U16, D3DPOOL_DEFAULT, &texture2); - ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create volume texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); texture = texture2; } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *) texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 120, 160); ok (color_match(color, 0x000080ff, 2), @@ -5366,15 +5348,15 @@ static void volume_v16u16_test(void) "Expected color 0x0040c0ff, got 0x%08x, V16U16 input -16384, 16384.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DVolumeTexture8_Release(texture); } hr = IDirect3DDevice8_DeletePixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed delete pixel shader, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5389,9 +5371,9 @@ static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) DWORD *mem; hr = IDirect3DSurface8_GetDesc(surface, &desc); - ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface desc, hr %#lx.\n", hr); hr = IDirect3DSurface8_LockRect(surface, &l, NULL, flags); - ok(SUCCEEDED(hr), "Failed to lock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock surface, hr %#lx.\n", hr); if (FAILED(hr)) return; @@ -5404,7 +5386,7 @@ static void fill_surface(IDirect3DSurface8 *surface, DWORD color, DWORD flags) } } hr = IDirect3DSurface8_UnlockRect(surface); - ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock surface, hr %#lx.\n", hr); } static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) @@ -5424,11 +5406,11 @@ static void add_dirty_rect_test_draw(IDirect3DDevice8 *device) }; hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); } static void add_dirty_rect_test(void) @@ -5439,9 +5421,8 @@ static void add_dirty_rect_test(void) *surface_managed0, *surface_managed1, *surface_dynamic; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; - D3DCOLOR color; ULONG refcount; DWORD *texel; HWND window; @@ -5469,124 +5450,124 @@ static void add_dirty_rect_test(void) hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_red); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 2, 0, D3DFMT_X8R8G8B8, D3DPOOL_MANAGED, &tex_managed); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, D3DUSAGE_DYNAMIC, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dynamic); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_red, 0, &surface_src_red); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 0, &surface_managed0); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_managed, 1, &surface_managed1); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dynamic, 0, &surface_dynamic); - ok(SUCCEEDED(hr), "Failed to get surface level, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mip filter, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Unexpected hr %#lx.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); /* The second UpdateTexture call writing to tex_dst2 is ignored because tex_src_green is not dirty. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* AddDirtyRect on the destination is ignored. */ hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, &part_rect); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_dst2, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* AddDirtyRect on the source makes UpdateTexture work. Partial rectangle * tracking is supported. */ hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, &part_rect); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), @@ -5595,13 +5576,13 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), @@ -5611,70 +5592,70 @@ static void add_dirty_rect_test(void) fill_surface(surface_src_green, 0x00000080, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Manually copying the surface works, though. */ hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to copy rects, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to copy rects, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr); /* Readonly maps write to D3DPOOL_SYSTEMMEM, but don't record a dirty rectangle. */ fill_surface(surface_src_green, 0x000000ff, D3DLOCK_READONLY); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00000080, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_green, NULL); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Expected color 0x000000ff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Maps without either of these flags record a dirty rectangle. */ fill_surface(surface_src_green, 0x00ffffff, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Partial LockRect works just like a partial AddDirtyRect call. */ hr = IDirect3DTexture8_LockRect(tex_src_green, 0, &locked_rect, &part_rect, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); texel = locked_rect.pBits; for (i = 0; i < 64; i++) texel[i] = 0x00ff00ff; for (i = 1; i < 64; i++) memcpy((BYTE *)locked_rect.pBits + i * locked_rect.Pitch, locked_rect.pBits, locked_rect.Pitch); hr = IDirect3DTexture8_UnlockRect(tex_src_green, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), @@ -5683,55 +5664,55 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ffffff, 1), "Expected color 0x00ffffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); fill_surface(surface_src_red, 0x00ff0000, 0); fill_surface(surface_src_green, 0x0000ff00, 0); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_green, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* CopyRects() ignores the missing dirty marker. */ hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)tex_src_red, (IDirect3DBaseTexture8 *)tex_dst2); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(SUCCEEDED(hr), "Failed to update surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Expected color 0x0000ff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Tests with managed textures. */ fill_surface(surface_managed0, 0x00ff0000, 0); fill_surface(surface_managed1, 0x00ff0000, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_managed); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Managed textures also honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); @@ -5741,86 +5722,86 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ff0000, 1), "Expected color 0x00ff0000, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* AddDirtyRect uploads the new contents. * Partial surface updates work, and two separate dirty rectangles are * tracked individually. Tested on Nvidia Kepler, other drivers untested. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, &part_rect); - ok(hr == S_OK, "Failed to add dirty rect, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to add dirty rect, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 1, 1); todo_wine ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(hr == S_OK, "Failed to add dirty rect, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to add dirty rect, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 1, 1); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x000000ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* So does ResourceManagerDiscardBytes. */ fill_surface(surface_managed0, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); fill_surface(surface_managed1, 0x00ff00ff, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_ResourceManagerDiscardBytes(device, 0); - ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to evict managed resources, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff00ff, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, 0); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ffff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Test blitting from a managed texture. */ fill_surface(surface_managed0, 0x0000ff00, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_CopyRects(device, surface_managed0, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to update surface, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to update surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr); /* Tests with dynamic textures */ fill_surface(surface_dynamic, 0x0000ffff, 0); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dynamic); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ffff, 1), "Expected color 0x0000ffff, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Dynamic textures don't honor D3DLOCK_NO_DIRTY_UPDATE. */ fill_surface(surface_dynamic, 0x00ffff00, D3DLOCK_NO_DIRTY_UPDATE); @@ -5829,31 +5810,31 @@ static void add_dirty_rect_test(void) ok(color_match(color, 0x00ffff00, 1), "Expected color 0x00ffff00, got 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* AddDirtyRect on a locked texture is allowed. */ hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); /* Redundant AddDirtyRect calls are ok. */ hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); hr = IDirect3DTexture8_AddDirtyRect(tex_managed, NULL); - ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to add dirty rect, hr %#lx.\n", hr); /* Test out-of-bounds regions. */ for (i = 0; i < ARRAY_SIZE(oob_rect); ++i) { hr = IDirect3DTexture8_AddDirtyRect(tex_src_red, &oob_rect[i]); - ok(hr == D3DERR_INVALIDCALL, "[%u] Got unexpected hr %#x.\n", i, hr); + ok(hr == D3DERR_INVALIDCALL, "[%u] Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DTexture8_LockRect(tex_src_red, 0, &locked_rect, &oob_rect[i], 0); - ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#lx.\n", i, hr); hr = IDirect3DTexture8_UnlockRect(tex_src_red, 0); - ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "[%u] Got unexpected hr %#lx.\n", i, hr); } IDirect3DSurface8_Release(surface_dst2); @@ -5876,26 +5857,26 @@ static void add_dirty_rect_test(void) hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &tex_dst2); - ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 256, 256, 1, 0, D3DFMT_X8R8G8B8, D3DPOOL_SYSTEMMEM, &tex_src_green); - ok(hr == D3D_OK, "Failed to create texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_dst2, 0, &surface_dst2); - ok(hr == D3D_OK, "Failed to get surface level, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(tex_src_green, 0, &surface_src_green); - ok(hr == D3D_OK, "Failed to get surface level, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to get surface level, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex_dst2); - ok(hr == D3D_OK, "Failed to set texture, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture, hr %#lx.\n", hr); fill_surface(surface_src_green, 0x00ff0000, D3DLOCK_NO_DIRTY_UPDATE); hr = IDirect3DDevice8_CopyRects(device, surface_src_green, NULL, 0, surface_dst2, NULL); - ok(hr == D3D_OK, "Failed to copy rects, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to copy rects, hr %#lx.\n", hr); add_dirty_rect_test_draw(device); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected colour 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr); IDirect3DSurface8_Release(surface_dst2); IDirect3DSurface8_Release(surface_src_green); @@ -5903,7 +5884,7 @@ static void add_dirty_rect_test(void) IDirect3DTexture8_Release(tex_src_green); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -5960,13 +5941,12 @@ static void test_3dc_formats(void) IDirect3D8 *d3d; IDirect3DDevice8 *device; IDirect3DTexture8 *ati1n_texture, *ati2n_texture; + unsigned int color, i; D3DCAPS8 caps; D3DLOCKED_RECT rect; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; - unsigned int i; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -5989,7 +5969,7 @@ static void test_3dc_formats(void) goto done; } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { skip("D3DTA_TEMP not supported, skipping tests.\n"); @@ -5999,55 +5979,55 @@ static void test_3dc_formats(void) hr = IDirect3DDevice8_CreateTexture(device, 4, 4, 1, 0, ati1n_fourcc, D3DPOOL_MANAGED, &ati1n_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(ati1n_texture, 0, &rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(rect.pBits, ati1n_data, sizeof(ati1n_data)); hr = IDirect3DTexture8_UnlockRect(ati1n_texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 8, 4, 1, 0, ati2n_fourcc, D3DPOOL_MANAGED, &ati2n_texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(ati2n_texture, 0, &rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(rect.pBits, ati2n_data, sizeof(ati2n_data)); hr = IDirect3DTexture8_UnlockRect(ati2n_texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1 | D3DFVF_TEXCOORDSIZE2(0)); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_BLENDTEXTUREALPHA); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_TEMP); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_POINT); - ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set mag filter, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00ff00ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati1n_texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[0], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)ati2n_texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quads[4], sizeof(*quads)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (i = 0; i < 4; ++i) { @@ -6060,11 +6040,11 @@ static void test_3dc_formats(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DTexture8_Release(ati2n_texture); IDirect3DTexture8_Release(ati1n_texture); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); @@ -6075,10 +6055,11 @@ static void test_fog_interpolation(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; + static const struct { struct vec3 position; @@ -6097,7 +6078,6 @@ static void test_fog_interpolation(void) DWORD d; float f; } conv; - unsigned int i; static const struct { D3DFOGMODE vfog, tfog; @@ -6138,30 +6118,30 @@ static void test_fog_interpolation(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests\n"); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); conv.f = 5.0; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGDENSITY, conv.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0x000000ff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* Some of the tests seem to depend on the projection matrix explicitly * being set to an identity matrix, even though that's the default. @@ -6170,7 +6150,7 @@ static void test_fog_interpolation(void) * The input value is independent of the actual z and w component of * the vertex position. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &ident_mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { @@ -6178,20 +6158,20 @@ static void test_fog_interpolation(void) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shade); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 0, 240); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); @@ -6202,11 +6182,11 @@ static void test_fog_interpolation(void) color = getPixelColor(device, 639, 240); ok(color_match(color, 0x0000fd02, 2), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6215,10 +6195,11 @@ static void test_negative_fixedfunction_fog(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; + static const struct { struct vec3 position; @@ -6243,7 +6224,6 @@ static void test_negative_fixedfunction_fog(void) {{ 0.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, {{640.0f, 480.0f, -0.5f, 1.0f}, 0xffff0000}, }; - unsigned int i; static const D3DMATRIX zero = {{{ 1.0f, 0.0f, 0.0f, 0.0f, @@ -6312,20 +6292,20 @@ static void test_negative_fixedfunction_fog(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping some fog tests.\n"); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); i++) { @@ -6333,38 +6313,38 @@ static void test_negative_fixedfunction_fog(void) continue; hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x000000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, tests[i].matrix); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, tests[i].pos_type | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGSTART, tests[i].start.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGEND, tests[i].end.d); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGVERTEXMODE, tests[i].vfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, tests[i].tfog); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, tests[i].quad, tests[i].stride); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2) || broken(color_match(color, tests[i].color_broken, 2)) || broken(color_match(color, tests[i].color_broken2, 2)), "Got unexpected color 0x%08x, case %u.\n", color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -6373,10 +6353,10 @@ static void test_table_fog_zw(void) { HRESULT hr; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; - D3DCOLOR color; D3DCAPS8 caps; static struct { @@ -6401,7 +6381,7 @@ static void test_table_fog_zw(void) { float z, w; D3DZBUFFERTYPE z_test; - D3DCOLOR color; + unsigned int color; } tests[] = { @@ -6414,7 +6394,6 @@ static void test_table_fog_zw(void) {0.3f, 0.0f, D3DZB_TRUE, 0x00b24c00}, {0.3f, 0.0f, D3DZB_FALSE, 0x00b24c00}, }; - unsigned int i; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -6429,7 +6408,7 @@ static void test_table_fog_zw(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (!(caps.RasterCaps & D3DPRASTERCAPS_FOGTABLE)) { skip("D3DPRASTERCAPS_FOGTABLE not supported, skipping POSITIONT table fog test.\n"); @@ -6437,25 +6416,25 @@ static void test_table_fog_zw(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGCOLOR, 0x0000ff00); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "SetRenderState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "SetRenderState failed, hr %#lx.\n", hr); /* Work around an AMD Windows driver bug. Needs a proj matrix applied redundantly. */ hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &identity); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGTABLEMODE, D3DFOG_LINEAR); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set fvf, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set fvf, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x000000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); quad[0].position.z = tests[i].z; quad[1].position.z = tests[i].z; @@ -6466,40 +6445,39 @@ static void test_table_fog_zw(void) quad[2].position.w = tests[i].w; quad[3].position.w = tests[i].w; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, tests[i].z_test); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].color, 2), "Got unexpected color 0x%08x, expected 0x%08x, case %u.\n", color, tests[i].color, i); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); } done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_signed_formats(void) { + unsigned int expected_color, color, i, j, x, y; IDirect3DDevice8 *device; HWND window; HRESULT hr; - unsigned int i, j, x, y; IDirect3DTexture8 *texture, *texture_sysmem; D3DLOCKED_RECT locked_rect; DWORD shader, shader_alpha; IDirect3D8 *d3d; - D3DCOLOR color; D3DCAPS8 caps; ULONG refcount; @@ -6628,7 +6606,6 @@ static void test_signed_formats(void) {0x00ba98a0, 0x004767a8, 0x00888881, 0x007878ff}, {0x00c3c3c0, 0x003f3f80, 0x00e51fe1, 0x005fa2c8}, }; - D3DCOLOR expected_color; window = create_window(); d3d = Direct3DCreate8(D3D_SDK_VERSION); @@ -6643,7 +6620,7 @@ static void test_signed_formats(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) { @@ -6652,13 +6629,13 @@ static void test_signed_formats(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &shader); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreatePixelShader(device, shader_code_alpha, &shader_alpha); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(formats); i++) { @@ -6675,10 +6652,10 @@ static void test_signed_formats(void) texture_sysmem = NULL; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, tests[j].pool, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); for (y = 0; y < 4; y++) { memcpy((char *)locked_rect.pBits + y * locked_rect.Pitch, @@ -6686,34 +6663,34 @@ static void test_signed_formats(void) tests[j].width * formats[i].pixel_size); } hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); if (tests[j].pool == D3DPOOL_SYSTEMMEM) { texture_sysmem = texture; hr = IDirect3DDevice8_CreateTexture(device, tests[j].width, 4, 1, 0, formats[i].format, D3DPOOL_DEFAULT, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_UpdateTexture(device, (IDirect3DBaseTexture8 *)texture_sysmem, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture_sysmem); } hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader_alpha); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (y = 0; y < 4; y++) { @@ -6732,19 +6709,19 @@ static void test_signed_formats(void) } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, shader); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x00330033, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); for (y = 0; y < 4; y++) { @@ -6762,7 +6739,7 @@ static void test_signed_formats(void) } } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); } @@ -6773,25 +6750,24 @@ static void test_signed_formats(void) done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_updatetexture(void) { + unsigned int color, t, i, f, l, x, y, z; D3DADAPTER_IDENTIFIER8 identifier; IDirect3DDevice8 *device; IDirect3D8 *d3d; HWND window; HRESULT hr; IDirect3DBaseTexture8 *src, *dst; - unsigned int t, i, f, l, x, y, z; D3DLOCKED_RECT locked_rect; D3DLOCKED_BOX locked_box; ULONG refcount; D3DCAPS8 caps; - D3DCOLOR color; BOOL ati2n_supported, do_visual_test; static const struct { @@ -6892,24 +6868,24 @@ static void test_updatetexture(void) } hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ADDRESSW, D3DTADDRESS_CLAMP); - ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture filtering state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture stage state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(hr == D3D_OK, "Failed to set texture stage state, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set texture stage state, hr %#lx.\n", hr); for (t = 0; t < ARRAY_SIZE(texture_types); ++t) { @@ -6931,7 +6907,7 @@ static void test_updatetexture(void) } hr = IDirect3DDevice8_SetVertexShader(device, texture_types[t].fvf); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -6945,36 +6921,36 @@ static void test_updatetexture(void) tests[i].src_width, tests[i].src_height, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_CUBETEXTURE: hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DCubeTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateCubeTexture(device, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DCubeTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; case D3DRTYPE_VOLUMETEXTURE: hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].src_width, tests[i].src_height, tests[i].src_width, tests[i].src_levels, 0, tests[i].src_format, D3DPOOL_SYSTEMMEM, (IDirect3DVolumeTexture8 **)&src); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); hr = IDirect3DDevice8_CreateVolumeTexture(device, tests[i].dst_width, tests[i].dst_height, tests[i].dst_width, tests[i].dst_levels, 0, tests[i].dst_format, D3DPOOL_DEFAULT, (IDirect3DVolumeTexture8 **)&dst); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx, case %u, %u.\n", hr, t, i); break; default: trace("Unexpected resource type.\n"); @@ -7024,7 +7000,7 @@ static void test_updatetexture(void) default: trace("Unexpected resource type.\n"); } - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); for (z = 0; z < depth; ++z) { @@ -7053,7 +7029,7 @@ static void test_updatetexture(void) default: trace("Unexpected resource type.\n"); } - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); width >>= 1; if (!width) @@ -7072,12 +7048,12 @@ static void test_updatetexture(void) if (FAILED(hr)) { todo_wine ok(SUCCEEDED(hr) || broken(tests[i].broken_updatetex), - "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); + "Failed to update texture, hr %#lx, case %u, %u.\n", hr, t, i); IDirect3DBaseTexture8_Release(src); IDirect3DBaseTexture8_Release(dst); continue; } - ok(SUCCEEDED(hr), "Failed to update texture, hr %#x, case %u, %u.\n", hr, t, i); + ok(SUCCEEDED(hr), "Failed to update texture, hr %#lx, case %u, %u.\n", hr, t, i); if (do_visual_test) { @@ -7087,46 +7063,46 @@ static void test_updatetexture(void) D3DSURFACE_DESC desc; hr = IDirect3DDevice8_SetTexture(device, 0, dst); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, texture_types[t].quad, texture_types[t].vertex_size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Read back manually. WARP often completely breaks down with * these draws and fails to copy to the staging texture. */ hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DSurface8_GetDesc(rt, &desc); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, desc.Width, desc.Height, 1, 0, desc.Format, D3DPOOL_SYSTEMMEM, &rb_texture); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DTexture8_GetSurfaceLevel(rb_texture, 0, &rb.surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, rt, NULL, 0, rb.surface, NULL); - ok(hr == S_OK || broken(adapter_is_warp(&identifier)), "Got hr %#x.\n", hr); + ok(hr == S_OK || broken(adapter_is_warp(&identifier)), "Got hr %#lx.\n", hr); if (SUCCEEDED(hr)) { hr = IDirect3DSurface8_LockRect(rb.surface, &rb.locked_rect, NULL, D3DLOCK_READONLY); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); color = get_readback_color(&rb, 320, 240) & 0x00ffffff; ok(color_match(color, 0x007f7f00, 3) || broken(tests[i].broken_result), "Got unexpected color 0x%08x, case %u, %u.\n", color, t, i); hr = IDirect3DSurface8_UnlockRect(rb.surface); - ok(hr == S_OK, "Got hr %#x.\n", hr); + ok(hr == S_OK, "Got hr %#lx.\n", hr); } IDirect3DSurface8_Release(rb.surface); @@ -7140,7 +7116,7 @@ static void test_updatetexture(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7180,15 +7156,14 @@ static void test_pointsize(void) IDirect3DSurface8 *rt, *backbuffer, *depthstencil; IDirect3DTexture8 *tex1, *tex2; IDirect3DDevice8 *device; + unsigned int color, i, j; DWORD vs, ps; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; HRESULT hr; - unsigned int i, j; static const DWORD tex1_data[4] = {0x00ff0000, 0x00ff0000, 0x00000000, 0x00000000}; static const DWORD tex2_data[4] = {0x00000000, 0x0000ff00, 0x00000000, 0x0000ff00}; @@ -7318,7 +7293,7 @@ static void test_pointsize(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); if (caps.MaxPointSize < 32.0f) { skip("MaxPointSize %f < 32.0, skipping.\n", caps.MaxPointSize); @@ -7329,99 +7304,99 @@ static void test_pointsize(void) /* The r500 Windows driver needs a draw with regular texture coordinates at least once during the * device's lifetime, otherwise texture coordinate generation only works for texture 0. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX1); - ok(SUCCEEDED(hr), "Failed to set FVF, hr=%#x.\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, vertices, sizeof(float) * 5); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); - ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); ptsize = 31.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[3], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); ptsize = 30.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[6], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); if (caps.MaxPointSize >= 63.0f) { ptsize = 63.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[9], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); ptsize = 62.75f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[15], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); } ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[12], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MAX, (DWORD *)&ptsizemax_orig); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_POINTSIZE_MIN, (DWORD *)&ptsizemin_orig); - ok(SUCCEEDED(hr), "Failed to get render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render state, hr %#lx.\n", hr); /* What happens if point scaling is disabled, and POINTSIZE_MAX < POINTSIZE? */ ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[18], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MAX, *(DWORD *)&ptsizemax_orig); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); /* pointsize < pointsize_min < pointsize_max? * pointsize = 1.0, pointsize_min = 15.0, pointsize_max = default(usually 64.0) */ ptsize = 1.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); ptsize = 15.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[21], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsizemin_orig); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); ok(point_match(device, 64, 64, 7), "point_match(64, 64, 7) failed, expected point size 15.\n"); ok(point_match(device, 128, 64, 15), "point_match(128, 64, 15) failed, expected point size 31.\n"); @@ -7449,51 +7424,51 @@ static void test_pointsize(void) * SW emulation is implemented in wined3d, this test will fail on GL drivers that does not support them. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &tex2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex1, 0, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(lr.pBits, tex1_data, sizeof(tex1_data)); hr = IDirect3DTexture8_UnlockRect(tex1, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(tex2, 0, &lr, NULL, 0); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); memcpy(lr.pBits, tex2_data, sizeof(tex2_data)); hr = IDirect3DTexture8_UnlockRect(tex2, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)tex1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)tex2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSPRITEENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable point sprites, hr %#lx.\n", hr); ptsize = 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set point size, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set point size, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, &vertices[0], sizeof(float) * 3); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 64 - 4, 64 - 4); ok(color == 0x00ff0000, "pSprite: Pixel (64 - 4),(64 - 4) has color 0x%08x, expected 0x00ff0000\n", color); @@ -7508,25 +7483,25 @@ static void test_pointsize(void) U(matrix).m[0][0] = 1.0f / 64.0f; U(matrix).m[1][1] = -1.0f / 64.0f; hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &matrix); - ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection matrix, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderTarget(device, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &depthstencil); - ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get depth / stencil buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); - ok(SUCCEEDED(hr), "Failed to create a render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create a render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_A, *(DWORD *)&a); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_B, *(DWORD *)&b); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALE_C, *(DWORD *)&c); - ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale attenuation coefficient, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, &S(U(matrix))._11, 4); - ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constants, hr %#lx.\n", hr); if (caps.MaxPointSize < 63.0f) { @@ -7535,7 +7510,7 @@ static void test_pointsize(void) } hr = IDirect3DDevice8_SetRenderTarget(device, rt, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(test_setups); ++i) { @@ -7548,7 +7523,7 @@ static void test_pointsize(void) if (test_setups[i].vs->code) { hr = IDirect3DDevice8_CreateVertexShader(device, test_setups[i].decl, test_setups[i].vs->code, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); } else { @@ -7557,7 +7532,7 @@ static void test_pointsize(void) if (test_setups[i].ps->code) { hr = IDirect3DDevice8_CreatePixelShader(device, test_setups[i].ps->code, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -7565,9 +7540,9 @@ static void test_pointsize(void) } hr = IDirect3DDevice8_SetVertexShader(device, vs ? vs : test_setups[i].accepted_fvf); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); for (j = 0; j < ARRAY_SIZE(tests); ++j) { @@ -7579,25 +7554,25 @@ static void test_pointsize(void) ptsize = tests[j].zero_size ? 0.0f : 32.0f; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pointsize, hr %#lx.\n", hr); ptsize = tests[j].override_min ? 63.0f : tests[j].zero_size ? 0.0f : ptsizemin_orig; hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSIZE_MIN, *(DWORD *)&ptsize); - ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set minimum pointsize, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_POINTSCALEENABLE, tests[j].scale); - ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed setting point scale state, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_POINTLIST, 1, tests[j].vertex_data, tests[j].vertex_size); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); if (tests[j].zero_size) { @@ -7654,7 +7629,7 @@ static void test_pointsize(void) IDirect3DDevice8_DeletePixelShader(device, ps); } hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, depthstencil); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); cleanup: IDirect3DSurface8_Release(backbuffer); @@ -7664,7 +7639,7 @@ cleanup: IDirect3DTexture8_Release(tex1); IDirect3DTexture8_Release(tex2); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -7698,18 +7673,18 @@ static void test_multisample_mismatch(void) hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &rt_multi); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDepthStencilSurface(device, &ds); - ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get original depth/stencil, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, rt_multi, ds); - ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3DERR_INVALIDCALL, "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(ds); IDirect3DSurface8_Release(rt_multi); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -7744,8 +7719,8 @@ static void test_texcoordindex(void) HRESULT hr; IDirect3DTexture8 *texture1, *texture2; D3DLOCKED_RECT locked_rect; + unsigned int color; ULONG refcount; - D3DCOLOR color; DWORD *ptr; window = create_window(); @@ -7760,65 +7735,65 @@ static void test_texcoordindex(void) } hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture1); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture2); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture1, 0, &locked_rect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff00ff00; ptr[2] = 0xff0000ff; ptr[3] = 0xff00ffff; hr = IDirect3DTexture8_UnlockRect(texture1, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DTexture8_LockRect(texture2, 0, &locked_rect, NULL, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock texture, hr %#lx.\n", hr); ptr = locked_rect.pBits; ptr[0] = 0xff000000; ptr[1] = 0xff0000ff; ptr[2] = 0xffff0000; ptr[3] = 0xffff00ff; hr = IDirect3DTexture8_UnlockRect(texture2, 0); - ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture1); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 1, (IDirect3DBaseTexture8 *)texture2); - ok(SUCCEEDED(hr), "Failed to set texture, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_TEX3); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TEXTURE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 2, D3DTSS_COLOROP, D3DTOP_DISABLE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_TEXCOORDINDEX, 1); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 0); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7830,19 +7805,19 @@ static void test_texcoordindex(void) ok(color_match(color, 0x00ffffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2); - ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_TEXTURE1, &mat); - ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set transformation matrix, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7854,19 +7829,19 @@ static void test_texcoordindex(void) ok(color_match(color, 0x0000ffff, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); - ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture transform flags, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_TEXCOORDINDEX, 2); - ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texcoord index, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x000000ff, 2), "Got unexpected color 0x%08x.\n", color); @@ -7878,13 +7853,13 @@ static void test_texcoordindex(void) ok(color_match(color, 0x00ffff00, 2), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DTexture8_Release(texture1); IDirect3DTexture8_Release(texture2); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -7896,10 +7871,10 @@ static void test_vshader_input(void) DWORD texcoord_color_shader, color_ubyte_shader, color_color_shader, color_float_shader; DWORD color_nocolor_shader = 0; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; - DWORD color; HWND window; HRESULT hr; @@ -8057,7 +8032,7 @@ static void test_vshader_input(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.VertexShaderVersion < D3DVS_VERSION(1, 1)) { skip("No vs_1_1 support, skipping tests.\n"); @@ -8066,44 +8041,44 @@ static void test_vshader_input(void) } hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd, swapped_shader_code, &swapped_twotexcrd_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_onetexcrd, swapped_shader_code, &swapped_onetexcrd_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_wrongidx, swapped_shader_code, &swapped_twotex_wrongidx_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_twotexcrd_rightorder, swapped_shader_code, &swapped_twotexcrd_rightorder_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_texcoord_color, texcoord_color_shader_code, &texcoord_color_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_ubyte, color_color_shader_code, &color_ubyte_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_color, color_color_shader_code, &color_color_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_color_float, color_color_shader_code, &color_float_shader, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexShader(device, decl_nocolor, color_color_shader_code, &color_nocolor_shader, 0); - todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#x.\n", hr); + todo_wine ok(hr == D3DERR_INVALIDCALL, "Unexpected error while creating vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(float) * 11); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, swapped_twotexcrd_rightorder_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4, sizeof(float) * 11); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color_match(color, 0x00ffff80, 1), "Got unexpected color 0x%08x for quad 1 (2crd).\n", color); @@ -8111,41 +8086,41 @@ static void test_vshader_input(void) ok(color == 0x00000000, "Got unexpected color 0x%08x for quad 4 (2crd-rightorder).\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, texcoord_color_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1_color, sizeof(quad1_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_ubyte_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, normalize, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad2_color, sizeof(quad2_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShaderConstant(device, 0, no_normalize, 1); - ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader constant, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_color_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad3_color, sizeof(quad3_color[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, color_float_shader); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad4_color, sizeof(float) * 7); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); IDirect3DDevice8_SetVertexShader(device, 0); @@ -8163,7 +8138,7 @@ static void test_vshader_input(void) "Input test: Quad 4(color-float) returned color 0x%08x, expected 0x00ffff00\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DDevice8_DeleteVertexShader(device, swapped_twotexcrd_shader); IDirect3DDevice8_DeleteVertexShader(device, swapped_onetexcrd_shader); @@ -8176,7 +8151,7 @@ static void test_vshader_input(void) IDirect3DDevice8_DeleteVertexShader(device, color_nocolor_shader); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8185,7 +8160,7 @@ done: static void test_fixed_function_fvf(void) { IDirect3DDevice8 *device; - DWORD color; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; D3DCAPS8 caps; @@ -8235,24 +8210,24 @@ static void test_fixed_function_fvf(void) memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, @@ -8261,16 +8236,16 @@ static void test_fixed_function_fvf(void) /* Test with no diffuse color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); - ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear failed with %08x\n", hr); + ok(SUCCEEDED(hr), "Got hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad2, sizeof(quad2[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffffff, "Got unexpected color 0x%08x in the no diffuse attribute test.\n", color); @@ -8278,21 +8253,21 @@ static void test_fixed_function_fvf(void) /* Test what happens with specular lighting enabled and no specular color attribute. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable specular lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad1, sizeof(quad1[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SPECULARENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable specular lighting, hr %#lx.\n", hr); color = getPixelColor(device, 160, 360); ok(color == 0x00ffff00, "Got unexpected color 0x%08x in the no specular attribute test.\n", color); @@ -8300,17 +8275,17 @@ static void test_fixed_function_fvf(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZRHW | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad_transformed, sizeof(quad_transformed[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 88, 108); ok(color == 0x000000ff, @@ -8367,7 +8342,7 @@ static void test_fixed_function_fvf(void) IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -8376,13 +8351,12 @@ done: static void test_flip(void) { IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; ULONG refcount; HWND window; HRESULT hr; IDirect3DSurface8 *back_buffers[3], *test_surface; - unsigned int i; - D3DCOLOR color; D3DPRESENT_PARAMETERS present_parameters = {0}; window = create_window(); @@ -8409,35 +8383,35 @@ static void test_flip(void) for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); } hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(test_surface == back_buffers[0], "Expected render target %p, got %p.\n", back_buffers[0], test_surface); IDirect3DSurface8_Release(test_surface); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[0], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[2], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); /* Render target is unmodified. */ hr = IDirect3DDevice8_GetRenderTarget(device, &test_surface); - ok(SUCCEEDED(hr), "Failed to get render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get render target, hr %#lx.\n", hr); ok(test_surface == back_buffers[2], "Expected render target %p, got %p.\n", back_buffers[2], test_surface); IDirect3DSurface8_Release(test_surface); @@ -8445,7 +8419,7 @@ static void test_flip(void) for (i = 0; i < ARRAY_SIZE(back_buffers); ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &test_surface); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); ok(test_surface == back_buffers[i], "Expected back buffer %u = %p, got %p.\n", i, back_buffers[i], test_surface); IDirect3DSurface8_Release(test_surface); @@ -8458,10 +8432,10 @@ static void test_flip(void) ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff0000ff, "Got unexpected color 0x%08x.\n", color); @@ -8469,7 +8443,7 @@ static void test_flip(void) ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); color = get_surface_color(back_buffers[0], 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); @@ -8478,7 +8452,7 @@ static void test_flip(void) IDirect3DSurface8_Release(back_buffers[i]); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); if (FAILED(IDirect3D8_CheckDeviceMultiSampleType(d3d, D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, D3DFMT_A8R8G8B8, TRUE, D3DMULTISAMPLE_2_SAMPLES))) @@ -8496,22 +8470,22 @@ static void test_flip(void) for (i = 0; i < present_parameters.BackBufferCount; ++i) { hr = IDirect3DDevice8_GetBackBuffer(device, i, D3DBACKBUFFER_TYPE_MONO, &back_buffers[i]); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); } hr = IDirect3DDevice8_SetRenderTarget(device, back_buffers[1], NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff808080, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &test_surface); - ok(SUCCEEDED(hr), "Failed to create surface, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create surface, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, back_buffers[0], NULL, 0, test_surface, NULL); - ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CopyRects failed, hr %#lx.\n", hr); color = get_surface_color(test_surface, 1, 1); ok(color == 0xff808080, "Got unexpected color 0x%08x.\n", color); @@ -8521,7 +8495,7 @@ static void test_flip(void) IDirect3DSurface8_Release(back_buffers[i]); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); @@ -8616,17 +8590,16 @@ static void test_uninitialized_varyings(void) {D3DVS_VERSION(1, 1), vs1_partial_code, D3DPS_VERSION(1, 1), ps1_texcoord_code, 0xff7f0000, TRUE, TRUE}, }; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; HWND window; HRESULT hr; DWORD vs, ps; - unsigned int i; ULONG refcount; D3DCAPS8 caps; IDirect3DSurface8 *backbuffer; D3DADAPTER_IDENTIFIER8 identifier; struct surface_readback rb; - D3DCOLOR color; BOOL warp; window = create_window(); @@ -8641,31 +8614,31 @@ static void test_uninitialized_varyings(void) } hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -8678,20 +8651,20 @@ static void test_uninitialized_varyings(void) if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } else { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); } if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -8699,19 +8672,19 @@ static void test_uninitialized_varyings(void) } hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); @@ -8729,11 +8702,11 @@ static void test_uninitialized_varyings(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8742,8 +8715,8 @@ static void test_shademode(void) { IDirect3DVertexBuffer8 *vb_strip; IDirect3DVertexBuffer8 *vb_list; + unsigned int color0, color1; IDirect3DDevice8 *device; - DWORD color0, color1; BYTE *data = NULL; IDirect3D8 *d3d; ULONG refcount; @@ -8808,7 +8781,7 @@ static void test_shademode(void) const struct test_shader *vs, *ps; DWORD primtype; DWORD shademode; - DWORD color0, color1; + unsigned int color0, color1; } tests[] = { @@ -8838,28 +8811,28 @@ static void test_shademode(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_strip), 0, 0, D3DPOOL_MANAGED, &vb_strip); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_strip, 0, sizeof(quad_strip), &data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(data, quad_strip, sizeof(quad_strip)); hr = IDirect3DVertexBuffer8_Unlock(vb_strip); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_list), 0, 0, D3DPOOL_MANAGED, &vb_list); - ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_list, 0, sizeof(quad_list), &data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); memcpy(data, quad_list, sizeof(quad_list)); hr = IDirect3DVertexBuffer8_Unlock(vb_list); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); /* Try it first with a TRIANGLESTRIP. Do it with different geometry because * the color fixups we have to do for FLAT shading will be dependent on that. */ @@ -8871,9 +8844,9 @@ static void test_shademode(void) if (caps.VertexShaderVersion >= tests[i].vs->version) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs->code, &vs, 0); - ok(hr == D3D_OK, "Failed to create vertex shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Failed to set vertex shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set vertex shader, hr %#lx.\n", hr); } else { @@ -8885,16 +8858,16 @@ static void test_shademode(void) { vs = 0; hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Failed to set FVF, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set FVF, hr %#lx.\n", hr); } if (tests[i].ps->version) { if (caps.PixelShaderVersion >= tests[i].ps->version) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps->code, &ps); - ok(hr == D3D_OK, "Failed to create pixel shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to create pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(hr == D3D_OK, "Failed to set pixel shader, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set pixel shader, hr %#lx.\n", hr); } else { @@ -8914,20 +8887,20 @@ static void test_shademode(void) hr = IDirect3DDevice8_SetStreamSource(device, 0, tests[i].primtype == D3DPT_TRIANGLESTRIP ? vb_strip : vb_list, sizeof(quad_strip[0])); - ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set stream source, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SHADEMODE, tests[i].shademode); - ok(hr == D3D_OK, "Failed to set shade mode, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set shade mode, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, tests[i].primtype, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color0 = getPixelColor(device, 100, 100); /* Inside first triangle */ color1 = getPixelColor(device, 500, 350); /* Inside second triangle */ @@ -8952,12 +8925,12 @@ static void test_shademode(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Failed to present, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to present, hr %#lx.\n", hr); IDirect3DVertexBuffer8_Release(vb_strip); IDirect3DVertexBuffer8_Release(vb_list); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -8965,13 +8938,12 @@ static void test_shademode(void) static void test_multisample_init(void) { IDirect3DDevice8 *device; + unsigned int color, x, y; IDirect3D8 *d3d; IDirect3DSurface8 *back, *multi; ULONG refcount; HWND window; HRESULT hr; - D3DCOLOR color; - unsigned int x, y; struct surface_readback rb; BOOL all_zero = TRUE; @@ -8993,13 +8965,13 @@ static void test_multisample_init(void) } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &back); - ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 640, 480, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &multi); - ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create multisampled render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, multi, NULL, 0, back, NULL); - ok(SUCCEEDED(hr), "CopyRects failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "CopyRects failed, hr %#lx.\n", hr); get_rt_readback(back, &rb); for (y = 0; y < 480; ++y) @@ -9023,7 +8995,7 @@ static void test_multisample_init(void) IDirect3DSurface8_Release(back); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); @@ -9037,12 +9009,11 @@ static void test_texture_blending(void) IDirect3DTexture8 *texture_bumpmap, *texture_red; IDirect3DSurface8 *backbuffer; + unsigned int color, i, j, k; struct surface_readback rb; D3DLOCKED_RECT locked_rect; IDirect3DDevice8 *device; - unsigned int i, j, k; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -9109,7 +9080,7 @@ static void test_texture_blending(void) const struct test { DWORD tex_op_caps; - D3DCOLOR expected_color; + unsigned int expected_color; struct texture_stage stage[8]; } tests[] = @@ -9468,7 +9439,7 @@ static void test_texture_blending(void) memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed hr %#lx.\n", hr); if(!(caps.PrimitiveMiscCaps & D3DPMISCCAPS_TSSARGTEMP)) { @@ -9486,31 +9457,31 @@ static void test_texture_blending(void) } hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Can't get back buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Can't get back buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_V8U8, D3DPOOL_MANAGED, &texture_bumpmap); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateTexture(device, 1, 1, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture_red); - ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreateTexture failed, hr %#lx.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_bumpmap, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); *((WORD *)locked_rect.pBits) = 0xff00; hr = IDirect3DTexture8_UnlockRect(texture_bumpmap, 0); - ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "UnlockRect failed, hr %#lx.\n", hr); memset(&locked_rect, 0, sizeof(locked_rect)); hr = IDirect3DTexture8_LockRect(texture_red, 0, &locked_rect, NULL, 0); - ok(SUCCEEDED(hr), "LockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "LockRect failed, hr %#lx.\n", hr); *((DWORD *)locked_rect.pBits) = 0x00ff0000; hr = IDirect3DTexture8_UnlockRect(texture_red, 0); - ok(SUCCEEDED(hr), "UnlockRect failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "UnlockRect failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -9518,7 +9489,7 @@ static void test_texture_blending(void) if ((caps.TextureOpCaps & current_test->tex_op_caps) != current_test->tex_op_caps) { - skip("Texture operations %#x not supported.\n", current_test->tex_op_caps); + skip("Texture operations %#lx not supported.\n", current_test->tex_op_caps); continue; } @@ -9530,7 +9501,7 @@ static void test_texture_blending(void) { hr = IDirect3DDevice8_SetTextureStageState(device, j, default_stage_state.state[k].name, default_stage_state.state[k].value); - ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#lx.\n", i, hr); } if (current_test->stage[j].texture != TEXTURE_INVALID) @@ -9554,23 +9525,23 @@ static void test_texture_blending(void) { hr = IDirect3DDevice8_SetTextureStageState(device, j, current_state[k].name, current_state[k].value); - ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTextureStageState failed, hr %#lx.\n", i, hr); } } hr = IDirect3DDevice8_SetTexture(device, j, (IDirect3DBaseTexture8 *)current_texture); - ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: SetTexture failed, hr %#lx.\n", i, hr); } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff00ff00, 1.0f, 0); - ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#x.\n", i, hr); + ok(hr == D3D_OK, "Test %u: IDirect3DDevice8_Clear failed, hr %#lx.\n", i, hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: BeginScene failed, hr %#lx.\n", i, hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, &quad[0], sizeof(quad[0])); - ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: DrawPrimitiveUP failed, hr %#lx.\n", i, hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: EndScene failed, hr %#lx.\n", i, hr); get_rt_readback(backbuffer, &rb); color = get_readback_color(&rb, 320, 240); @@ -9578,14 +9549,14 @@ static void test_texture_blending(void) "Test %u: Got color 0x%08x, expected 0x%08x.\n", i, color, current_test->expected_color); release_surface_readback(&rb); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#x.\n", i, hr); + ok(SUCCEEDED(hr), "Test %u: Present failed, hr %#lx.\n", i, hr); } IDirect3DTexture8_Release(texture_bumpmap); IDirect3DTexture8_Release(texture_red); IDirect3DSurface8_Release(backbuffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -9646,10 +9617,9 @@ static void test_color_clamping(void) {D3DVS_VERSION(1, 1), vs1_code, D3DPS_VERSION(1, 1), ps1_code, 0x007f7f7f}, }; IDirect3DDevice8 *device; + unsigned int color, i; IDirect3D8 *d3d; - unsigned int i; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; DWORD vs, ps; HWND window; @@ -9667,41 +9637,41 @@ static void test_color_clamping(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_WORLD, &mat); - ok(SUCCEEDED(hr), "Failed to set world transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set world transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_VIEW, &mat); - ok(SUCCEEDED(hr), "Failed to set view transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set view transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTransform(device, D3DTS_PROJECTION, &mat); - ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set projection transform, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_FOGENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable fog, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable fog, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_STENCILENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable stencil test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CULLMODE, D3DCULL_NONE); - ok(SUCCEEDED(hr), "Failed to disable culling, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable culling, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_TEXTUREFACTOR, 0xff404040); - ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set texture factor, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_ADD); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG2, D3DTA_SPECULAR); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLOROP, D3DTOP_MODULATE); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG1, D3DTA_TFACTOR); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 1, D3DTSS_COLORARG2, D3DTA_CURRENT); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -9714,7 +9684,7 @@ static void test_color_clamping(void) if (tests[i].vs) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, tests[i].vs, &vs, 0); - ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#lx (case %u).\n", hr, i); } else { @@ -9723,7 +9693,7 @@ static void test_color_clamping(void) if (tests[i].ps) { hr = IDirect3DDevice8_CreatePixelShader(device, tests[i].ps, &ps); - ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x (case %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx (case %u).\n", hr, i); } else { @@ -9731,21 +9701,21 @@ static void test_color_clamping(void) } hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set pixel shader, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, tests[i].expected, 1) || broken(color_match(color, tests[i].broken, 1)), @@ -9758,10 +9728,10 @@ static void test_color_clamping(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -9769,9 +9739,9 @@ static void test_color_clamping(void) static void test_edge_antialiasing_blending(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d8; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; HWND window; HRESULT hr; @@ -9813,111 +9783,111 @@ static void test_edge_antialiasing_blending(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get caps, hr %#x.\n", hr); - trace("Edge antialiasing support: %#x.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES); + ok(SUCCEEDED(hr), "Failed to get caps, hr %#lx.\n", hr); + trace("Edge antialiasing support: %#lx.\n", caps.RasterCaps & D3DPRASTERCAPS_ANTIALIASEDGES); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, TRUE); - ok(SUCCEEDED(hr), "Failed to enable blending, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable blending, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_BLENDOP, D3DBLENDOP_ADD); - ok(SUCCEEDED(hr), "Failed to set blend op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set blend op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); - ok(SUCCEEDED(hr), "Failed to set src blend, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set src blend, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_DESTBLEND, D3DBLEND_DESTALPHA); - ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set dest blend, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00cc7f00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHABLENDENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable blending, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable blending, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EDGEANTIALIAS, TRUE); - ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to enable edge antialiasing, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xccff0000, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, green_quad, sizeof(*green_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x7f00ff00, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, red_quad, sizeof(*red_quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, 0x00ff0000, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -9945,9 +9915,9 @@ static void test_max_index16(void) IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; struct vertex *vb_data; + unsigned int color; IDirect3D8 *d3d8; ULONG refcount; - D3DCOLOR color; D3DCAPS8 caps; HWND window; BYTE *data; @@ -9959,7 +9929,7 @@ static void test_max_index16(void) ok(!!d3d8, "Failed to create a D3D object.\n"); hr = IDirect3D8_GetAdapterIdentifier(d3d8, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); warp = adapter_is_warp(&identifier); if (!(device = create_device(d3d8, window, window, TRUE))) @@ -9971,10 +9941,10 @@ static void test_max_index16(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); if (caps.MaxVertexIndex < 0xffff) { - skip("Max vertex index is lower than 0xffff (%#x).\n", caps.MaxVertexIndex); + skip("Max vertex index is lower than 0xffff (%#lx).\n", caps.MaxVertexIndex); IDirect3DDevice8_Release(device); IDirect3D8_Release(d3d8); DestroyWindow(window); @@ -9983,50 +9953,50 @@ static void test_max_index16(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, vertex_count * sizeof(*green_quad), 0, D3DFVF_XYZ | D3DFVF_DIFFUSE, D3DPOOL_MANAGED, &vb); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_MANAGED, &ib); - ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(green_quad), (BYTE **)&vb_data, 0); - ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock vertex buffer, hr %#lx.\n", hr); vb_data[0] = green_quad[0]; vb_data[1] = green_quad[1]; vb_data[2] = green_quad[2]; vb_data[0xffff] = green_quad[3]; hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); - ok(hr == D3D_OK, "Failed to lock index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to lock index buffer, hr %#lx.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to unlock index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Failed to set index buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set index buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(struct vertex)); - ok(hr == D3D_OK, "Failed to set stream source, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to set stream source, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, vertex_count, 0, 2); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 20, 20); ok(color_match(color, 0x0000ff00, 1), "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 320, 240); @@ -10037,7 +10007,7 @@ static void test_max_index16(void) IDirect3DIndexBuffer8_Release(ib); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d8); DestroyWindow(window); } @@ -10047,8 +10017,8 @@ static void test_backbuffer_resize(void) D3DPRESENT_PARAMETERS present_parameters = {0}; IDirect3DSurface8 *backbuffer; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -10078,16 +10048,16 @@ static void test_backbuffer_resize(void) /* Wine d3d8 implementation had a bug which was triggered by a * SetRenderTarget() call with an unreferenced surface. */ hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); refcount = IDirect3DSurface8_Release(backbuffer); - ok(!refcount, "Surface has %u references left.\n", refcount); + ok(!refcount, "Surface has %lu references left.\n", refcount); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); @@ -10100,43 +10070,43 @@ static void test_backbuffer_resize(void) present_parameters.EnableAutoDepthStencil = TRUE; present_parameters.AutoDepthStencilFormat = D3DFMT_D24S8; hr = IDirect3DDevice8_Reset(device, &present_parameters); - ok(SUCCEEDED(hr), "Failed to reset, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, backbuffer, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx.\n", hr); IDirect3DSurface8_Release(backbuffer); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffff00, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x00ffff00, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); color = getPixelColor(device, 700, 500); ok(color == 0x0000ff00, "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -10163,9 +10133,9 @@ static void test_drawindexedprimitiveup(void) }; static const unsigned short indices[] = {0, 1, 2, 3, 4, 5, 6, 7}; IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; ULONG refcount; - D3DCOLOR color; HWND window; HRESULT hr; @@ -10182,33 +10152,33 @@ static void test_drawindexedprimitiveup(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_CLIPPING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable clipping, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable Z test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set color op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set color arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set color arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1); - ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha op, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set alpha arg, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 4, 4, 2, indices + 4, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x0040bf00, 1), "Got unexpected color 0x%08x.\n", color); @@ -10220,14 +10190,14 @@ static void test_drawindexedprimitiveup(void) ok(color_match(color, 0x00bf4000, 1), "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 0, 4, 2, indices, D3DFMT_INDEX16, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); color = getPixelColor(device, 160, 120); ok(color_match(color, 0x004000bf, 1), "Got unexpected color 0x%08x.\n", color); @@ -10239,21 +10209,20 @@ static void test_drawindexedprimitiveup(void) ok(color_match(color, 0x00bf0040, 1), "Got unexpected color 0x%08x.\n", color); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } static void test_map_synchronisation(void) { + unsigned int colour, i, j, tri_count, size; LARGE_INTEGER frequency, diff, ts[3]; - unsigned int i, j, tri_count, size; D3DADAPTER_IDENTIFIER8 identifier; IDirect3DVertexBuffer8 *buffer; IDirect3DDevice8 *device; BOOL unsynchronised, ret; IDirect3D8 *d3d; - D3DCOLOR colour; ULONG refcount; D3DCAPS8 caps; HWND window; @@ -10314,7 +10283,7 @@ static void test_map_synchronisation(void) } hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); /* Maps are always synchronised on WARP. */ if (adapter_is_warp(&identifier)) { @@ -10323,12 +10292,12 @@ static void test_map_synchronisation(void) } hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(SUCCEEDED(hr), "Failed to get device caps, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device caps, hr %#lx.\n", hr); tri_count = 0x1000; if (tri_count > caps.MaxPrimitiveCount) { - skip("Device supports only %u primitives, skipping test.\n", caps.MaxPrimitiveCount); + skip("Device supports only %lu primitives, skipping test.\n", caps.MaxPrimitiveCount); goto done; } size = (tri_count + 2) * sizeof(*quad1.strip); @@ -10338,32 +10307,32 @@ static void test_map_synchronisation(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr); /* Initial draw to initialise states, compile shaders, etc. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Read the result to ensure the GPU has finished drawing. */ colour = getPixelColor(device, 320, 240); @@ -10371,25 +10340,25 @@ static void test_map_synchronisation(void) ret = QueryPerformanceCounter(&ts[0]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); /* Time drawing a single triangle. */ ret = QueryPerformanceCounter(&ts[1]); ok(ret, "Failed to read performance counter.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 1); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ret = QueryPerformanceCounter(&ts[2]); ok(ret, "Failed to read performance counter.\n"); @@ -10402,7 +10371,7 @@ static void test_map_synchronisation(void) tri_count = ((tri_count + 2 + 3) & ~3) - 2; if (tri_count > caps.MaxPrimitiveCount) { - skip("Would need to draw %u triangles, but the device only supports %u primitives.\n", + skip("Would need to draw %u triangles, but the device only supports %lu primitives.\n", tri_count, caps.MaxPrimitiveCount); goto done; } @@ -10412,36 +10381,36 @@ static void test_map_synchronisation(void) { hr = IDirect3DDevice8_CreateVertexBuffer(device, size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &buffer); - ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(buffer, 0, size, (BYTE **)&quads, D3DLOCK_DISCARD); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); for (j = 0; j < size / sizeof(*quads); ++j) { quads[j] = quad1; } hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(*quads->strip)); - ok(SUCCEEDED(hr), "Failed to set stream source, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set stream source, hr %#lx.\n", hr); /* Start a draw operation. */ hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff0000ff, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, tri_count); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); /* Map the last quad while the draw is in progress. */ hr = IDirect3DVertexBuffer8_Lock(buffer, size - sizeof(quad2), sizeof(quad2), (BYTE **)&quads, tests[i].flags); - ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to lock vertex buffer, hr %#lx.\n", hr); *quads = quad2; hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to unlock vertex buffer, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); unsynchronised = color_match(colour, D3DCOLOR_ARGB(0x00, 0xff, 0xff, 0x00), 1); @@ -10449,14 +10418,14 @@ static void test_map_synchronisation(void) tests[i].unsynchronised ? "unsynchronised" : "synchronised", tests[i].flags); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); IDirect3DVertexBuffer8_Release(buffer); } done: refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10508,12 +10477,12 @@ static void test_viewport(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable depth test, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(SUCCEEDED(hr), "Failed to set FVF, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set FVF, hr %#lx.\n", hr); /* This crashes on Windows. */ /* hr = IDirect3DDevice8_SetViewport(device, NULL); */ @@ -10524,40 +10493,40 @@ static void test_viewport(void) { hr = IDirect3DDevice8_CreateRenderTarget(device, rt_sizes[i].x, rt_sizes[i].y, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, TRUE, &rt); - ok(SUCCEEDED(hr), "Failed to create render target, hr %#x (i %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to create render target, hr %#lx (i %u).\n", hr, i); hr = IDirect3DDevice8_SetRenderTarget(device, rt, NULL); - ok(SUCCEEDED(hr), "Failed to set render target, hr %#x (i %u).\n", hr, i); + ok(SUCCEEDED(hr), "Failed to set render target, hr %#lx (i %u).\n", hr, i); } else { hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &rt); - ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get backbuffer, hr %#lx.\n", hr); } for (j = 0; j < ARRAY_SIZE(tests); ++j) { hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xff000000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_SetViewport(device, &tests[j].vp); if (tests[j].vp.X + tests[j].vp.Width > rt_sizes[i].x || tests[j].vp.Y + tests[j].vp.Height > rt_sizes[i].y) { ok(hr == D3DERR_INVALIDCALL, - "Setting the viewport returned unexpected hr %#x (i %u, j %u).\n", hr, i, j); + "Setting the viewport returned unexpected hr %#lx (i %u, j %u).\n", hr, i, j); continue; } else { - ok(SUCCEEDED(hr), "Failed to set the viewport, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to set the viewport, hr %#lx (i %u, j %u).\n", hr, i, j); } hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(SUCCEEDED(hr), "Got unexpected hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx (i %u, j %u).\n", hr, i, j); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x (i %u, j %u).\n", hr, i, j); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx (i %u, j %u).\n", hr, i, j); get_rt_readback(rt, &rb); check_rect(&rb, tests[j].expected_rect, tests[j].message); @@ -10568,10 +10537,10 @@ static void test_viewport(void) } hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -10580,10 +10549,9 @@ done: static void test_color_vertex(void) { IDirect3DDevice8 *device; + unsigned int colour, i; D3DMATERIAL8 material; IDirect3D8 *d3d; - D3DCOLOR colour; - unsigned int i; ULONG refcount; HWND window; HRESULT hr; @@ -10597,7 +10565,8 @@ static void test_color_vertex(void) * in the struct will be fed into the specular vertex colour slot. */ static const struct { - DWORD fvf, color_vertex, ambient, emissive, result; + DWORD fvf, color_vertex, ambient, emissive; + unsigned int result; } tests[] = { @@ -10646,36 +10615,36 @@ static void test_color_vertex(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, TRUE); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENT, 0xffffffff); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); memset(&material, 0, sizeof(material)); material.Ambient.b = 0.5f; material.Emissive.b = 0.25f; hr = IDirect3DDevice8_SetMaterial(device, &material); - ok(SUCCEEDED(hr), "Failed to set material, hr %#x\n", hr); + ok(SUCCEEDED(hr), "Failed to set material, hr %#lx\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_COLORVERTEX, tests[i].color_vertex); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_AMBIENTMATERIALSOURCE, tests[i].ambient); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_EMISSIVEMATERIALSOURCE, tests[i].emissive); - ok(SUCCEEDED(hr), "Failed to set render state, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set render state, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | tests[i].fvf); - ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set vertex format, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear depth/stencil, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(SUCCEEDED(hr), "Failed to begin scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to begin scene, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(SUCCEEDED(hr), "Failed to draw, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to draw, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(SUCCEEDED(hr), "Failed to end scene, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to end scene, hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, tests[i].result, 1), @@ -10684,7 +10653,7 @@ static void test_color_vertex(void) } refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -10693,14 +10662,13 @@ static void test_sysmem_draw(void) { IDirect3DVertexBuffer8 *vb, *vb_s0, *vb_s1, *dst_vb, *get_vb; D3DPRESENT_PARAMETERS present_parameters = {0}; + unsigned int colour, i, stride; IDirect3DTexture8 *texture; IDirect3DIndexBuffer8 *ib; IDirect3DDevice8 *device; - unsigned int i, stride; struct vec4 *dst_data; D3DLOCKED_RECT lr; IDirect3D8 *d3d; - D3DCOLOR colour; ULONG refcount; HWND window; HRESULT hr; @@ -10778,48 +10746,48 @@ static void test_sysmem_draw(void) } hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad), 0, 0, D3DPOOL_SYSTEMMEM, &vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb, 0, sizeof(quad), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad, sizeof(quad)); hr = IDirect3DVertexBuffer8_Unlock(vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_CreateVertexBuffer(device, ARRAY_SIZE(quad) * sizeof(*dst_data), 0, D3DFVF_XYZRHW, D3DPOOL_SYSTEMMEM, &dst_vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, TRUE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_ProcessVertices(device, 0, 0, ARRAY_SIZE(quad), dst_vb, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(dst_vb, 0, 0, (BYTE **)&dst_data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(quad); ++i) { ok(compare_vec4(&dst_data[i], quad[i].position.x * 320.0f + 320.0f, @@ -10828,168 +10796,168 @@ static void test_sysmem_draw(void) i, dst_data[i].x, dst_data[i].y, dst_data[i].z, dst_data[i].w); } hr = IDirect3DVertexBuffer8_Unlock(dst_vb); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_SOFTWAREVERTEXPROCESSING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateIndexBuffer(device, sizeof(indices), 0, D3DFMT_INDEX16, D3DPOOL_SYSTEMMEM, &ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DIndexBuffer8_Lock(ib, 0, sizeof(indices), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, indices, sizeof(indices)); hr = IDirect3DIndexBuffer8_Unlock(ib); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_CreateVertexShader(device, decl, NULL, &vs, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s0), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s0, 0, sizeof(quad_s0), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad_s0, sizeof(quad_s0)); hr = IDirect3DVertexBuffer8_Unlock(vb_s0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateVertexBuffer(device, sizeof(quad_s1), 0, 0, D3DPOOL_SYSTEMMEM, &vb_s1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DVertexBuffer8_Lock(vb_s1, 0, sizeof(quad_s1), &data, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(data, quad_s1, sizeof(quad_s1)); hr = IDirect3DVertexBuffer8_Unlock(vb_s1); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 1, vb_s1, sizeof(*quad_s1)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 4); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 5, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00443322, 1), "Got unexpected colour 0x%08x.\n", colour); /* Test that releasing but not unbinding a vertex buffer doesn't break. */ hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb, sizeof(*quad)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetIndices(device, ib, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); refcount = IDirect3DVertexBuffer8_Release(vb_s1); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_GetStreamSource(device, 1, &get_vb, &stride); - ok(SUCCEEDED(hr), "Got unexpected hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Got unexpected hr %#lx.\n", hr); ok(get_vb == vb_s1, "Got unexpected vertex buffer %p.\n", get_vb); refcount = IDirect3DVertexBuffer8_Release(get_vb); - ok(!refcount, "Unexpected refcount %u.\n", refcount); + ok(!refcount, "Unexpected refcount %lu.\n", refcount); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_SetVertexShader(device, vs); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, vb_s0, sizeof(*quad_s0)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawIndexedPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 4, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); colour = getPixelColor(device, 320, 240); ok(color_match(colour, 0x00007f7f, 1), "Got unexpected colour 0x%08x.\n", colour); hr = IDirect3DDevice8_CreateTexture(device, 2, 2, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memset(&lr, 0, sizeof(lr)); hr = IDirect3DTexture8_LockRect(texture, 0, &lr, NULL, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); memcpy(lr.pBits, texture_data, sizeof(texture_data)); hr = IDirect3DTexture8_UnlockRect(texture, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetTexture(device, 0, (IDirect3DBaseTexture8 *)texture); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0x77777777, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK || hr == E_FAIL, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); IDirect3DTexture8_Release(texture); IDirect3DVertexBuffer8_Release(vb_s0); @@ -10998,7 +10966,7 @@ static void test_sysmem_draw(void) IDirect3DVertexBuffer8_Release(dst_vb); IDirect3DVertexBuffer8_Release(vb); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11008,9 +10976,8 @@ static void test_alphatest(void) #define ALPHATEST_PASSED 0x0000ff00 #define ALPHATEST_FAILED 0x00ff0000 IDirect3DDevice8 *device; - unsigned int i, j; + unsigned int color, i, j; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; D3DCAPS8 caps; DWORD value; @@ -11021,9 +10988,7 @@ static void test_alphatest(void) static const struct { D3DCMPFUNC func; - D3DCOLOR color_less; - D3DCOLOR color_equal; - D3DCOLOR color_greater; + unsigned int color_less, color_equal, color_greater; } test_data[] = { @@ -11062,14 +11027,14 @@ static void test_alphatest(void) } hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xff0000ff, 1.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Failed to disable lighting, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to disable lighting, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHATESTENABLE, TRUE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetVertexShader failed, hr %#lx.\n", hr); ps = 0; for (j = 0; j < 2; ++j) @@ -11089,64 +11054,64 @@ static void test_alphatest(void) }; memset(&caps, 0, sizeof(caps)); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_GetDeviceCaps failed, hr %#lx.\n", hr); if (caps.PixelShaderVersion < D3DPS_VERSION(1, 1)) break; hr = IDirect3DDevice8_CreatePixelShader(device, shader_code, &ps); - ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_CreatePixelShader failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetPixelShader(device, ps); - ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetPixelShader failed, hr %#lx.\n", hr); } for (i = 0; i < ARRAY_SIZE(test_data); ++i) { hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAFUNC, test_data[i].func); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0x70); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color_greater, 0), "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", color, test_data[i].color_greater, test_data[i].func); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, ALPHATEST_FAILED, 0.0f, 0); - ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Clear failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ALPHAREF, 0xff70); - ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_SetRenderState failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_GetRenderState(device, D3DRS_ALPHAREF, &value); - ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderState failed, hr %#x.\n", hr); - ok(value == 0xff70, "Unexpected D3DRS_ALPHAREF value %#x.\n", value); + ok(hr == D3D_OK, "IDirect3DDevice8_GetRenderState failed, hr %#lx.\n", hr); + ok(value == 0xff70, "Unexpected D3DRS_ALPHAREF value %#lx.\n", value); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_BeginScene failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(*quad)); - ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_DrawPrimitiveUP failed, hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_EndScene failed, hr %#lx.\n", hr); color = getPixelColor(device, 320, 240); ok(color_match(color, test_data[i].color_greater, 0), "Alphatest failed, color 0x%08x, expected 0x%08x, alpha > ref, func %u.\n", color, test_data[i].color_greater, test_data[i].func); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#x.\n", hr); + ok(hr == D3D_OK, "IDirect3DDevice8_Present failed, hr %#lx.\n", hr); } } if (ps) IDirect3DDevice8_DeletePixelShader(device, ps); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); done: IDirect3D8_Release(d3d); DestroyWindow(window); @@ -11155,8 +11120,8 @@ done: static void test_desktop_window(void) { IDirect3DDevice8 *device; + unsigned int color; IDirect3D8 *d3d; - D3DCOLOR color; ULONG refcount; HWND window; HRESULT hr; @@ -11178,15 +11143,15 @@ static void test_desktop_window(void) ok(!!device, "Failed to create a D3D device.\n"); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 1.0f, 0); - ok(SUCCEEDED(hr), "Failed to clear, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to clear, hr %#lx.\n", hr); color = getPixelColor(device, 1, 1); ok(color == 0x00ff0000, "Got unexpected color 0x%08x.\n", color); hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(SUCCEEDED(hr), "Failed to present, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to present, hr %#lx.\n", hr); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); } @@ -11196,9 +11161,9 @@ static void test_sample_mask(void) IDirect3DSurface8 *rt, *ms_rt; struct surface_readback rb; IDirect3DDevice8 *device; + unsigned int colour; IDirect3D8 *d3d; ULONG refcount; - DWORD colour; HWND window; HRESULT hr; @@ -11237,31 +11202,31 @@ static void test_sample_mask(void) } hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CreateRenderTarget(device, 128, 128, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_2_SAMPLES, FALSE, &ms_rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, ms_rt, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_MULTISAMPLEMASK, 0x5); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLESTRIP, 2, quad, sizeof(quad[0])); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_CopyRects(device, ms_rt, NULL, 0, rt, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); get_rt_readback(rt, &rb); colour = get_readback_color(&rb, 64, 64); /* Multiple generations of Nvidia cards return broken results. @@ -11276,12 +11241,12 @@ static void test_sample_mask(void) release_surface_readback(&rb); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); IDirect3DSurface8_Release(ms_rt); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11333,62 +11298,62 @@ static void test_dynamic_map_synchronization(void) hr = IDirect3DDevice8_CreateVertexBuffer(device, 200 * 4 * sizeof(struct dynamic_vb_vertex), D3DUSAGE_DYNAMIC, D3DFVF_XYZ, D3DPOOL_DEFAULT, &buffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0f, 0); - ok(hr == D3D_OK, "Failed to clear, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to clear, hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetStreamSource(device, 0, buffer, sizeof(struct dynamic_vb_vertex)); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetVertexShader(device, D3DFVF_XYZ | D3DFVF_DIFFUSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (y = 0; y < 200; ++y) { hr = IDirect3DVertexBuffer8_Lock(buffer, 0, 0, &data, D3DLOCK_DISCARD); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr); fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, 0, y); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 0, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (x = 1; x < 200; ++x) { hr = IDirect3DVertexBuffer8_Lock(buffer, 4 * sizeof(struct dynamic_vb_vertex) * x, 4 * sizeof(struct dynamic_vb_vertex), &data, D3DLOCK_NOOVERWRITE); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr); fill_dynamic_vb_quad((struct dynamic_vb_vertex *)data, x, y); hr = IDirect3DVertexBuffer8_Unlock(buffer); - ok(hr == D3D_OK, "Failed to map buffer, hr %#x.\n", hr); + ok(hr == D3D_OK, "Failed to map buffer, hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitive(device, D3DPT_TRIANGLESTRIP, 4 * x, 2); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } } hr = IDirect3DDevice8_GetRenderTarget(device, &rt); - ok(hr == S_OK, "Failed to get render target, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to get render target, hr %#lx.\n", hr); check_rt_color(rt, 0x0000ff00); IDirect3DSurface8_Release(rt); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); IDirect3DVertexBuffer8_Release(buffer); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11400,11 +11365,10 @@ static void test_filling_convention(void) static const DWORD colour_right = 0x00000000; static const DWORD colour_left = 0x00ff0000; static const DWORD colour_top = 0x0000ff00; + unsigned int colour, expected, i, j, x, y; IDirect3DSurface8 *rt, *backbuffer, *cur; struct surface_readback rb; IDirect3DDevice8 *device; - unsigned int i, j, x, y; - DWORD colour, expected; DWORD shader = 0; IDirect3D8 *d3d; ULONG refcount; @@ -11768,24 +11732,24 @@ static void test_filling_convention(void) hr = IDirect3DDevice8_CreateRenderTarget(device, vp_size, vp_size, D3DFMT_A8R8G8B8, D3DMULTISAMPLE_NONE, FALSE, &rt); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetBackBuffer(device, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_GetDeviceCaps(device, &caps); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1)) { hr = IDirect3DDevice8_CreateVertexShader(device, decl, vs_code, &shader, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } else skip("Skipping vertex shader codepath in filling convention test.\n"); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_LIGHTING, FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_FALSE); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); for (i = 0; i < ARRAY_SIZE(tests); ++i) { @@ -11801,21 +11765,21 @@ static void test_filling_convention(void) cur = (j & 1) ? rt : backbuffer; hr = IDirect3DDevice8_SetVertexShader(device, (j & 2) ? tests[i].fvf : shader); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetRenderTarget(device, cur, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, colour_clear, 0.0f, 0); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_SetViewport(device, &vp); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_BeginScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_DrawPrimitiveUP(device, D3DPT_TRIANGLELIST, 4, tests[i].geometry, tests[i].stride); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); hr = IDirect3DDevice8_EndScene(device); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); get_rt_readback(cur, &rb); for (y = 0; y < 8; y++) @@ -11863,7 +11827,7 @@ static void test_filling_convention(void) /* IDirect3DDevice8::CopyRects can't stretch, so don't bother making the offscreen surface * visible. Use the d3d9 test if you need to see visual output. */ hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL); - ok(hr == D3D_OK, "Got unexpected hr %#x.\n", hr); + ok(hr == D3D_OK, "Got unexpected hr %#lx.\n", hr); } } @@ -11872,7 +11836,7 @@ static void test_filling_convention(void) IDirect3DSurface8_Release(backbuffer); IDirect3DSurface8_Release(rt); refcount = IDirect3DDevice8_Release(device); - ok(!refcount, "Device has %u references left.\n", refcount); + ok(!refcount, "Device has %lu references left.\n", refcount); IDirect3D8_Release(d3d); DestroyWindow(window); } @@ -11891,7 +11855,7 @@ START_TEST(visual) memset(&identifier, 0, sizeof(identifier)); hr = IDirect3D8_GetAdapterIdentifier(d3d, D3DADAPTER_DEFAULT, 0, &identifier); - ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get adapter identifier, hr %#lx.\n", hr); trace("Driver string: \"%s\"\n", identifier.Driver); trace("Description string: \"%s\"\n", identifier.Description); /* Only Windows XP's default VGA driver should have an empty description */ diff --git a/dlls/d3d9/tests/d3d9ex.c b/dlls/d3d9/tests/d3d9ex.c index 89d6df8382b..19c4eec7921 100644 --- a/dlls/d3d9/tests/d3d9ex.c +++ b/dlls/d3d9/tests/d3d9ex.c @@ -2612,6 +2612,7 @@ static DWORD WINAPI wndproc_thread(void *param) static void test_wndproc(void) { + unsigned int adapter_mode_count, i, d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; struct wndproc_thread_param thread_params; struct device_desc device_desc; static WINDOWPOS windowpos; @@ -2622,10 +2623,8 @@ static void test_wndproc(void) ULONG ref; DWORD res, tid; HWND tmp; - UINT i, adapter_mode_count; HRESULT hr; D3DDISPLAYMODE d3ddm; - DWORD d3d_width = 0, d3d_height = 0, user32_width = 0, user32_height = 0; DEVMODEW devmode; LONG change_ret, device_style; BOOL ret;