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d3d8/tests: Win64 printf format warning fixes.
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parent
c6e0ca28d5
commit
a5d0342010
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@ -5,7 +5,6 @@ VPATH = @srcdir@
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TESTDLL = d3d8.dll
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IMPORTS = user32 kernel32
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EXTRALIBS = -ldxerr8
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EXTRADEFS = -DWINE_NO_LONG_AS_INT
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CTESTS = \
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d3d8_main.c \
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@ -32,37 +32,37 @@ static void test_ValidateVertexShader(void)
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0x0000FFFF};
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ret=ValidateVertexShader(0,0,0,0,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(0,0,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(simple_vs,0,0,0,0);
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ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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ret=ValidateVertexShader(simple_vs,0,0,1,0);
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ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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/* seems to do some version checking */
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*simple_vs=0xFFFE0100; /* vs_1_0 */
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ret=ValidateVertexShader(simple_vs,0,0,0,0);
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ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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*simple_vs=0xFFFE0102; /* bogus version */
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ret=ValidateVertexShader(simple_vs,0,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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/* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
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*simple_vs=0xFFFE0101; /* vs_1_1 */
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ret=ValidateVertexShader(simple_vs,simple_vs,0,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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ret=ValidateVertexShader(simple_vs,0,simple_vs,1,0);
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ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
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/* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
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ret=ValidateVertexShader(simple_vs,0,0,12345,0);
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ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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/* What is 5th parameter ???? Following works ok */
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ret=ValidateVertexShader(simple_vs,0,0,1,simple_vs);
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ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
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}
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static void test_ValidatePixelShader(void)
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@ -77,30 +77,30 @@ static void test_ValidatePixelShader(void)
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0x0000FFFF}; /* END */
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ret=ValidatePixelShader(0,0,0,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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ret=ValidatePixelShader(0,0,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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ret=ValidatePixelShader(simple_ps,0,0,0);
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ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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ret=ValidatePixelShader(simple_ps,0,1,0);
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ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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/* seems to do some version checking */
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*simple_ps=0xFFFF0105; /* bogus version */
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ret=ValidatePixelShader(simple_ps,0,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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/* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
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*simple_ps=0xFFFF0101; /* ps_1_1 */
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ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
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ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
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ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
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/* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
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ret=ValidatePixelShader(simple_ps,0,12345,0);
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ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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/* What is 4th parameter ???? Following works ok */
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ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
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ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
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ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
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}
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START_TEST(d3d8_main)
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@ -270,13 +270,13 @@ static void test_refcount(void)
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BYTE *data;
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/* Vertex buffers can be locked multiple times */
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hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
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hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
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hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
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hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
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ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
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}
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cleanup:
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