d3d8/tests: Win64 printf format warning fixes.

This commit is contained in:
H. Verbeet 2006-10-10 19:23:14 +02:00 committed by Alexandre Julliard
parent c6e0ca28d5
commit a5d0342010
3 changed files with 22 additions and 23 deletions

View file

@ -5,7 +5,6 @@ VPATH = @srcdir@
TESTDLL = d3d8.dll
IMPORTS = user32 kernel32
EXTRALIBS = -ldxerr8
EXTRADEFS = -DWINE_NO_LONG_AS_INT
CTESTS = \
d3d8_main.c \

View file

@ -32,37 +32,37 @@ static void test_ValidateVertexShader(void)
0x0000FFFF};
ret=ValidateVertexShader(0,0,0,0,0);
ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
ret=ValidateVertexShader(0,0,0,1,0);
ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
ret=ValidateVertexShader(simple_vs,0,0,0,0);
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
ret=ValidateVertexShader(simple_vs,0,0,1,0);
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
/* seems to do some version checking */
*simple_vs=0xFFFE0100; /* vs_1_0 */
ret=ValidateVertexShader(simple_vs,0,0,0,0);
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
*simple_vs=0xFFFE0102; /* bogus version */
ret=ValidateVertexShader(simple_vs,0,0,1,0);
ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
/* I've seen that applications pass 2nd and 3rd parameter always as 0;simple test with non-zero parameters */
*simple_vs=0xFFFE0101; /* vs_1_1 */
ret=ValidateVertexShader(simple_vs,simple_vs,0,1,0);
ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
ret=ValidateVertexShader(simple_vs,0,simple_vs,1,0);
ok(ret==E_FAIL,"ValidateVertexShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidateVertexShader returned %x but expected E_FAIL\n",ret);
/* I've seen 4th parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
ret=ValidateVertexShader(simple_vs,0,0,12345,0);
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
/* What is 5th parameter ???? Following works ok */
ret=ValidateVertexShader(simple_vs,0,0,1,simple_vs);
ok(ret==S_OK,"ValidateVertexShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidateVertexShader returned %x but expected S_OK\n",ret);
}
static void test_ValidatePixelShader(void)
@ -77,30 +77,30 @@ static void test_ValidatePixelShader(void)
0x0000FFFF}; /* END */
ret=ValidatePixelShader(0,0,0,0);
ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
ret=ValidatePixelShader(0,0,1,0);
ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
ret=ValidatePixelShader(simple_ps,0,0,0);
ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
ret=ValidatePixelShader(simple_ps,0,1,0);
ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
/* seems to do some version checking */
*simple_ps=0xFFFF0105; /* bogus version */
ret=ValidatePixelShader(simple_ps,0,1,0);
ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
/* I've seen that applications pass 2nd parameter always as 0;simple test with non-zero parameter */
*simple_ps=0xFFFF0101; /* ps_1_1 */
ret=ValidatePixelShader(simple_ps,simple_ps,1,0);
ok(ret==E_FAIL,"ValidatePixelShader returned %lx but expected E_FAIL\n",ret);
ok(ret==E_FAIL,"ValidatePixelShader returned %x but expected E_FAIL\n",ret);
/* I've seen 3rd parameter is always passed as either 0 or 1, but passing other values doesn't seem to hurt*/
ret=ValidatePixelShader(simple_ps,0,12345,0);
ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
/* What is 4th parameter ???? Following works ok */
ret=ValidatePixelShader(simple_ps,0,1,simple_ps);
ok(ret==S_OK,"ValidatePixelShader returned %lx but expected S_OK\n",ret);
ok(ret==S_OK,"ValidatePixelShader returned %x but expected S_OK\n",ret);
}
START_TEST(d3d8_main)

View file

@ -270,13 +270,13 @@ static void test_refcount(void)
BYTE *data;
/* Vertex buffers can be locked multiple times */
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Lock(pVertexBuffer, 0, 0, &data, 0);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08lx\n", hr);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Lock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
hr = IDirect3DVertexBuffer8_Unlock(pVertexBuffer);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08lx\n", hr);
ok(hr == D3D_OK, "IDirect3DVertexBuffer8::Unlock failed with %08x\n", hr);
}
cleanup: