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d3d9/tests: Make getPixelColor() checks into actual ok() calls.
These should never fail.
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f83a66f052
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c6da355148
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@ -141,18 +141,11 @@ static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y
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D3DLOCKED_RECT lockedRect;
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hr = IDirect3DSurface9_GetDesc(surface, &desc);
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if(FAILED(hr)) /* This is not a test */
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{
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trace("Can't get the surface description, hr=%08x\n", hr);
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return 0xdeadbeef;
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}
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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hr = IDirect3DSurface9_LockRect(surface, &lockedRect, &rectToLock, D3DLOCK_READONLY);
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if(FAILED(hr)) /* This is not a test */
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{
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trace("Can't lock the surface, hr=%08x\n", hr);
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return 0xdeadbeef;
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}
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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switch(desc.Format) {
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case D3DFMT_A8R8G8B8:
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{
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@ -165,10 +158,7 @@ static DWORD getPixelColorFromSurface(IDirect3DSurface9 *surface, UINT x, UINT y
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break;
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}
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hr = IDirect3DSurface9_UnlockRect(surface);
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if(FAILED(hr))
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{
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trace("Can't unlock the surface, hr=%08x\n", hr);
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}
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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return color;
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}
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@ -246,11 +236,7 @@ static DWORD getPixelColor(IDirect3DDevice9 *device, UINT x, UINT y)
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HRESULT hr;
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hr = IDirect3DDevice9_GetRenderTarget(device, 0, &rt);
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if(FAILED(hr))
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{
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trace("Can't get the render target, hr %#x.\n", hr);
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return 0xdeadbeed;
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}
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ok(hr == S_OK, "Got hr %#x.\n", hr);
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get_rt_readback(rt, &rb);
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/* Remove the X channel for now. DirectX and OpenGL have different ideas how to treat it apparently, and it isn't
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