From f270e36c782f4a4cd9887078159d3fe9e108d8b6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 24 Oct 2017 12:10:48 +0200 Subject: [PATCH] tests: Unify ok() messages. --- tests/d3d12.c | 308 +++++++++++++++++++++++++------------------------- 1 file changed, 154 insertions(+), 154 deletions(-) diff --git a/tests/d3d12.c b/tests/d3d12.c index d19cec0d..dceea069 100644 --- a/tests/d3d12.c +++ b/tests/d3d12.c @@ -414,7 +414,7 @@ static void wait_queue_idle_(unsigned int line, ID3D12Device *device, ID3D12Comm hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok_(line)(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok_(line)(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); hr = ID3D12CommandQueue_Signal(queue, fence, 1); ok_(line)(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); @@ -563,7 +563,7 @@ static void upload_buffer_data_(unsigned int line, ID3D12Resource *buffer, size_ upload_buffer, 0, size); hr = ID3D12GraphicsCommandList_Close(command_list); - ok_(line)(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); wait_queue_idle(device, queue); @@ -631,7 +631,7 @@ static void upload_texture_data_(unsigned int line, ID3D12Resource *texture, } hr = ID3D12GraphicsCommandList_Close(command_list); - ok_(line)(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok_(line)(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); wait_queue_idle(device, queue); @@ -1712,7 +1712,7 @@ static void test_create_device(void) ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); hr = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_11_0, &IID_ID3D12Device, (void **)&device); - ok(hr == S_OK, "D3D12CreateDevice failed, hr %#x.\n", hr); + ok(hr == S_OK, "Failed to create device, hr %#x.\n", hr); ID3D12Device_Release(device); hr = D3D12CreateDevice(NULL, D3D_FEATURE_LEVEL_9_1, &IID_ID3D12Device, (void **)&device); @@ -1727,9 +1727,9 @@ static void test_create_device(void) ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = D3D12CreateDevice(NULL, 0, &IID_ID3D12Device, (void **)&device); - ok(hr == E_INVALIDARG, "D3D12CreateDevice failed, hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = D3D12CreateDevice(NULL, ~0u, &IID_ID3D12Device, (void **)&device); - ok(hr == E_INVALIDARG, "D3D12CreateDevice failed, hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); } static void test_node_count(void) @@ -1939,12 +1939,12 @@ static void test_create_command_allocator(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12CommandAllocator_GetDevice(command_allocator, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -1960,25 +1960,25 @@ static void test_create_command_allocator(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_BUNDLE, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); refcount = ID3D12CommandAllocator_Release(command_allocator); ok(!refcount, "ID3D12CommandAllocator has %u references left.\n", (unsigned int)refcount); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); refcount = ID3D12CommandAllocator_Release(command_allocator); ok(!refcount, "ID3D12CommandAllocator has %u references left.\n", (unsigned int)refcount); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COPY, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); refcount = ID3D12CommandAllocator_Release(command_allocator); ok(!refcount, "ID3D12CommandAllocator has %u references left.\n", (unsigned int)refcount); hr = ID3D12Device_CreateCommandAllocator(device, ~0u, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(hr == E_INVALIDARG, "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); refcount = ID3D12Device_Release(device); ok(!refcount, "ID3D12Device has %u references left.\n", (unsigned int)refcount); @@ -2004,14 +2004,14 @@ static void test_create_command_list(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); refcount = get_refcount(command_allocator); ok(refcount == 1, "Got unexpected refcount %u.\n", (unsigned int)refcount); @@ -2019,7 +2019,7 @@ static void test_create_command_list(void) refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12CommandList_GetDevice(command_list, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 4, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2039,13 +2039,13 @@ static void test_create_command_list(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_BUNDLE, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_BUNDLE, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); check_interface(command_list, &IID_ID3D12GraphicsCommandList, TRUE); refcount = ID3D12CommandList_Release(command_list); ok(!refcount, "ID3D12CommandList has %u references left.\n", (unsigned int)refcount); @@ -2054,13 +2054,13 @@ static void test_create_command_list(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COMPUTE, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_BUNDLE, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COMPUTE, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); check_interface(command_list, &IID_ID3D12GraphicsCommandList, TRUE); refcount = ID3D12CommandList_Release(command_list); ok(!refcount, "ID3D12CommandList has %u references left.\n", (unsigned int)refcount); @@ -2069,7 +2069,7 @@ static void test_create_command_list(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_COPY, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); @@ -2078,7 +2078,7 @@ static void test_create_command_list(void) ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_COPY, command_allocator, NULL, &IID_ID3D12CommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); check_interface(command_list, &IID_ID3D12GraphicsCommandList, TRUE); refcount = ID3D12CommandList_Release(command_list); ok(!refcount, "ID3D12CommandList has %u references left.\n", (unsigned int)refcount); @@ -2108,12 +2108,12 @@ static void test_create_command_queue(void) desc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12CommandQueue_GetDevice(queue, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2135,7 +2135,7 @@ static void test_create_command_queue(void) desc.Type = D3D12_COMMAND_LIST_TYPE_COMPUTE; hr = ID3D12Device_CreateCommandQueue(device, &desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); result_desc = ID3D12CommandQueue_GetDesc(queue); ok(result_desc.Type == desc.Type, "Got unexpected type %#x.\n", result_desc.Type); @@ -2191,12 +2191,12 @@ static void test_create_committed_resource(void) hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); - ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create committed resource, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12Resource_GetDevice(resource, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2278,7 +2278,7 @@ static void test_create_committed_resource(void) hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &IID_ID3D12Resource, (void **)&resource); - ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create committed resource, hr %#x.\n", hr); check_interface(resource, &IID_ID3D12Object, TRUE); check_interface(resource, &IID_ID3D12DeviceChild, TRUE); @@ -2312,7 +2312,7 @@ static void test_create_committed_resource(void) hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COPY_DEST, NULL, &IID_ID3D12Resource, (void **)&resource); - ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create committed resource, hr %#x.\n", hr); refcount = ID3D12Resource_Release(resource); ok(!refcount, "ID3D12Resource has %u references left.\n", (unsigned int)refcount); @@ -2358,7 +2358,7 @@ static void test_create_descriptor_heap(void) refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12DescriptorHeap_GetDevice(heap, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2560,7 +2560,7 @@ static void test_create_root_signature(void) refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12RootSignature_GetDevice(root_signature, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2746,7 +2746,7 @@ static void test_create_pipeline_state(void) hr = ID3D12Device_CreateComputePipelineState(device, &pipeline_state_desc, &IID_ID3D12PipelineState, (void **)&pipeline_state); - ok(SUCCEEDED(hr), "CreateComputePipelineState failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create compute pipeline, hr %#x.\n", hr); refcount = get_refcount(root_signature); ok(refcount == 1, "Got unexpected refcount %u.\n", (unsigned int)refcount); @@ -2754,7 +2754,7 @@ static void test_create_pipeline_state(void) refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12PipelineState_GetDevice(pipeline_state, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 4, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2790,12 +2790,12 @@ static void test_create_fence(void) hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 2, "Got unexpected refcount %u.\n", (unsigned int)refcount); hr = ID3D12Fence_GetDevice(fence, &IID_ID3D12Device, (void **)&tmp_device); - ok(SUCCEEDED(hr), "GetDevice failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get device, hr %#x.\n", hr); refcount = get_refcount(device); ok(refcount == 3, "Got unexpected refcount %u.\n", (unsigned int)refcount); refcount = ID3D12Device_Release(tmp_device); @@ -2814,7 +2814,7 @@ static void test_create_fence(void) hr = ID3D12Device_CreateFence(device, 99, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 99, "Got unexpected value %"PRIu64".\n", value); refcount = ID3D12Fence_Release(fence); @@ -2842,7 +2842,7 @@ static void test_reset_command_allocator(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); @@ -2851,7 +2851,7 @@ static void test_reset_command_allocator(void) hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); @@ -2859,7 +2859,7 @@ static void test_reset_command_allocator(void) ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); @@ -2867,15 +2867,15 @@ static void test_reset_command_allocator(void) ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); - ok(SUCCEEDED(hr), "Resetting Command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == E_FAIL, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); - ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); command_queue_desc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; command_queue_desc.Priority = D3D12_COMMAND_QUEUE_PRIORITY_NORMAL; @@ -2883,43 +2883,43 @@ static void test_reset_command_allocator(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator2); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); uav_barrier(command_list, NULL); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); /* A command list can be reset when it is in use. */ hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator2, NULL); - ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); wait_queue_idle(device, queue); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); - ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); uav_barrier(command_list, NULL); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); - ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); wait_queue_idle(device, queue); hr = ID3D12CommandAllocator_Reset(command_allocator); ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Reset(command_list, command_allocator, NULL); - ok(SUCCEEDED(hr), "Resetting command list failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command list, hr %#x.\n", hr); /* A command allocator can be used with one command list at a time. */ hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, @@ -2931,7 +2931,7 @@ static void test_reset_command_allocator(void) ok(hr == S_OK, "Got unexpected hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Close(command_list2); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); hr = ID3D12GraphicsCommandList_Reset(command_list2, command_allocator, NULL); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); @@ -2962,25 +2962,25 @@ static void test_cpu_signal_fence(void) hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); hr = ID3D12Fence_Signal(fence, 1); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 1, "Got unexpected value %"PRIu64".\n", value); hr = ID3D12Fence_Signal(fence, 10); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 10, "Got unexpected value %"PRIu64".\n", value); hr = ID3D12Fence_Signal(fence, 5); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 5, "Got unexpected value %"PRIu64".\n", value); hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -2991,29 +2991,29 @@ static void test_cpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 5); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 6, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 7); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 10); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3023,18 +3023,18 @@ static void test_cpu_signal_fence(void) for (i = 0; i <= ID3D12Fence_GetCompletedValue(fence); ++i) { hr = ID3D12Fence_SetEventOnCompletion(fence, i, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x for %u.\n", ret, i); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x for %u.\n", ret, i); } hr = ID3D12Fence_SetEventOnCompletion(fence, i, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, i); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); @@ -3042,26 +3042,26 @@ static void test_cpu_signal_fence(void) /* Attach event to multiple values. */ hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 3, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 9, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); for (i = 1; i < 13; ++i) { hr = ID3D12Fence_Signal(fence, i); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); if (i == 3 || i == 5 || i == 9 || i == 12) { ret = wait_event(event1, 0); @@ -3073,7 +3073,7 @@ static void test_cpu_signal_fence(void) /* Tests with 2 events. */ hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -3085,26 +3085,26 @@ static void test_cpu_signal_fence(void) ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 100, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, ~(UINT64)0, event2); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_Signal(fence, 50); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 99); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 100); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); @@ -3113,28 +3113,28 @@ static void test_cpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 101); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 100); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); @@ -3143,13 +3143,13 @@ static void test_cpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); @@ -3157,22 +3157,22 @@ static void test_cpu_signal_fence(void) /* Attach two events to the same value. */ hr = ID3D12Fence_Signal(fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event2); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 3); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); @@ -3184,7 +3184,7 @@ static void test_cpu_signal_fence(void) /* Test passing signaled event. */ hr = ID3D12Fence_Signal(fence, 20); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 20, "Got unexpected value %"PRIu64".\n", value); ret = wait_event(event1, 0); @@ -3192,14 +3192,14 @@ static void test_cpu_signal_fence(void) signal_event(event1); hr = ID3D12Fence_SetEventOnCompletion(fence, 30, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_Signal(fence, 30); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); ret = wait_event(event1, 0); @@ -3237,24 +3237,24 @@ static void test_gpu_signal_fence(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); hr = ID3D12Device_CreateFence(device, 0, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&fence); - ok(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); /* XXX: It seems that when a queue is idle a fence is signalled immediately * in D3D12. Vulkan implementations don't signal a fence immediately so * libvkd3d doesn't as well. In order to make this test reliable * wait_queue_idle() is inserted after every ID3D12CommandQueue_Signal(). */ hr = ID3D12CommandQueue_Signal(queue, fence, 10); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 10, "Got unexpected value %"PRIu64".\n", value); hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -3266,11 +3266,11 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 5); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3278,11 +3278,11 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 6, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 7); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3290,34 +3290,34 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 10); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); /* Attach one event to multiple values. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 3, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 5, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 9, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 12, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); for (i = 1; i < 13; ++i) { hr = ID3D12CommandQueue_Signal(queue, fence, i); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); if (i == 3 || i == 5 || i == 9 || i == 12) { @@ -3330,7 +3330,7 @@ static void test_gpu_signal_fence(void) /* Tests with 2 events. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); value = ID3D12Fence_GetCompletedValue(fence); ok(value == 0, "Got unexpected value %"PRIu64".\n", value); @@ -3343,12 +3343,12 @@ static void test_gpu_signal_fence(void) ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 100, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, ~(UINT64)0, event2); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12CommandQueue_Signal(queue, fence, 50); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3356,7 +3356,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 99); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3364,7 +3364,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 100); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3374,7 +3374,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 101); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3382,7 +3382,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3390,7 +3390,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 100); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3398,7 +3398,7 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3408,14 +3408,14 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, ~(UINT64)0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3424,7 +3424,7 @@ static void test_gpu_signal_fence(void) /* Attach two events to the same value. */ hr = ID3D12CommandQueue_Signal(queue, fence, 0); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); @@ -3432,15 +3432,15 @@ static void test_gpu_signal_fence(void) ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event1); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); hr = ID3D12Fence_SetEventOnCompletion(fence, 1, event2); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); ret = wait_event(event1, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); ret = wait_event(event2, 0); ok(ret == WAIT_TIMEOUT, "Got unexpected return value %#x.\n", ret); hr = ID3D12CommandQueue_Signal(queue, fence, 3); - ok(SUCCEEDED(hr), "Signal failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to signal fence, hr %#x.\n", hr); wait_queue_idle(device, queue); ret = wait_event(event1, 0); ok(ret == WAIT_OBJECT_0, "Got unexpected return value %#x.\n", ret); @@ -3480,7 +3480,7 @@ static void fence_event_wait_main(void *untyped_data) ok(!!event, "Failed to create event.\n"); hr = ID3D12Fence_SetEventOnCompletion(data->fence, data->value, event); - ok(SUCCEEDED(hr), "SetEventOnCompletion failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to set event on completion, hr %#x.\n", hr); signal_event(data->event); @@ -3523,14 +3523,14 @@ static void test_multithread_fence_wait(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); thread_data.event = create_event(); thread_data.value = 0; ok(!!thread_data.event, "Failed to create event.\n"); hr = ID3D12Device_CreateFence(device, thread_data.value, D3D12_FENCE_FLAG_NONE, &IID_ID3D12Fence, (void **)&thread_data.fence); - ok(SUCCEEDED(hr), "CreateFence failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create fence, hr %#x.\n", hr); /* Signal fence on host. */ ++thread_data.value; @@ -4820,15 +4820,15 @@ static void test_texture_resource_barriers(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); resource = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COMMON); @@ -4897,7 +4897,7 @@ static void test_texture_resource_barriers(void) ID3D12GraphicsCommandList_ResourceBarrier(command_list, 8, barriers); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); exec_command_list(queue, command_list); wait_queue_idle(device, queue); @@ -4932,15 +4932,15 @@ static void test_invalid_texture_resource_barriers(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); texture = create_default_texture(device, 32, 32, DXGI_FORMAT_R8G8B8A8_UNORM, D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE); @@ -4951,7 +4951,7 @@ static void test_invalid_texture_resource_barriers(void) transition_resource_state(command_list, texture, D3D12_RESOURCE_STATE_UNORDERED_ACCESS, D3D12_RESOURCE_STATE_COPY_SOURCE); hr = ID3D12GraphicsCommandList_Close(command_list); - ok(SUCCEEDED(hr), "Close failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to close command list, hr %#x.\n", hr); reset_command_list(command_list, command_allocator); @@ -4971,10 +4971,10 @@ static void test_invalid_texture_resource_barriers(void) ID3D12GraphicsCommandList_Release(command_list); hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* The before state does not match with the previous state. */ transition_resource_state(command_list, texture, @@ -4992,11 +4992,11 @@ static void test_invalid_texture_resource_barriers(void) } hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); ID3D12GraphicsCommandList_Release(command_list); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* Exactly one write state or a combination of read-only states are allowed. */ transition_resource_state(command_list, texture, @@ -5006,11 +5006,11 @@ static void test_invalid_texture_resource_barriers(void) ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); ID3D12GraphicsCommandList_Release(command_list); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* Readback resources cannot transition from D3D12_RESOURCE_STATE_COPY_DEST. */ transition_resource_state(command_list, readback_buffer, @@ -5019,11 +5019,11 @@ static void test_invalid_texture_resource_barriers(void) todo(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); hr = ID3D12CommandAllocator_Reset(command_allocator); - ok(SUCCEEDED(hr), "Command allocator reset failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to reset command allocator, hr %#x.\n", hr); ID3D12GraphicsCommandList_Release(command_list); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* Upload resources cannot transition from D3D12_RESOURCE_STATE_GENERIC_READ. */ transition_resource_state(command_list, upload_buffer, @@ -5066,15 +5066,15 @@ static void test_device_removed_reason(void) command_queue_desc.NodeMask = 0; hr = ID3D12Device_CreateCommandQueue(device, &command_queue_desc, &IID_ID3D12CommandQueue, (void **)&queue); - ok(SUCCEEDED(hr), "CreateCommandQueue failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command queue, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_DIRECT, &IID_ID3D12CommandAllocator, (void **)&command_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_DIRECT, command_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&command_list); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* Execute a command list in the recording state. */ exec_command_list(queue, command_list); @@ -5168,7 +5168,7 @@ static void test_map_resource(void) hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, D3D12_RESOURCE_STATE_COMMON, NULL, &IID_ID3D12Resource, (void **)&resource); - ok(SUCCEEDED(hr), "CreateCommittedResource failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create committed resource, hr %#x.\n", hr); /* Resources on a DEFAULT heap cannot be mapped. */ hr = ID3D12Resource_Map(resource, 0, NULL, &data); @@ -5212,10 +5212,10 @@ static void test_bundle_state_inheritance(void) hr = ID3D12Device_CreateCommandAllocator(device, D3D12_COMMAND_LIST_TYPE_BUNDLE, &IID_ID3D12CommandAllocator, (void **)&bundle_allocator); - ok(SUCCEEDED(hr), "CreateCommandAllocator failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command allocator, hr %#x.\n", hr); hr = ID3D12Device_CreateCommandList(device, 0, D3D12_COMMAND_LIST_TYPE_BUNDLE, bundle_allocator, NULL, &IID_ID3D12GraphicsCommandList, (void **)&bundle); - ok(SUCCEEDED(hr), "CreateCommandList failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to create command list, hr %#x.\n", hr); /* A bundle does not inherit the current pipeline state. */ ID3D12GraphicsCommandList_ClearRenderTargetView(command_list, context.rtv, white, 0, NULL); @@ -14836,7 +14836,7 @@ static void test_create_query_heap(void) heap_desc.NodeMask = 0; hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); - ok(hr == S_OK, "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", types[i], hr); + ok(hr == S_OK, "Failed to create query heap, type %u, hr %#x.\n", types[i], hr); ID3D12QueryHeap_Release(query_heap); } @@ -14846,7 +14846,7 @@ static void test_create_query_heap(void) heap_desc.NodeMask = 0; hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); - todo(hr == S_OK, "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", heap_desc.Type, hr); + todo(hr == S_OK, "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr); if (hr == S_OK) ID3D12QueryHeap_Release(query_heap); @@ -14882,13 +14882,13 @@ static void test_query_timestamp(void) queue = context.queue; hr = ID3D12CommandQueue_GetTimestampFrequency(queue, ×tamp_frequency); - ok(SUCCEEDED(hr), "ID3D12CommandQueue_GetTimestampFrequency failed, hr %#x.\n", hr); + ok(SUCCEEDED(hr), "Failed to get timestamp frequency, hr %#x.\n", hr); heap_desc.Type = D3D12_QUERY_HEAP_TYPE_TIMESTAMP; heap_desc.Count = ARRAY_SIZE(timestamps); heap_desc.NodeMask = 0; hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); - ok(SUCCEEDED(hr), "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", heap_desc.Type, hr); + ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr); resource = create_readback_buffer(device, sizeof(timestamps)); @@ -14947,7 +14947,7 @@ static void test_query_pipeline_statistics(void) heap_desc.Count = 2; heap_desc.NodeMask = 0; hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); - ok(SUCCEEDED(hr), "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", heap_desc.Type, hr); + ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr); resource = create_readback_buffer(device, 2 * sizeof(struct D3D12_QUERY_DATA_PIPELINE_STATISTICS)); @@ -15104,7 +15104,7 @@ static void test_query_occlusion(void) heap_desc.Count = ARRAY_SIZE(tests); heap_desc.NodeMask = 0; hr = ID3D12Device_CreateQueryHeap(device, &heap_desc, &IID_ID3D12QueryHeap, (void **)&query_heap); - ok(SUCCEEDED(hr), "ID3D12Device_CreateQueryHeap failed, type %u, hr %#x.\n", heap_desc.Type, hr); + ok(SUCCEEDED(hr), "Failed to create query heap, type %u, hr %#x.\n", heap_desc.Type, hr); resource = create_readback_buffer(device, ARRAY_SIZE(tests) * sizeof(UINT64));