From: "Matteo Bruni (@Mystral)" Subject: Re: [PATCH 0/3] MR332: d3dx10: Support creating effect from pre-built shader Message-Id: Date: Fri, 01 Jul 2022 19:25:11 +0000 In-Reply-To: References: Matteo Bruni (@Mystral) commented about dlls/d3dx10_43/tests/d3dx10.c: > + errors = NULL; > + effect = NULL; > + hr = D3DX10CreateEffectFromResourceA(GetModuleHandleA(NULL), "fx_test_ecbt.hlsl", NULL, > + NULL, NULL, "fx_4_0", 0x0, 0x0, device, NULL, NULL, &effect, > + &errors, NULL); > + todo_wine ok(hr == S_OK, "D3DX10CreateEffectFromResource failed: %#x\n", hr); > + todo_wine ok(errors == NULL, "Got unexpected effect errors\n"); > + todo_wine ok(effect != NULL, "No effect created\n"); > + if (errors) > + ID3D10Blob_Release(errors); > + if (effect) > + effect->lpVtbl->Release(effect); > + > + > + refcount = ID3D10Device_Release(device); > + ok(!refcount, "Unexpected refcount.\n"); It's nice to be able to see the value of refcount if the test fails for any reason. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/332#note_3146