From 9cda230888ba73442f28040f9b20b72305020674 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Stefan=20D=C3=B6singer?= Date: Fri, 2 Oct 2009 16:53:58 +0200 Subject: [PATCH 1/8] d3d9: Reduce the YUV test precision My Mac(with the mac native YUV formats) needs a bit more room here. The same seems to happen on Intel Windows drivers. (Obviously I am wondering how the Apple/Intel YUV formats are useable given their imprecision) --- dlls/d3d9/tests/visual.c | 4 ++-- 1 files changed, 2 insertions(+), 2 deletions(-) diff --git a/dlls/d3d9/tests/visual.c b/dlls/d3d9/tests/visual.c index 092cbe9..f12983d 100644 --- a/dlls/d3d9/tests/visual.c +++ b/dlls/d3d9/tests/visual.c @@ -9754,11 +9754,11 @@ static void yuv_color_test(IDirect3DDevice9 *device) { * differently, so we need a max diff of 16 */ color = getPixelColor(device, 40, 240); - ok(color_match(color, ref_color_left, 16), + ok(color_match(color, ref_color_left, 18), "Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n", test_data[i].in, color, ref_color_left, fmt_string); color = getPixelColor(device, 600, 240); - ok(color_match(color, ref_color_right, 16), + ok(color_match(color, ref_color_right, 18), "Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n", test_data[i].in, color, ref_color_right, fmt_string); } -- 1.6.4.4