[v11 2/4] d3dx9: Add basic opcodes to preshader.

Matteo Bruni matteo.mystral at gmail.com
Wed Apr 13 15:00:22 CDT 2016


2016-04-12 11:34 GMT+02:00 Paul Gofman <gofmanp at gmail.com>:

> @@ -3834,11 +3831,16 @@ static void test_effect_preshader(IDirect3DDevice9 *device)
>          v = i < 8 ? (unsigned int *)&light.Diffuse : (unsigned int *)&light.Ambient;
>          ok(hr == D3D_OK, "Got result %#x.\n", hr);
>          for (j = 0; j < 4; ++j)
> +        {
> +            unsigned int mask;
> +
> +            mask = ~0u << test_effect_preshader_op_results[i].tolerance_bit_count;
>              todo_wine_if(test_effect_preshader_op_results[i].todo[j])
> -            ok(v[j] == test_effect_preshader_op_results[i].result[j],
> +            ok((v[j] & mask) == (test_effect_preshader_op_results[i].result[j] & mask),

That doesn't seem right. You can just use compare_float() to do a
correct float comparison.



More information about the wine-devel mailing list