[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.
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