[v3 1/6] d3dx9: add test for preshader in effect.

Paul Gofman gofmanp at gmail.com
Tue Mar 15 02:18:54 CDT 2016


Thanks, I will follow up and resend the patch series on Thursday, 17th.
I have a few questions below, could you please look?

On 03/15/2016 05:50 AM, Matteo Bruni wrote:
>
>> +    for (i = 0; i < TEST_EFFECT_PRES_NFLOATP; i++)
>> +    {
>> +        hr = IDirect3DDevice9_SetPixelShaderConstantF(device, i,
>> +                (const float *)&fvect_empty, 1);
>> +        ok(hr == D3D_OK, "Got result %#x.\n", hr);
>> +    }
> I know it was me who suggested to clear all the 256 float shader
> constants but it looks a bit weird if the same doesn't happen for the
> other constant types. It's also not very useful if those additional
> constants aren't checked later on. I would change the initialization
> of the other constant types in the same way (maybe with a define or
> something instead of the plain number?) and then check that those are
> not modified by BeginPass().
I can't just set 256 pixel shader constants, that fails on Marvin
testbot (that was my unlucky v2 patch series). So I probably need to get
the actual number of constants supported through GetDeviceCaps. Do we
really need this in this test, or maybe I can just check the number of
constants used + 1 for all types of constants?
>
>> +    ok(!!vshader, "Got NULL vshader.\n");
> This double negation is unnecessary.
>
There was a compiler warning if just "ok(vshader)". Or should I get it
back as ok(vshader == NULL)?





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