[PATCH v2 2/3] d2d1/tests: Add tests for effect inputs.
Henri Verbeet
hverbeet at gmail.com
Tue Aug 3 10:52:49 CDT 2021
On Sat, 31 Jul 2021 at 06:25, Ziqing Hui <zhui at codeweavers.com> wrote:
> @@ -9797,6 +9800,60 @@ static void test_effect(BOOL d3d11)
> max_inputs, test->max_inputs);
> }
>
> + todo_wine
> + {
> + input_count = ID2D1Effect_GetInputCount(effect);
> + ok (input_count == 1 || input_count == 2, "Got unexpected input count %u.\n", input_count);
> +
What determines whether this returns 1 or 2?
As an aside, I'd much prefer putting "todo_wine" before individual
ok() calls over using block-todo_wine.
> + input_count = (test->max_inputs < 16 ? test->max_inputs : 16);
> + for (j = 0; j < input_count + off_limit_tests; ++j)
> + {
What is the meaning of the "off_limit_tests" variable? It's not
obvious to me from the variable name.
> + hr = ID2D1Effect_SetInputCount(effect, j);
> + if (j < test->min_inputs || j > test->max_inputs)
> + ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
> + else
> + ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
> + }
If these were to fail, it would not be obvious from the failure
message for which input/"j" that was.
> + ID2D1Effect_SetInput(effect, 0, (ID2D1Image *)bitmap, FALSE);
> + for (j = 0; j < input_count + off_limit_tests; ++j)
> + {
> + image_a = (ID2D1Image *)0xdeadbeef;
> + if (j >= input_count)
> + ID2D1Effect_SetInput(effect, j, (ID2D1Image *)bitmap, FALSE);
> + ID2D1Effect_GetInput(effect, j, &image_a);
> + if (j == 0)
> + {
> + ok(image_a == (ID2D1Image *)bitmap, "Got unexpected image_a %p.\n", image_a);
> + if (image_a == (ID2D1Image *)bitmap)
> + ID2D1Image_Release(image_a);
> + }
> + else
> + {
> + ok(image_a == NULL, "Got unexpected image_a %p.\n", image_a);
> + }
> + }
It may end up being nicer to use two separate loops for this.
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