[PATCH v2 2/3] d2d1/tests: Add tests for effect inputs.
Ziqing Hui
zhui at codeweavers.com
Tue Aug 3 20:27:52 CDT 2021
On 8/3/21 11:52 PM, Henri Verbeet wrote:
> 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?
It would return 2 for the Composite effect, and 1 for the other two effects.
I'm not sure if there would be other value for builtin effects that we have not tested.
> 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.
It means the count of input index which is out of bound (index which is greater than, or equal to max_inputs).
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