[PATCH v2 2/3] d2d1/tests: Add tests for effect inputs.

Henri Verbeet hverbeet at gmail.com
Wed Aug 4 08:23:01 CDT 2021


On Wed, 4 Aug 2021 at 03:27, Ziqing Hui <zhui at codeweavers.com> wrote:
> 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.
>
We might as well store that in effect_tests[] then.



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