d3d10/tests: Avoid preprocessor check to ensure it compiles
André Hentschel
nerv at dawncrow.de
Wed Jan 22 15:32:24 CST 2014
---
dlls/d3d10/tests/effect.c | 5 +++--
1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/dlls/d3d10/tests/effect.c b/dlls/d3d10/tests/effect.c
index e16d458..a07bc6c 100644
--- a/dlls/d3d10/tests/effect.c
+++ b/dlls/d3d10/tests/effect.c
@@ -2679,11 +2679,12 @@ static void test_effect_local_shader(ID3D10Device *device)
p = null_technique->lpVtbl->GetPassByName(null_technique, "invalid");
ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
-#if 0
+if (0)
+{
/* This crashes on W7/DX10, if t is a valid technique and name=NULL. */
p = t->lpVtbl->GetPassByName(t, NULL);
ok(null_pass == p, "GetPassByName got %p, expected %p\n", p, null_pass);
-#endif
+}
p = t->lpVtbl->GetPassByIndex(t, 0xffffffff);
ok(null_pass == p, "GetPassByIndex got %p, expected %p\n", p, null_pass);
--
1.8.1.2
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