d3d10core/tests: Use full name of structure field in ok() messages.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1341,7 +1341,7 @@ static void test_create_blend_state(void)
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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"Got unexpected alpha to coverage %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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"Got unexpected alpha to coverage enable %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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ok(d3d11_blend_desc.IndependentBlendEnable == FALSE,
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ok(d3d11_blend_desc.IndependentBlendEnable == FALSE,
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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@ -1404,7 +1404,7 @@ static void test_create_blend_state(void)
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ID3D11BlendState_GetDesc(d3d11_blend_state, &d3d11_blend_desc);
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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ok(d3d11_blend_desc.AlphaToCoverageEnable == blend_desc.AlphaToCoverageEnable,
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"Got unexpected alpha to coverage %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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"Got unexpected alpha to coverage enable %#x.\n", d3d11_blend_desc.AlphaToCoverageEnable);
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ok(d3d11_blend_desc.IndependentBlendEnable == TRUE,
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ok(d3d11_blend_desc.IndependentBlendEnable == TRUE,
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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"Got unexpected independent blend enable %#x.\n", d3d11_blend_desc.IndependentBlendEnable);
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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for (i = 0; i < D3D11_SIMULTANEOUS_RENDER_TARGET_COUNT; ++i)
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