d3d8/tests: Use float literals.
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0143fa7382
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6a43986e12
dlls/d3d8/tests
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@ -495,7 +495,7 @@ static void present_test(IDirect3DDevice8 *device)
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ok(hr == D3D_OK, "IDirect3DDevice8_Clear returned %08x\n", hr);
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hr = IDirect3DDevice8_Present(device, NULL, NULL, NULL, NULL);
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ok(SUCCEEDED(hr), "IDirect3DDevice8_Present returned %#x.\n", hr);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4, 0);
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hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffffffff, 0.4f, 0);
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ok(SUCCEEDED(hr), "IDirect3DDevice8_Clear returned %#x.\n", hr);
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hr = IDirect3DDevice8_SetRenderState(device, D3DRS_ZENABLE, D3DZB_TRUE);
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@ -930,16 +930,16 @@ static void p8_texture_test(IDirect3DDevice8 *device)
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D3DCAPS8 caps;
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UINT i;
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float quad[] = {
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-1.0, 0, 0.1, 0.0, 0.0,
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-1.0, 1.0, 0.1, 0.0, 1.0,
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1.0, 0, 0.1, 1.0, 0.0,
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1.0, 1.0, 0.1, 1.0, 1.0,
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-1.0f, 0.0f, 0.1f, 0.0f, 0.0f,
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-1.0f, 1.0f, 0.1f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 0.0f,
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1.0f, 1.0f, 0.1f, 1.0f, 1.0f,
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};
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float quad2[] = {
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-1.0, -1.0, 0.1, 0.0, 0.0,
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-1.0, 0, 0.1, 0.0, 1.0,
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1.0, -1.0, 0.1, 1.0, 0.0,
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1.0, 0, 0.1, 1.0, 1.0,
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-1.0f, -1.0f, 0.1f, 0.0f, 0.0f,
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-1.0f, 0.0f, 0.1f, 0.0f, 1.0f,
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1.0f, -1.0f, 0.1f, 1.0f, 0.0f,
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1.0f, 0.0f, 0.1f, 1.0f, 1.0f,
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};
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IDirect3DDevice8_GetDirect3D(device, &d3d);
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@ -1316,17 +1316,17 @@ static void depth_clamp_test(IDirect3DDevice8 *device)
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};
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const struct vertex quad3[] =
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{
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{-0.65, 0.55, 5.0f, 0xffffffff},
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{-0.35, 0.55, 5.0f, 0xffffffff},
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{-0.65, 0.15, 5.0f, 0xffffffff},
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{-0.35, 0.15, 5.0f, 0xffffffff},
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{-0.65f, 0.55f, 5.0f, 0xffffffff},
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{-0.35f, 0.55f, 5.0f, 0xffffffff},
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{-0.65f, 0.15f, 5.0f, 0xffffffff},
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{-0.35f, 0.15f, 5.0f, 0xffffffff},
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};
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const struct vertex quad4[] =
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{
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{-0.87, 0.83, 10.0f, 0xffffffff},
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{-0.65, 0.83, 10.0f, 0xffffffff},
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{-0.87, 0.55, 10.0f, 0xffffffff},
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{-0.65, 0.55, 10.0f, 0xffffffff},
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{-0.87f, 0.83f, 10.0f, 0xffffffff},
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{-0.65f, 0.83f, 10.0f, 0xffffffff},
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{-0.87f, 0.55f, 10.0f, 0xffffffff},
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{-0.65f, 0.55f, 10.0f, 0xffffffff},
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};
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const struct vertex quad5[] =
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{
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