d3d11/tests: Fix the spelling of a couple of comments.
Signed-off-by: Francois Gouget <fgouget@free.fr> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -5960,7 +5960,7 @@ static void test_pipeline_statistics_query(void)
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get_query_data(context, query, &data, sizeof(data));
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/* WARP devices randomly return all-zeroed structures as if the draw did not happen. Flushing and
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* sleeping a second before ending the query reduces the likelyhood of hitting the bug a lot, but
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* sleeping a second before ending the query reduces the likelihood of hitting the bug a lot, but
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* does not eliminate it entirely. To make things work reliably ignore such broken results. */
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if (is_warp_device(device) && !memcmp(&data, &zero_data, sizeof(data)))
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{
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@ -7453,8 +7453,8 @@ static void test_device_context_state(void)
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*
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* The tests below suggest that a ContextState object stores its own state
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* for every device it is used with. This isn't entirely true, e.g. the
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* primitive topology can be transfered between devices, but will cause odd
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* refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54
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* primitive topology can be transferred between devices, but will cause
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* odd refcounting behavior afterwards (IAGetPrimitiveTopology will leak 54
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* references on the context's device for example). */
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if (0)
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{
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