d3d9/tests: Use a slop for test_shademode.
Needed on my Geforce 7300. The old test passed OK, the newly extended test needs a slop. Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -8474,16 +8474,16 @@ static void test_shademode(void)
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* this. */
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if (tests[i].todo)
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{
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todo_wine ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
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todo_wine ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n",
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i, color0, tests[i].color0);
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todo_wine ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
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todo_wine ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n",
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i, color1, tests[i].color1);
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}
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else
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{
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ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
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ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n",
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i, color0, tests[i].color0);
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ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
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ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n",
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i, color1, tests[i].color1);
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}
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IDirect3DDevice9_SetVertexShader(device, NULL);
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