d3d11/tests: Initialise "constant" in test_device_context_state() (Valgrind).
We're mostly just using this to make sure the value we read back is that same as the one we set, so in that sense the actual value is inconsequential. Nevertheless, randomness is generally undesirable in the tests. Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6775,6 +6775,7 @@ static void test_device_context_state(void)
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0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000020, 0x00050050, 0x00000008, 0x0100086a,
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0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0100003e,
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};
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static const struct vec4 constant = {1.257f, 1.885f, 2.513f, 3.770f};
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ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2;
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UINT ib_offset, vb_offset, vb_stride, so_offset, offset, stride, sample_mask, stencil_ref, count;
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@ -6814,7 +6815,6 @@ static void test_device_context_state(void)
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ID3D11Texture2D *texture;
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enum DXGI_FORMAT format;
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float blend_factor[4];
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struct vec4 constant;
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DWORD data_size;
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BOOL pred_value;
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ULONG refcount;
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