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>
This commit is contained in:
Henri Verbeet 2021-04-29 19:06:04 +02:00 committed by Alexandre Julliard
parent 55795588f4
commit e7ebe3d8d2
1 changed files with 1 additions and 1 deletions

View File

@ -6775,6 +6775,7 @@ static void test_device_context_state(void)
0x00000008, 0x00000000, 0x00000008, 0x58454853, 0x00000020, 0x00050050, 0x00000008, 0x0100086a,
0x0400009b, 0x00000001, 0x00000001, 0x00000001, 0x0100003e,
};
static const struct vec4 constant = {1.257f, 1.885f, 2.513f, 3.770f};
ID3DDeviceContextState *context_state, *previous_context_state, *tmp_context_state, *context_state2;
UINT ib_offset, vb_offset, vb_stride, so_offset, offset, stride, sample_mask, stencil_ref, count;
@ -6814,7 +6815,6 @@ static void test_device_context_state(void)
ID3D11Texture2D *texture;
enum DXGI_FORMAT format;
float blend_factor[4];
struct vec4 constant;
DWORD data_size;
BOOL pred_value;
ULONG refcount;