Re: [PATCH] d3d11/test: Stop crash when CreateBlendState fails
Hi, The subject prefix is wrong. It should be "d3d11/tests:". On Fri, Nov 20, 2015 at 7:51 AM, Alistair Leslie-Hughes <leslie_alistair(a)hotmail.com> wrote:
Signed-off-by: Alistair Leslie-Hughes <leslie_alistair(a)hotmail.com> --- dlls/d3d11/tests/d3d11.c | 5 +++++ 1 file changed, 5 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index f42edf7..95ba8c0 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2139,6 +2139,11 @@ static void test_create_blend_state(void)
hr = ID3D11Device_CreateBlendState(device, current_desc, &blend_state1); ok(SUCCEEDED(hr), "Failed to create blend state, hr %#x.\n", hr); + if (FAILED(hr)) + { + win_skip("Failed to create CreateBlendState, skipping test %u.\n", i); + continue; + }
At this point the test already failed so there is no point to continue. What we should do is determine if CreateBlendState() should succeed or fail based on the device feature level. win_skip() is not correct as we won't be able to support independent blending on lower feature levels in Wine. Thanks, Józef Kucia
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Józef Kucia