Matteo Bruni (@Mystral) commented about dlls/d3dx9_36/tests/texture.c:
+ * volume texture file. + */ + hr = D3DXCreateTextureFromFileInMemory(device, dds_volume_dxt3_4_4_4, sizeof(dds_volume_dxt3_4_4_4), &texture); + ok(hr == D3D_OK, "D3DXCreateTextureFromFileInMemory returned %#lx, expected %#lx.\n", hr, D3D_OK); + check_texture_mips(texture, 3, TRUE); + if (has_2d_dxt3) + { + struct surface_readback surface_rb; + uint32_t mip_level; + + check_texture_level_desc(texture, 0, D3DFMT_DXT3, 0, D3DPOOL_MANAGED, 0, 0, 4, 4, FALSE); + check_texture_level_desc(texture, 1, D3DFMT_DXT3, 0, D3DPOOL_MANAGED, 0, 0, 2, 2, TRUE); + check_texture_level_desc(texture, 2, D3DFMT_DXT3, 0, D3DPOOL_MANAGED, 0, 0, 1, 1, TRUE); + for (mip_level = 0; mip_level < 3; ++mip_level) + { + const uint32_t expected_color[3] = { 0xffff0000, 0xff00ff00, 0xff0000ff }; This could be static as well (mostly for consistency with the other "expected" arrays).
Another potential tiny improvement could be to move (and rename) `expected_color[]` to the top of the function and then use `ARRAY_SIZE()` as upper bound for the loop. -- https://gitlab.winehq.org/wine/wine/-/merge_requests/5801#note_72980