Is the correct thing to add a test to dlls/d3d11/tests/d3d11.c that illustrates the bug and shows that the patch fixes the bug?
-Andrew
On Mon, Nov 14, 2016 at 5:07 PM, Marvin testbot@winehq.org wrote:
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For this patch, the most important thing is to fix test failures pointed out by Matteo.
On Tue, Nov 15, 2016 at 8:41 PM, Andrew Wesie awesie@gmail.com wrote:
Is the correct thing to add a test to dlls/d3d11/tests/d3d11.c that illustrates the bug and shows that the patch fixes the bug?
Yes, a test case is always welcome. If a test can be expressed in D3D10 API we also tend to duplicate the test and put it in dlls/d3d10core/tests/. FWIW, I've prepared a simple test case for this instruction. You can send it with your patch if you want. It exercises the ret instruction only in pixel shaders, but it's better than not having a test at all.