On 12 October 2011 01:51, Austin English austinenglish@gmail.com wrote:
Current d3d8 does a win_skip(), while d3d9 does a skip(). This unifies the behavior to match the d3d9 behavior.
I seem to recall this being intentional, so that you get a failure if your setup has e.g. no OpenGL.
On Wed, Oct 12, 2011 at 04:39, Henri Verbeet hverbeet@gmail.com wrote:
On 12 October 2011 01:51, Austin English austinenglish@gmail.com wrote:
Current d3d8 does a win_skip(), while d3d9 does a skip(). This unifies the behavior to match the d3d9 behavior.
I seem to recall this being intentional, so that you get a failure if your setup has e.g. no OpenGL.
If the goal is to ensure some test fails with that setup, opengl32/tests/opengl.c already ensures that: ../../../tools/runtest -q -P wine -M opengl32.dll -T ../../.. -p opengl32_test.exe.so opengl.c && touch opengl.ok err:wgl:X11DRV_WineGL_InitOpenglInfo couldn't initialize OpenGL, expect problems opengl.c:1295: Test failed: Unable to find pixel format. *** Error code 1
I was looking to make d3d8/d3d9 consistent. Instead we could make d3d9 fail if OpenGL isn't available, as d3d8 does now.