d3d8/tests: Use a slop for test_shademode.
authorStefan Dösinger <stefandoesinger@gmx.at>
Fri, 1 Jan 2016 18:24:50 +0000 (18:24 +0000)
committerAlexandre Julliard <julliard@winehq.org>
Sun, 3 Jan 2016 19:04:19 +0000 (20:04 +0100)
Signed-off-by: Stefan Dösinger <stefandoesinger@gmx.at>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
dlls/d3d8/tests/visual.c

index 0663e1839e9d05451aebc2ccaa797b06cbefb103..322c0dd563bf7027f158bac927dda4e9127b69bc 100644 (file)
@@ -8478,9 +8478,9 @@ static void test_shademode(void)
          * functionality being available. */
         /* PHONG should be the same as GOURAUD, since no hardware implements
          * this. */
-        ok(color0 == tests[i].color0, "Test %u shading has color0 %08x, expected %08x.\n",
+        ok(color_match(color0, tests[i].color0, 1), "Test %u shading has color0 %08x, expected %08x.\n",
                 i, color0, tests[i].color0);
-        ok(color1 == tests[i].color1, "Test %u shading has color1 %08x, expected %08x.\n",
+        ok(color_match(color1, tests[i].color1, 1), "Test %u shading has color1 %08x, expected %08x.\n",
                 i, color1, tests[i].color1);
 
         IDirect3DDevice8_SetVertexShader(device, 0);