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d2d1/tests: Use compare_uint() in compare_float() instead of abs().
The result of abs(INT_MIN) is INT_MIN, which breaks the ulps comparison.
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@ -731,10 +731,7 @@ static BOOL compare_float(float f, float g, unsigned int ulps)
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if (y < 0)
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y = INT_MIN - y;
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if (abs(x - y) > ulps)
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return FALSE;
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return TRUE;
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return compare_uint(x, y, ulps);
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}
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static BOOL compare_colour_f(const D2D1_COLOR_F *colour, float r, float g, float b, float a, unsigned int ulps)
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