=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Add more tests for texture data initialization.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Apr 11 10:30:31 CDT 2016
Module: wine
Branch: master
Commit: b3b4a943dd86c52fa997bf8cdb02d9243ac219c2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=b3b4a943dd86c52fa997bf8cdb02d9243ac219c2
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Fri Apr 8 13:26:36 2016 +0200
d3d10core/tests: Add more tests for texture data initialization.
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard at winehq.org>
---
dlls/d3d10core/tests/device.c | 72 ++++++++++++++++++++++++++++++++++---------
1 file changed, 58 insertions(+), 14 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 3783da5..13df12b 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -5330,12 +5330,12 @@ static void test_copy_subresource_region(void)
release_test_context(&test_context);
}
-static void test_multisample_init(void)
+static void test_texture_data_init(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC desc;
- ID3D10Texture2D *multi;
+ ID3D10Texture2D *texture;
ID3D10Device *device;
UINT count = 0;
HRESULT hr;
@@ -5345,37 +5345,81 @@ static void test_multisample_init(void)
device = test_context.device;
+ desc.Width = 640;
+ desc.Height = 480;
+ desc.MipLevels = 1;
+ desc.ArraySize = 1;
+ desc.SampleDesc.Count = 1;
+ desc.SampleDesc.Quality = 0;
+ desc.Usage = D3D10_USAGE_DEFAULT;
+ desc.BindFlags = 0;
+ desc.CPUAccessFlags = 0;
+ desc.MiscFlags = 0;
+
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_color(texture, 0x00000000, 0);
+ ID3D10Texture2D_Release(texture);
+
+ desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_color(texture, 0x00000000, 0);
+ ID3D10Texture2D_Release(texture);
+
+ desc.Format = DXGI_FORMAT_D32_FLOAT;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_float(texture, 0.0f, 0);
+ ID3D10Texture2D_Release(texture);
+
+ desc.ArraySize = 4;
+
+ desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_float(texture, 0.0f, 0);
+ ID3D10Texture2D_Release(texture);
+
+ desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_color(texture, 0x00000000, 0);
+ ID3D10Texture2D_Release(texture);
+
+ desc.Format = DXGI_FORMAT_D32_FLOAT;
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
+ ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+ check_texture_float(texture, 0.0f, 0);
+ ID3D10Texture2D_Release(texture);
+
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
if (!count)
{
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
- goto done;
+ release_test_context(&test_context);
+ return;
}
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
- desc.Width = 640;
- desc.Height = 480;
- desc.MipLevels = 1;
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 2;
desc.SampleDesc.Quality = 0;
- desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &multi);
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
- (ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
+ (ID3D10Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
- ID3D10Texture2D_Release(multi);
-done:
+ ID3D10Texture2D_Release(texture);
+
release_test_context(&test_context);
}
@@ -6287,7 +6331,7 @@ START_TEST(device)
test_fragment_coords();
test_update_subresource();
test_copy_subresource_region();
- test_multisample_init();
+ test_texture_data_init();
test_check_multisample_quality_levels();
test_cb_relative_addressing();
test_swapchain_flip();
More information about the wine-cvs
mailing list