[PATCH 5/8] d3d10core/tests: Test creating 2D array textures.
Józef Kucia
jkucia at codeweavers.com
Fri Apr 8 06:26:38 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 78 +++++++++++++++++++++++++++++--------------
1 file changed, 53 insertions(+), 25 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 13df12b..f9a17f4 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -562,37 +562,63 @@ static void test_create_texture2d(void)
static const struct
{
DXGI_FORMAT format;
+ UINT array_size;
D3D10_BIND_FLAG bind_flags;
+ UINT misc_flags;
BOOL succeeds;
BOOL todo;
}
tests[] =
{
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_VERTEX_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_INDEX_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE},
- {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_DEPTH_STENCIL, FALSE, FALSE},
- {DXGI_FORMAT_R32G32B32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE},
- {DXGI_FORMAT_R32G32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R32G8X24_TYPELESS, D3D10_BIND_DEPTH_STENCIL, TRUE, TRUE},
- {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE},
- {DXGI_FORMAT_R32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_VERTEX_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_INDEX_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, FALSE, TRUE},
- {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_DEPTH_STENCIL, TRUE, FALSE},
- {DXGI_FORMAT_R8G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE},
- {DXGI_FORMAT_R8G8B8A8_UNORM, D3D11_BIND_DEPTH_STENCIL, FALSE, FALSE},
- {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D11_BIND_RENDER_TARGET, FALSE, FALSE},
- {DXGI_FORMAT_D32_FLOAT, D3D11_BIND_RENDER_TARGET, FALSE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 5, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 6, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 7, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 10, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 12, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_RENDER_TARGET, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 9, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
+ {DXGI_FORMAT_R32G32B32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, TRUE},
+ {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE,
+ FALSE, TRUE},
+ {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
+ {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE},
+ {DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
+ {DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE},
};
if (!(device = create_device()))
@@ -698,8 +724,10 @@ static void test_create_texture2d(void)
desc.SampleDesc.Count = 1;
for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
{
+ desc.ArraySize = tests[i].array_size;
desc.Format = tests[i].format;
desc.BindFlags = tests[i].bind_flags;
+ desc.MiscFlags = tests[i].misc_flags;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, (ID3D10Texture2D **)&texture);
todo_wine_if(tests[i].todo)
--
2.4.10
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