[PATCH 01/18] d3d11/tests: Add more tests for bind flags.
Józef Kucia
jkucia at codeweavers.com
Mon Dec 5 05:04:24 CST 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 15 ++++++++++++++-
1 file changed, 14 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 43f6161..bad38d3 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -1639,9 +1639,16 @@ static void test_create_texture2d(void)
{DXGI_FORMAT_R32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL, 0,
+ TRUE, FALSE},
{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL, 0,
+ FALSE, TRUE},
{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
+ {DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_UNORDERED_ACCESS, 0,
+ FALSE, TRUE},
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
@@ -1662,8 +1669,13 @@ static void test_create_texture2d(void)
{DXGI_FORMAT_R8G8B8A8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
{DXGI_FORMAT_R8G8B8A8_SNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
{DXGI_FORMAT_R8G8B8A8_SINT, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
+ {DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
+ {DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
+ {DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL, 0,
+ FALSE, TRUE},
{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
+ {DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
};
if (!(device = create_device(NULL)))
@@ -1787,7 +1799,8 @@ static void test_create_texture2d(void)
hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, (ID3D11Texture2D **)&texture);
todo_wine_if(todo)
- ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
+ ok(hr == expected_hr, "Test %u: Got unexpected hr %#x (format %#x).\n",
+ i, hr, desc.Format);
if (SUCCEEDED(hr))
ID3D11Texture2D_Release(texture);
--
2.7.3
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