=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d10core/tests: Initialize texture data in test_update_subresource().
Alexandre Julliard
julliard at winehq.org
Wed Nov 9 13:47:02 CST 2016
Module: wine
Branch: master
Commit: 5b155ea16c3f8513b086dcc36ea4d058df132859
URL: http://source.winehq.org/git/wine.git/?a=commit;h=5b155ea16c3f8513b086dcc36ea4d058df132859
Author: Józef Kucia <jkucia at codeweavers.com>
Date: Wed Nov 9 12:35:24 2016 +0100
d3d10core/tests: Initialize texture data in test_update_subresource().
Fixes test failures on Intel GPUs.
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 | 8 +++++++-
1 file changed, 7 insertions(+), 1 deletion(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index fc0745a..3bd6ea6 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -6487,6 +6487,7 @@ static void test_fragment_coords(void)
static void test_update_subresource(void)
{
struct d3d10core_test_context test_context;
+ D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10SamplerState *sampler_state;
ID3D10ShaderResourceView *ps_srv;
@@ -6527,6 +6528,7 @@ static void test_update_subresource(void)
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
+ static const DWORD initial_data[16] = {0};
static const DWORD bitmap_data[] =
{
0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
@@ -6559,7 +6561,11 @@ static void test_update_subresource(void)
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
- hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+ resource_data.pSysMem = initial_data;
+ resource_data.SysMemPitch = texture_desc.Width * sizeof(*initial_data);
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D10Device_CreateTexture2D(device, &texture_desc, &resource_data, &texture);
ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &ps_srv);
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