=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Remove test_texture_data_init().

Alexandre Julliard julliard at winehq.org
Wed Nov 9 13:47:02 CST 2016


Module: wine
Branch: master
Commit: 87ae0a4308283d05e0e5d7196cc26c6de69de4d8
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=87ae0a4308283d05e0e5d7196cc26c6de69de4d8

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Wed Nov  9 12:35:29 2016 +0100

d3d11/tests: Remove test_texture_data_init().

This test fails consistently on Windows 10 with Intel GPU, and MSDN says
that the initial content of the resource memory is undefined. Moreover,
failures in other tests have shown that the initial texture data is not
always initialized on other vendors 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/d3d11/tests/d3d11.c | 96 ------------------------------------------------
 1 file changed, 96 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index f073d04..123676d 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7370,101 +7370,6 @@ done:
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
-static void test_texture_data_init(void)
-{
-    static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
-    struct d3d11_test_context test_context;
-    ID3D11DeviceContext *context;
-    D3D11_TEXTURE2D_DESC desc;
-    ID3D11Texture2D *texture;
-    ID3D11Device *device;
-    UINT count = 0;
-    HRESULT hr;
-
-    if (!init_test_context(&test_context, NULL))
-        return;
-
-    device = test_context.device;
-    context = test_context.immediate_context;
-
-    desc.Width = 640;
-    desc.Height = 480;
-    desc.MipLevels = 1;
-    desc.ArraySize = 1;
-    desc.SampleDesc.Count = 1;
-    desc.SampleDesc.Quality = 0;
-    desc.Usage = D3D11_USAGE_DEFAULT;
-    desc.BindFlags = 0;
-    desc.CPUAccessFlags = 0;
-    desc.MiscFlags = 0;
-
-    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_color(texture, 0x00000000, 0);
-    ID3D11Texture2D_Release(texture);
-
-    desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_color(texture, 0x00000000, 0);
-    ID3D11Texture2D_Release(texture);
-
-    desc.Format = DXGI_FORMAT_D32_FLOAT;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_float(texture, 0.0f, 0);
-    ID3D11Texture2D_Release(texture);
-
-    desc.ArraySize = 4;
-
-    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_float(texture, 0.0f, 0);
-    ID3D11Texture2D_Release(texture);
-
-    desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_color(texture, 0x00000000, 0);
-    ID3D11Texture2D_Release(texture);
-
-    desc.Format = DXGI_FORMAT_D32_FLOAT;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-    check_texture_float(texture, 0.0f, 0);
-    ID3D11Texture2D_Release(texture);
-
-    hr = ID3D11Device_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");
-        release_test_context(&test_context);
-        return;
-    }
-
-    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
-
-    desc.ArraySize = 1;
-    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
-    desc.SampleDesc.Count = 2;
-    desc.SampleDesc.Quality = 0;
-    desc.BindFlags = D3D11_BIND_RENDER_TARGET;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
-    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
-
-    ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
-            (ID3D11Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
-
-    todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
-
-    ID3D11Texture2D_Release(texture);
-
-    release_test_context(&test_context);
-}
-
 static void test_check_multisample_quality_levels(void)
 {
     ID3D11Device *device;
@@ -11034,7 +10939,6 @@ START_TEST(d3d11)
     test_update_subresource();
     test_copy_subresource_region();
     test_resource_map();
-    test_texture_data_init();
     test_check_multisample_quality_levels();
     run_for_each_feature_level(test_swapchain_formats);
     test_swapchain_views();




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