=?UTF-8?Q?J=C3=B3zef=20Kucia=20?=: d3d11/tests: Add test for draws with NULL render target views.

Alexandre Julliard julliard at winehq.org
Fri Mar 2 12:16:44 CST 2018


Module: wine
Branch: master
Commit: 5aa039b170a9d200d1c5f8cdc1e37d3e3c08f626
URL:    https://source.winehq.org/git/wine.git/?a=commit;h=5aa039b170a9d200d1c5f8cdc1e37d3e3c08f626

Author: Józef Kucia <jkucia at codeweavers.com>
Date:   Thu Mar  1 19:36:55 2018 +0100

d3d11/tests: Add test for draws with NULL render target views.

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 | 16 ++++++++++++++--
 1 file changed, 14 insertions(+), 2 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 713a030..1826114 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7887,10 +7887,10 @@ static void test_sample_c_lz(void)
 
 static void test_multiple_render_targets(void)
 {
+    ID3D11RenderTargetView *rtv[4], *tmp_rtv[4];
     D3D11_TEXTURE2D_DESC texture_desc;
     ID3D11InputLayout *input_layout;
     unsigned int stride, offset, i;
-    ID3D11RenderTargetView *rtv[4];
     ID3D11DeviceContext *context;
     ID3D11Texture2D *rt[4];
     ID3D11VertexShader *vs;
@@ -8025,9 +8025,21 @@ static void test_multiple_render_targets(void)
 
     for (i = 0; i < ARRAY_SIZE(rtv); ++i)
         ID3D11DeviceContext_ClearRenderTargetView(context, rtv[i], red);
-
     ID3D11DeviceContext_Draw(context, 4, 0);
+    check_texture_color(rt[0], 0xffffffff, 2);
+    check_texture_color(rt[1], 0x7f7f7f7f, 2);
+    check_texture_color(rt[2], 0x33333333, 2);
+    check_texture_color(rt[3], 0xff7f3300, 2);
 
+    for (i = 0; i < ARRAY_SIZE(rtv); ++i)
+        ID3D11DeviceContext_ClearRenderTargetView(context, rtv[i], red);
+    for (i = 0; i < ARRAY_SIZE(tmp_rtv); ++i)
+    {
+        memset(tmp_rtv, 0, sizeof(tmp_rtv));
+        tmp_rtv[i] = rtv[i];
+        ID3D11DeviceContext_OMSetRenderTargets(context, 4, tmp_rtv, NULL);
+        ID3D11DeviceContext_Draw(context, 4, 0);
+    }
     check_texture_color(rt[0], 0xffffffff, 2);
     check_texture_color(rt[1], 0x7f7f7f7f, 2);
     check_texture_color(rt[2], 0x33333333, 2);




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