[PATCH] d2d1/tests: Add some tests for ID2D1Bitmap1::GetSurface().
Nikolay Sivov
nsivov at codeweavers.com
Tue Aug 21 06:14:39 CDT 2018
On 08/21/2018 02:10 PM, Henri Verbeet wrote:
> On 19 August 2018 at 17:18, Nikolay Sivov <nsivov at codeweavers.com> wrote:
>> +static void test_check_bitmap_surface(ID2D1Bitmap1 *bitmap, BOOL has_surface, DWORD expected_options)
>> +{
>> + D2D1_BITMAP_OPTIONS options;
>> + IDXGISurface *surface;
>> + HRESULT hr;
>> +
>> + options = ID2D1Bitmap1_GetOptions(bitmap);
>> + ok(options == expected_options, "Unexpected bitmap options %#x, expected %#x.\n", options, expected_options);
>> +
>> + surface = (void *)0xdeadbeef;
>> + hr = ID2D1Bitmap1_GetSurface(bitmap, &surface);
>> + if (has_surface)
>> + {
>> + D3D10_TEXTURE2D_DESC desc;
>> + ID3D10Texture2D *texture;
>> +
>> + todo_wine
>> + ok(SUCCEEDED(hr), "Failed to get bitmap surface, hr %#x.\n", hr);
>> + ok(!!surface, "Expected surface instance.\n");
>> +
>> + if (SUCCEEDED(hr))
>> + {
>> + /* Correlate with resource configuration. */
>> + hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Texture2D, (void **)&texture);
>> + ok(SUCCEEDED(hr), "Failed to get texture pointer, hr %#x.\n", hr);
>> +
>> + ID3D10Texture2D_GetDesc(texture, &desc);
>> + ok(desc.Usage == 0, "Unexpected usage %#x.\n", desc.Usage);
>> + ok(desc.BindFlags == (options & D2D1_BITMAP_OPTIONS_TARGET ? D3D10_BIND_RENDER_TARGET : D3D10_BIND_SHADER_RESOURCE),
>> + "Unexpected bind flags %#x, bitmap options %#x.\n", desc.BindFlags, options);
>> + ok(desc.CPUAccessFlags == 0, "Unexpected cpu access flags %#x.\n", desc.CPUAccessFlags);
>> + ok(desc.MiscFlags == 0, "Unexpected misc flags %#x.\n", desc.MiscFlags);
>> +
>> + ID3D10Texture2D_Release(texture);
>> +
>> + IDXGISurface_Release(surface);
>> + }
>> + }
>> + else
>> + {
>> + todo_wine {
>> + ok(hr == D2DERR_INVALID_CALL, "Unexpected hr %#x.\n", hr);
>> + ok(!surface, "Unexpected surface instance.\n");
>> + }
>> + }
>> +}
> That's going to be a bit of a pain to trace back to the test if it
> fails. Would something along the lines of e.g. check_texture_color()
> in the d3d11 tests work?
Sure, makes sense.
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