[PATCH 2/2] d3d11/tests: Add test for CopySubresourceRegion1.
Pablo Martin
pmart-wine at riseup.net
Wed May 16 04:30:33 CDT 2018
Signed-off-by: Pablo Martin <pmart-wine at riseup.net>
---
Just doing a simple test to demonstrate behaviour, it also results in similarly testing other ID3D11DeviceContext1 methods in doing the setup. I didn't add more extensive tests since after all it's just forwarding behaviour to UpdateSubresource.
I run the tests locally on Ubuntu 17.10 and on all versions at testbot.
dlls/d3d11/tests/d3d11.c | 37 +++++++++++++++++++++++++++++++++++++
1 file changed, 37 insertions(+)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 9c12a768e2..625055a205 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -11455,6 +11455,7 @@ static void test_copy_subresource_region(void)
ID3D11ShaderResourceView *ps_srv;
D3D11_SAMPLER_DESC sampler_desc;
ID3D11DeviceContext *context;
+ ID3D11DeviceContext1 *context1;
struct vec4 float_colors[16];
struct resource_readback rb;
ID3D11PixelShader *ps;
@@ -11643,6 +11644,42 @@ static void test_copy_subresource_region(void)
}
release_resource_readback(&rb);
+ hr = ID3D11DeviceContext_QueryInterface(context, &IID_ID3D11DeviceContext1, (void **)&context1);
+ ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
+ "Failed to query ID3D11DeviceContext1, hr %#x.\n", hr);
+
+ if (SUCCEEDED(hr))
+ {
+ ID3D11DeviceContext1_ClearRenderTargetView(context1, test_context.backbuffer_rtv, red);
+ check_texture_color(test_context.backbuffer, 0x800000ff, 2);
+
+ memset(float_colors, 0, sizeof(float_colors));
+ ID3D11DeviceContext1_UpdateSubresource1(context1, (ID3D11Resource *)dst_texture, 0, NULL,
+ float_colors, 0, 0, 0);
+ draw_quad(&test_context);
+ check_texture_color(test_context.backbuffer, 0x00000000, 1);
+
+ ID3D11DeviceContext1_CopySubresourceRegion1(context1, (ID3D11Resource *)dst_texture, 0,
+ 0, 0, 0, (ID3D11Resource *)src_texture, 0, NULL, 0);
+ draw_quad(&test_context);
+
+ get_texture_readback(test_context.backbuffer, 0, &rb);
+ for (i = 0; i < 4; ++i)
+ {
+ for (j = 0; j < 4; ++j)
+ {
+ color = get_readback_color(&rb, 80 + j * 160, 60 + i * 120);
+ ok(compare_color(color, bitmap_data[j + i * 4], 1),
+ "Got unexpected color 0x%08x at (%u, %u), expected 0x%08x.\n",
+ color, j, i, bitmap_data[j + i * 4]);
+ }
+ }
+ release_resource_readback(&rb);
+
+ ID3D11DeviceContext1_Release(context1);
+ }
+
+
ID3D11PixelShader_Release(ps);
hr = ID3D11Device_CreatePixelShader(device, ps_buffer_code, sizeof(ps_buffer_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
--
2.14.1
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