[PATCH 6/7] d3d11/tests: Port test_create_shader_resource_view() from d3d10core.

Józef Kucia jkucia at codeweavers.com
Sun Aug 9 18:11:24 CDT 2015


---
 dlls/d3d11/tests/d3d11.c | 86 ++++++++++++++++++++++++++++++++++++++++++++++++
 1 file changed, 86 insertions(+)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index d65a2a2..61abc8a 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -372,10 +372,96 @@ static void test_create_rendertarget_view(void)
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
+static void test_create_shader_resource_view(void)
+{
+    D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
+    D3D11_TEXTURE2D_DESC texture_desc;
+    ULONG refcount, expected_refcount;
+    ID3D11ShaderResourceView *srview;
+    D3D11_BUFFER_DESC buffer_desc;
+    ID3D11Device *device, *tmp;
+    ID3D11Texture2D *texture;
+    ID3D11Buffer *buffer;
+    HRESULT hr;
+
+    if (!(device = create_device()))
+    {
+        skip("Failed to create device, skipping tests.\n");
+        return;
+    }
+
+    buffer_desc.ByteWidth = 1024;
+    buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+    buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+    buffer_desc.CPUAccessFlags = 0;
+    buffer_desc.MiscFlags = 0;
+    buffer_desc.StructureByteStride = 0;
+
+    hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
+    ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
+
+    hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, NULL, &srview);
+    ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
+
+    srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
+    srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
+    U(srv_desc).Buffer.ElementOffset = 0;
+    U(srv_desc).Buffer.ElementWidth = 64;
+
+    expected_refcount = get_refcount((IUnknown *)device) + 1;
+    hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srview);
+    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
+    refcount = get_refcount((IUnknown *)device);
+    ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
+    tmp = NULL;
+    expected_refcount = refcount + 1;
+    ID3D11ShaderResourceView_GetDevice(srview, &tmp);
+    ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
+    refcount = get_refcount((IUnknown *)device);
+    ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
+    ID3D11Device_Release(tmp);
+
+    ID3D11ShaderResourceView_Release(srview);
+    ID3D11Buffer_Release(buffer);
+
+    texture_desc.Width = 512;
+    texture_desc.Height = 512;
+    texture_desc.MipLevels = 0;
+    texture_desc.ArraySize = 1;
+    texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    texture_desc.SampleDesc.Count = 1;
+    texture_desc.SampleDesc.Quality = 0;
+    texture_desc.Usage = D3D11_USAGE_DEFAULT;
+    texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
+    texture_desc.CPUAccessFlags = 0;
+    texture_desc.MiscFlags = 0;
+
+    hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
+
+    hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srview);
+    ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x\n", hr);
+
+    ID3D11ShaderResourceView_GetDesc(srview, &srv_desc);
+    ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
+    ok(srv_desc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2D,
+            "Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
+    ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
+            U(srv_desc).Texture2D.MostDetailedMip);
+    ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
+
+    ID3D11ShaderResourceView_Release(srview);
+    ID3D11Texture2D_Release(texture);
+
+    refcount = ID3D11Device_Release(device);
+    ok(!refcount, "Device has %u references left.\n", refcount);
+}
+
 START_TEST(d3d11)
 {
     test_create_texture2d();
     test_create_texture3d();
     test_create_depthstencil_view();
     test_create_rendertarget_view();
+    test_create_shader_resource_view();
 }
-- 
2.4.6




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