[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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