[PATCH 4/8] d3d11/tests: Add more tests for texture data initialization.

Józef Kucia jkucia at codeweavers.com
Fri Apr 8 06:26:37 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 72 ++++++++++++++++++++++++++++++++++++++----------
 1 file changed, 58 insertions(+), 14 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index f758583..30bda07 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -5262,13 +5262,13 @@ done:
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
-static void test_multisample_init(void)
+static void test_texture_data_init(void)
 {
     static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
     struct d3d11_test_context test_context;
     ID3D11DeviceContext *context;
     D3D11_TEXTURE2D_DESC desc;
-    ID3D11Texture2D *multi;
+    ID3D11Texture2D *texture;
     ID3D11Device *device;
     UINT count = 0;
     HRESULT hr;
@@ -5279,37 +5279,81 @@ static void test_multisample_init(void)
     device = test_context.device;
     context = test_context.immediate_context;
 
+    desc.Width = 640;
+    desc.Height = 480;
+    desc.MipLevels = 1;
+    desc.ArraySize = 1;
+    desc.SampleDesc.Count = 1;
+    desc.SampleDesc.Quality = 0;
+    desc.Usage = D3D11_USAGE_DEFAULT;
+    desc.BindFlags = 0;
+    desc.CPUAccessFlags = 0;
+    desc.MiscFlags = 0;
+
+    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_color(texture, 0x00000000, 0);
+    ID3D11Texture2D_Release(texture);
+
+    desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_color(texture, 0x00000000, 0);
+    ID3D11Texture2D_Release(texture);
+
+    desc.Format = DXGI_FORMAT_D32_FLOAT;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_float(texture, 0.0f, 0);
+    ID3D11Texture2D_Release(texture);
+
+    desc.ArraySize = 4;
+
+    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_float(texture, 0.0f, 0);
+    ID3D11Texture2D_Release(texture);
+
+    desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_color(texture, 0x00000000, 0);
+    ID3D11Texture2D_Release(texture);
+
+    desc.Format = DXGI_FORMAT_D32_FLOAT;
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
+    ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
+    check_texture_float(texture, 0.0f, 0);
+    ID3D11Texture2D_Release(texture);
+
     hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
     ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
     if (!count)
     {
         skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
-        goto done;
+        release_test_context(&test_context);
+        return;
     }
 
     ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
 
-    desc.Width = 640;
-    desc.Height = 480;
-    desc.MipLevels = 1;
     desc.ArraySize = 1;
     desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
     desc.SampleDesc.Count = 2;
     desc.SampleDesc.Quality = 0;
-    desc.Usage = D3D11_USAGE_DEFAULT;
     desc.BindFlags = D3D11_BIND_RENDER_TARGET;
-    desc.CPUAccessFlags = 0;
-    desc.MiscFlags = 0;
-    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &multi);
+    hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
     ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
 
     ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0,
-            (ID3D11Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
+            (ID3D11Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
 
     todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
 
-    ID3D11Texture2D_Release(multi);
-done:
+    ID3D11Texture2D_Release(texture);
+
     release_test_context(&test_context);
 }
 
@@ -6232,7 +6276,7 @@ START_TEST(d3d11)
     test_update_subresource();
     test_copy_subresource_region();
     test_resource_map();
-    test_multisample_init();
+    test_texture_data_init();
     test_check_multisample_quality_levels();
     test_swapchain_flip();
     test_clear_render_target_view();
-- 
2.4.10




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