[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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