[PATCH 6/8] d3d11/tests: Test creating 2D array textures.

Józef Kucia jkucia at codeweavers.com
Fri Apr 8 06:26:39 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 98 ++++++++++++++++++++++++++++++++++--------------
 1 file changed, 70 insertions(+), 28 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index 30bda07..33c26d4 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -818,6 +818,7 @@ static void test_create_texture2d(void)
 {
     ULONG refcount, expected_refcount;
     D3D11_SUBRESOURCE_DATA data = {0};
+    D3D_FEATURE_LEVEL feature_level;
     ID3D11Device *device, *tmp;
     D3D11_TEXTURE2D_DESC desc;
     ID3D11Texture2D *texture;
@@ -829,45 +830,73 @@ static void test_create_texture2d(void)
     static const struct
     {
         DXGI_FORMAT format;
+        UINT array_size;
         D3D11_BIND_FLAG bind_flags;
+        UINT misc_flags;
         BOOL succeeds;
         BOOL todo;
     }
     tests[] =
     {
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_VERTEX_BUFFER,   FALSE, TRUE},
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_INDEX_BUFFER,    FALSE, TRUE},
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_CONSTANT_BUFFER, FALSE, TRUE},
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_RENDER_TARGET,   TRUE,  FALSE},
-        {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_DEPTH_STENCIL,   FALSE, FALSE},
-        {DXGI_FORMAT_R32G32B32_TYPELESS,    D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D11_BIND_RENDER_TARGET,   TRUE,  FALSE},
-        {DXGI_FORMAT_R32G32_TYPELESS,       D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R32G8X24_TYPELESS,     D3D11_BIND_DEPTH_STENCIL,   TRUE,  TRUE},
-        {DXGI_FORMAT_R10G10B10A2_TYPELESS,  D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R10G10B10A2_TYPELESS,  D3D11_BIND_RENDER_TARGET,   TRUE,  FALSE},
-        {DXGI_FORMAT_R32_TYPELESS,          D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R24G8_TYPELESS,        D3D11_BIND_VERTEX_BUFFER,   FALSE, TRUE},
-        {DXGI_FORMAT_R24G8_TYPELESS,        D3D11_BIND_INDEX_BUFFER,    FALSE, TRUE},
-        {DXGI_FORMAT_R24G8_TYPELESS,        D3D11_BIND_CONSTANT_BUFFER, FALSE, TRUE},
-        {DXGI_FORMAT_R24G8_TYPELESS,        D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R24G8_TYPELESS,        D3D11_BIND_DEPTH_STENCIL,   TRUE,  FALSE},
-        {DXGI_FORMAT_R8G8_TYPELESS,         D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R16_TYPELESS,          D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R8_TYPELESS,           D3D11_BIND_SHADER_RESOURCE, TRUE,  FALSE},
-        {DXGI_FORMAT_R8G8B8A8_UNORM,        D3D11_BIND_DEPTH_STENCIL,   FALSE, FALSE},
-        {DXGI_FORMAT_D24_UNORM_S8_UINT,     D3D11_BIND_RENDER_TARGET,   FALSE, FALSE},
-        {DXGI_FORMAT_D32_FLOAT,             D3D11_BIND_RENDER_TARGET,   FALSE, FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_VERTEX_BUFFER,   0, FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_INDEX_BUFFER,    0, FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  2, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  3, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  3, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  5, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  6, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  7, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS, 10, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS, 12, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  0, D3D11_BIND_RENDER_TARGET,   0, FALSE, TRUE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_RENDER_TARGET,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  2, D3D11_BIND_RENDER_TARGET,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  9, D3D11_BIND_RENDER_TARGET,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32B32A32_TYPELESS,  1, D3D11_BIND_DEPTH_STENCIL,   0, FALSE, FALSE},
+        {DXGI_FORMAT_R32G32B32_TYPELESS,     1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R16G16B16A16_TYPELESS,  1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R16G16B16A16_TYPELESS,  1, D3D11_BIND_RENDER_TARGET,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G32_TYPELESS,        1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32G8X24_TYPELESS,      1, D3D11_BIND_DEPTH_STENCIL,   0, TRUE,  TRUE},
+        {DXGI_FORMAT_R10G10B10A2_TYPELESS,   1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R10G10B10A2_TYPELESS,   1, D3D11_BIND_RENDER_TARGET,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32_TYPELESS,           0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
+        {DXGI_FORMAT_R32_TYPELESS,           1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32_TYPELESS,           9, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R32_TYPELESS,           9, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
+                TRUE,  FALSE},
+        {DXGI_FORMAT_R24G8_TYPELESS,         1, D3D11_BIND_VERTEX_BUFFER,   0, FALSE, TRUE},
+        {DXGI_FORMAT_R24G8_TYPELESS,         1, D3D11_BIND_INDEX_BUFFER,    0, FALSE, TRUE},
+        {DXGI_FORMAT_R24G8_TYPELESS,         1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
+        {DXGI_FORMAT_R24G8_TYPELESS,         1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R24G8_TYPELESS,         1, D3D11_BIND_DEPTH_STENCIL,   0, TRUE,  FALSE},
+        {DXGI_FORMAT_R8G8_TYPELESS,          1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R16_TYPELESS,           1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R8_TYPELESS,            1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE,  FALSE},
+        {DXGI_FORMAT_R8G8B8A8_UNORM,         1, D3D11_BIND_DEPTH_STENCIL,   0, FALSE, FALSE},
+        {DXGI_FORMAT_D24_UNORM_S8_UINT,      1, D3D11_BIND_RENDER_TARGET,   0, FALSE, FALSE},
+        {DXGI_FORMAT_D32_FLOAT,              1, D3D11_BIND_RENDER_TARGET,   0, FALSE, FALSE},
     };
 
     if (!(device = create_device(NULL)))
     {
-        skip("Failed to create device, skipping tests.\n");
+        skip("Failed to create device.\n");
         return;
     }
 
+    feature_level = ID3D11Device_GetFeatureLevel(device);
+
     desc.Width = 512;
     desc.Height = 512;
     desc.MipLevels = 1;
@@ -963,12 +992,25 @@ static void test_create_texture2d(void)
     desc.SampleDesc.Count = 1;
     for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i)
     {
+        HRESULT expected_hr = tests[i].succeeds ? S_OK : E_INVALIDARG;
+        BOOL todo = tests[i].todo;
+
+        if (feature_level < D3D_FEATURE_LEVEL_10_1
+                && (tests[i].misc_flags & D3D11_RESOURCE_MISC_TEXTURECUBE)
+                && tests[i].array_size > 6)
+        {
+            expected_hr = E_INVALIDARG;
+            todo = TRUE;
+        }
+
+        desc.ArraySize = tests[i].array_size;
         desc.Format = tests[i].format;
         desc.BindFlags = tests[i].bind_flags;
+        desc.MiscFlags = tests[i].misc_flags;
         hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, (ID3D11Texture2D **)&texture);
 
-        todo_wine_if(tests[i].todo)
-        ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr);
+        todo_wine_if(todo)
+        ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
 
         if (SUCCEEDED(hr))
             ID3D11Texture2D_Release(texture);
-- 
2.4.10




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