[PATCH 4/6] d3d11/tests: Add create_buffer() helper.
Józef Kucia
jkucia at codeweavers.com
Fri May 20 04:47:28 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d11/tests/d3d11.c | 245 +++++++++--------------------------------------
1 file changed, 45 insertions(+), 200 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index c4e2847..a959c0b 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -114,6 +114,31 @@ static BOOL compare_color(DWORD c1, DWORD c2, BYTE max_diff)
return TRUE;
}
+#define create_buffer(a, b, c, d) create_buffer_(__LINE__, a, b, c, d)
+static ID3D11Buffer *create_buffer_(unsigned int line, ID3D11Device *device,
+ unsigned int bind_flags, unsigned int size, const void *data)
+{
+ D3D11_SUBRESOURCE_DATA resource_data;
+ D3D11_BUFFER_DESC buffer_desc;
+ ID3D11Buffer *buffer;
+ HRESULT hr;
+
+ buffer_desc.ByteWidth = size;
+ buffer_desc.Usage = D3D11_USAGE_DEFAULT;
+ buffer_desc.BindFlags = bind_flags;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+ buffer_desc.StructureByteStride = 0;
+
+ resource_data.pSysMem = data;
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D11Device_CreateBuffer(device, &buffer_desc, data ? &resource_data : NULL, &buffer);
+ ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+ return buffer;
+}
+
struct texture_readback
{
ID3D11Resource *texture;
@@ -511,8 +536,6 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
};
ID3D11Device *device = context->device;
- D3D11_SUBRESOURCE_DATA resource_data;
- D3D11_BUFFER_DESC buffer_desc;
unsigned int stride, offset;
HRESULT hr;
@@ -523,19 +546,7 @@ static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
default_vs_code, sizeof(default_vs_code), &context->input_layout);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- buffer_desc.ByteWidth = sizeof(quad);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &context->vb);
- ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ context->vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D11Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), NULL, &context->vs);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -573,7 +584,6 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte
};
ID3D11Device *device = context->device;
- D3D11_BUFFER_DESC buffer_desc;
HRESULT hr;
if (!context->ps)
@@ -583,17 +593,7 @@ static void draw_color_quad_(unsigned int line, struct d3d11_test_context *conte
}
if (!context->ps_cb)
- {
- buffer_desc.ByteWidth = sizeof(*color);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &context->ps_cb);
- ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
- }
+ context->ps_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(*color), NULL);
ID3D11DeviceContext_PSSetShader(context->immediate_context, context->ps, NULL, 0);
ID3D11DeviceContext_PSSetConstantBuffers(context->immediate_context, 0, 1, &context->ps_cb);
@@ -1663,16 +1663,7 @@ static void test_buffer_interfaces(void)
return;
}
- desc.ByteWidth = 1024;
- desc.Usage = D3D11_USAGE_DEFAULT;
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &desc, NULL, &buffer);
- ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
-
+ buffer = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, 1024, NULL);
hr = ID3D11Buffer_QueryInterface(buffer, &IID_ID3D10Buffer, (void **)&d3d10_buffer);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Buffer should implement ID3D10Buffer.\n");
@@ -2063,7 +2054,6 @@ static void test_create_shader_resource_view(void)
D3D11_TEXTURE2D_DESC texture_desc;
ULONG refcount, expected_refcount;
ID3D11ShaderResourceView *srview;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11Device *device, *tmp;
ID3D11Texture2D *texture;
ID3D11Buffer *buffer;
@@ -2076,15 +2066,7 @@ static void test_create_shader_resource_view(void)
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);
+ buffer = create_buffer(device, D3D11_BIND_SHADER_RESOURCE, 1024, NULL);
hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, NULL, &srview);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
@@ -3568,10 +3550,8 @@ static void test_blend(void)
ID3D11BlendState *src_blend, *dst_blend;
struct d3d11_test_context test_context;
ID3D11RenderTargetView *offscreen_rtv;
- D3D11_SUBRESOURCE_DATA buffer_data;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11InputLayout *input_layout;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
D3D11_BLEND_DESC blend_desc;
unsigned int stride, offset;
@@ -3673,19 +3653,8 @@ static void test_blend(void)
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- buffer_desc.ByteWidth = sizeof(quads);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- buffer_data.pSysMem = quads;
- buffer_data.SysMemPitch = 0;
- buffer_data.SysMemSlicePitch = 0;
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quads), quads);
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
@@ -3811,7 +3780,6 @@ static void test_texture(void)
D3D11_SAMPLER_DESC sampler_desc;
const struct shader *current_ps;
ID3D11ShaderResourceView *srv;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11SamplerState *sampler;
struct texture_readback rb;
@@ -4368,15 +4336,7 @@ static void test_texture(void)
device = test_context.device;
context = test_context.immediate_context;
- buffer_desc.ByteWidth = sizeof(ps_constant);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
@@ -4507,12 +4467,10 @@ static void test_texture(void)
static void test_multiple_render_targets(void)
{
- D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11InputLayout *input_layout;
unsigned int stride, offset, i;
ID3D11RenderTargetView *rtv[4];
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11Texture2D *rt[4];
ID3D11VertexShader *vs;
@@ -4602,19 +4560,7 @@ static void test_multiple_render_targets(void)
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- buffer_desc.ByteWidth = sizeof(quad);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
texture_desc.Width = 640;
texture_desc.Height = 480;
@@ -4910,9 +4856,7 @@ static void test_scissor(void)
static void test_il_append_aligned(void)
{
struct d3d11_test_context test_context;
- D3D11_SUBRESOURCE_DATA resource_data;
ID3D11InputLayout *input_layout;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
unsigned int stride, offset;
ID3D11VertexShader *vs;
@@ -5053,31 +4997,9 @@ static void test_il_append_aligned(void)
vs_code, sizeof(vs_code), &input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- buffer_desc.ByteWidth = sizeof(stream0);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- resource_data.pSysMem = stream0;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[0]);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
-
- buffer_desc.ByteWidth = sizeof(stream1);
- resource_data.pSysMem = stream1;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[1]);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
-
- buffer_desc.ByteWidth = sizeof(stream2);
- resource_data.pSysMem = stream2;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb[2]);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb[0] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
+ vb[1] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
+ vb[2] = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(stream2), stream2);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -5121,9 +5043,7 @@ static void test_il_append_aligned(void)
static void test_fragment_coords(void)
{
struct d3d11_test_context test_context;
- D3D11_SUBRESOURCE_DATA resource_data;
ID3D11PixelShader *ps, *ps_frac;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11Device *device;
ID3D11Buffer *ps_cb;
@@ -5185,19 +5105,7 @@ static void test_fragment_coords(void)
device = test_context.device;
context = test_context.immediate_context;
- buffer_desc.ByteWidth = sizeof(cutoff);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- resource_data.pSysMem = &cutoff;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ ps_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
@@ -5223,8 +5131,7 @@ static void test_fragment_coords(void)
ID3D11Buffer_Release(ps_cb);
cutoff.x = 16.0f;
cutoff.y = 16.0f;
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ ps_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
draw_quad(&test_context);
@@ -5430,7 +5337,6 @@ static void test_copy_subresource_region(void)
ID3D11SamplerState *sampler_state;
ID3D11ShaderResourceView *ps_srv;
D3D11_SAMPLER_DESC sampler_desc;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
struct vec4 float_colors[16];
struct texture_readback rb;
@@ -5632,23 +5538,10 @@ static void test_copy_subresource_region(void)
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
- buffer_desc.ByteWidth = sizeof(float_colors);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
-
+ dst_buffer = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(float_colors), NULL);
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &dst_buffer);
- buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
- buffer_desc.BindFlags = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &src_buffer);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+ src_buffer = create_buffer(device, 0, 256 * sizeof(*float_colors), NULL);
for (i = 0; i < 4; ++i)
{
@@ -6021,10 +5914,8 @@ static void test_swapchain_flip(void)
ID3D11Texture2D *backbuffer_0, *backbuffer_1, *backbuffer_2, *offscreen;
ID3D11ShaderResourceView *backbuffer_0_srv, *backbuffer_1_srv;
ID3D11RenderTargetView *backbuffer_0_rtv, *offscreen_rtv;
- D3D11_SUBRESOURCE_DATA resource_data;
D3D11_TEXTURE2D_DESC texture_desc;
ID3D11InputLayout *input_layout;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
unsigned int stride, offset;
struct swapchain_desc desc;
@@ -6189,18 +6080,7 @@ static void test_swapchain_flip(void)
vp.MaxDepth = 1.0f;
ID3D11DeviceContext_RSSetViewports(context, 1, &vp);
- buffer_desc.ByteWidth = sizeof(quad);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -6471,7 +6351,6 @@ static void test_draw_depth_only(void)
struct d3d11_test_context test_context;
ID3D11PixelShader *ps_color, *ps_depth;
D3D11_TEXTURE2D_DESC texture_desc;
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11DepthStencilView *dsv;
struct texture_readback rb;
@@ -6523,15 +6402,7 @@ static void test_draw_depth_only(void)
device = test_context.device;
context = test_context.immediate_context;
- buffer_desc.ByteWidth = sizeof(depth);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
texture_desc.Width = 640;
texture_desc.Height = 480;
@@ -6641,14 +6512,11 @@ static void test_draw_depth_only(void)
static void test_cb_relative_addressing(void)
{
struct d3d11_test_context test_context;
- D3D11_SUBRESOURCE_DATA resource_data;
ID3D11Buffer *colors_cb, *index_cb;
unsigned int i, index[4] = {0};
- D3D11_BUFFER_DESC buffer_desc;
ID3D11DeviceContext *context;
ID3D11PixelShader *ps;
ID3D11Device *device;
- DWORD color;
HRESULT hr;
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
@@ -6782,29 +6650,9 @@ float4 main(const ps_in v) : SV_TARGET
vs_code, sizeof(vs_code), &test_context.input_layout);
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
- buffer_desc.ByteWidth = sizeof(quad);
- buffer_desc.Usage = D3D11_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
- buffer_desc.StructureByteStride = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &test_context.vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
-
- buffer_desc.ByteWidth = sizeof(colors);
- buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
- resource_data.pSysMem = &colors;
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &colors_cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
-
- buffer_desc.ByteWidth = sizeof(index);
- hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ test_context.vb = create_buffer(device, D3D11_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+ colors_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
+ index_cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &test_context.vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -6823,10 +6671,7 @@ float4 main(const ps_in v) : SV_TARGET
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)index_cb, 0, NULL, &index, 0, 0);
draw_quad(&test_context);
-
- color = get_texture_color(test_context.backbuffer, 319, 239);
- ok(compare_color(color, test_data[i].expected, 1),
- "Got unexpected color 0x%08x for index %u.\n", color, test_data[i].index);
+ check_texture_color(test_context.backbuffer, test_data[i].expected, 1);
}
ID3D11Buffer_Release(index_cb);
--
2.7.3
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