[PATCH 5/6] d3d10core/tests: Add create_buffer() helper.
Józef Kucia
jkucia at codeweavers.com
Fri May 20 04:47:29 CDT 2016
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 252 ++++++++----------------------------------
1 file changed, 48 insertions(+), 204 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 2f94ab1..36878ed 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -88,6 +88,30 @@ 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 ID3D10Buffer *create_buffer_(unsigned int line, ID3D10Device *device,
+ unsigned int bind_flags, unsigned int size, const void *data)
+{
+ D3D10_SUBRESOURCE_DATA resource_data;
+ D3D10_BUFFER_DESC buffer_desc;
+ ID3D10Buffer *buffer;
+ HRESULT hr;
+
+ buffer_desc.ByteWidth = size;
+ buffer_desc.Usage = D3D10_USAGE_DEFAULT;
+ buffer_desc.BindFlags = bind_flags;
+ buffer_desc.CPUAccessFlags = 0;
+ buffer_desc.MiscFlags = 0;
+
+ resource_data.pSysMem = data;
+ resource_data.SysMemPitch = 0;
+ resource_data.SysMemSlicePitch = 0;
+
+ hr = ID3D10Device_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
{
ID3D10Texture2D *texture;
@@ -459,8 +483,6 @@ static void draw_quad_(unsigned int line, struct d3d10core_test_context *context
};
ID3D10Device *device = context->device;
- D3D10_SUBRESOURCE_DATA resource_data;
- D3D10_BUFFER_DESC buffer_desc;
unsigned int stride, offset;
HRESULT hr;
@@ -471,18 +493,7 @@ static void draw_quad_(unsigned int line, struct d3d10core_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 = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_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, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D10Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), &context->vs);
ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -520,7 +531,6 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
};
ID3D10Device *device = context->device;
- D3D10_BUFFER_DESC buffer_desc;
HRESULT hr;
if (!context->ps)
@@ -530,16 +540,7 @@ static void draw_color_quad_(unsigned int line, struct d3d10core_test_context *c
}
if (!context->ps_cb)
- {
- buffer_desc.ByteWidth = sizeof(*color);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- hr = ID3D10Device_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, D3D10_BIND_CONSTANT_BUFFER, sizeof(*color), NULL);
ID3D10Device_PSSetShader(device, context->ps);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &context->ps_cb);
@@ -1148,15 +1149,7 @@ static void test_buffer_interfaces(void)
return;
}
- desc.ByteWidth = 1024;
- desc.Usage = D3D10_USAGE_DEFAULT;
- desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = 0;
- desc.MiscFlags = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &desc, NULL, &buffer);
- ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
-
+ buffer = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, 1024, NULL);
hr = ID3D10Buffer_QueryInterface(buffer, &IID_ID3D11Buffer, (void **)&d3d11_buffer);
ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
"Buffer should implement ID3D11Buffer.\n");
@@ -1661,7 +1654,6 @@ static void test_create_shader_resource_view(void)
D3D10_TEXTURE2D_DESC texture_desc;
ULONG refcount, expected_refcount;
ID3D10ShaderResourceView *srview;
- D3D10_BUFFER_DESC buffer_desc;
ID3D10Device *device, *tmp;
ID3D10Texture2D *texture;
ID3D10Buffer *buffer;
@@ -1674,14 +1666,7 @@ static void test_create_shader_resource_view(void)
return;
}
- buffer_desc.ByteWidth = 1024;
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
- ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x\n", hr);
+ buffer = create_buffer(device, D3D10_BIND_SHADER_RESOURCE, 1024, NULL);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)buffer, NULL, &srview);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
@@ -2919,7 +2904,6 @@ float4 main(float4 color : COLOR) : SV_TARGET
D3D10_QUERY_DESC predicate_desc;
ID3D10PixelShader *tmp_ps, *ps;
D3D10_RASTERIZER_DESC rs_desc;
- D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc;
ID3D10Texture2D *ds_texture;
float tmp_blend_factor[4];
@@ -3068,36 +3052,21 @@ float4 main(float4 color : COLOR) : SV_TARGET
/* Create resources. */
- buffer_desc.ByteWidth = 1024;
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
for (i = 0; i < D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT; ++i)
- {
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb[i]);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
- }
-
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE;
+ cb[i] = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, 1024, NULL);
for (i = 0; i < D3D10_IA_VERTEX_INPUT_RESOURCE_SLOT_COUNT; ++i)
{
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &buffer[i]);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+ buffer[i] = create_buffer(device,
+ D3D10_BIND_VERTEX_BUFFER | D3D10_BIND_INDEX_BUFFER | D3D10_BIND_SHADER_RESOURCE,
+ 1024, NULL);
stride[i] = (i + 1) * 4;
offset[i] = (i + 1) * 16;
}
- buffer_desc.BindFlags = D3D10_BIND_STREAM_OUTPUT;
-
for (i = 0; i < D3D10_SO_BUFFER_SLOT_COUNT; ++i)
- {
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &so_buffer[i]);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
- }
+ so_buffer[i] = create_buffer(device, D3D10_BIND_STREAM_OUTPUT, 1024, NULL);
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_BUFFER;
@@ -3683,10 +3652,8 @@ static void test_blend(void)
struct d3d10core_test_context test_context;
ID3D10BlendState *src_blend, *dst_blend;
ID3D10RenderTargetView *offscreen_rtv;
- D3D10_SUBRESOURCE_DATA buffer_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10InputLayout *input_layout;
- D3D10_BUFFER_DESC buffer_desc;
D3D10_BLEND_DESC blend_desc;
unsigned int stride, offset;
ID3D10Texture2D *offscreen;
@@ -3786,18 +3753,7 @@ 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 = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- buffer_data.pSysMem = quads;
- buffer_data.SysMemPitch = 0;
- buffer_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quads), quads);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
@@ -3923,7 +3879,6 @@ static void test_texture(void)
D3D10_SAMPLER_DESC sampler_desc;
const struct shader *current_ps;
ID3D10ShaderResourceView *srv;
- D3D10_BUFFER_DESC buffer_desc;
ID3D10SamplerState *sampler;
struct texture_readback rb;
ID3D10Texture2D *texture;
@@ -4478,14 +4433,7 @@ static void test_texture(void)
device = test_context.device;
- buffer_desc.ByteWidth = sizeof(ps_constant);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(ps_constant), NULL);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &cb);
@@ -4616,12 +4564,10 @@ static void test_texture(void)
static void test_multiple_render_targets(void)
{
- D3D10_SUBRESOURCE_DATA resource_data;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10InputLayout *input_layout;
unsigned int stride, offset, i;
ID3D10RenderTargetView *rtv[4];
- D3D10_BUFFER_DESC buffer_desc;
ID3D10Texture2D *rt[4];
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
@@ -4710,18 +4656,7 @@ 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 = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
texture_desc.Width = 640;
texture_desc.Height = 480;
@@ -4993,9 +4928,7 @@ static void test_private_data(void)
static void test_il_append_aligned(void)
{
struct d3d10core_test_context test_context;
- D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout;
- D3D10_BUFFER_DESC buffer_desc;
unsigned int stride, offset;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
@@ -5134,30 +5067,9 @@ 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 = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = stream0;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_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 = ID3D10Device_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 = ID3D10Device_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, D3D10_BIND_VERTEX_BUFFER, sizeof(stream0), stream0);
+ vb[1] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream1), stream1);
+ vb[2] = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(stream2), stream2);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -5201,9 +5113,7 @@ static void test_il_append_aligned(void)
static void test_fragment_coords(void)
{
struct d3d10core_test_context test_context;
- D3D10_SUBRESOURCE_DATA resource_data;
ID3D10PixelShader *ps, *ps_frac;
- D3D10_BUFFER_DESC buffer_desc;
ID3D10Device *device;
ID3D10Buffer *ps_cb;
DWORD color;
@@ -5263,18 +5173,7 @@ static void test_fragment_coords(void)
device = test_context.device;
- buffer_desc.ByteWidth = sizeof(cutoff);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = &cutoff;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_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, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
@@ -5300,8 +5199,7 @@ static void test_fragment_coords(void)
ID3D10Buffer_Release(ps_cb);
cutoff.x = 16.0f;
cutoff.y = 16.0f;
- hr = ID3D10Device_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, D3D10_BIND_CONSTANT_BUFFER, sizeof(cutoff), &cutoff);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &ps_cb);
draw_quad(&test_context);
@@ -5505,7 +5403,6 @@ static void test_copy_subresource_region(void)
ID3D10SamplerState *sampler_state;
ID3D10ShaderResourceView *ps_srv;
D3D10_SAMPLER_DESC sampler_desc;
- D3D10_BUFFER_DESC buffer_desc;
struct vec4 float_colors[16];
struct texture_readback rb;
ID3D10PixelShader *ps;
@@ -5705,22 +5602,11 @@ static void test_copy_subresource_region(void)
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
ID3D10Device_PSSetShader(device, ps);
- buffer_desc.ByteWidth = sizeof(float_colors);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &dst_buffer);
- ok(SUCCEEDED(hr), "Failed to create buffer, hr %#x.\n", hr);
+ dst_buffer = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(float_colors), NULL);
ID3D10Device_PSSetConstantBuffers(device, 0, 1, &dst_buffer);
- buffer_desc.ByteWidth = 256 * sizeof(*float_colors);
- buffer_desc.BindFlags = 0;
-
- hr = ID3D10Device_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)
{
@@ -5948,10 +5834,8 @@ static void test_cb_relative_addressing(void)
{
struct d3d10core_test_context test_context;
ID3D10Buffer *vb, *colors_cb, *index_cb;
- D3D10_SUBRESOURCE_DATA resource_data;
ID3D10InputLayout *input_layout;
unsigned int i, index[4] = {0};
- D3D10_BUFFER_DESC buffer_desc;
unsigned int stride, offset;
ID3D10VertexShader *vs;
ID3D10PixelShader *ps;
@@ -6087,28 +5971,9 @@ float4 main(const ps_in v) : SV_TARGET
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 = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
-
- buffer_desc.ByteWidth = sizeof(colors);
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- resource_data.pSysMem = &colors;
- hr = ID3D10Device_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 = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &index_cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
+ colors_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(colors), &colors);
+ index_cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(index), NULL);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -6160,8 +6025,6 @@ static void test_swapchain_flip(void)
ID3D10PixelShader *ps;
ID3D10InputLayout *input_layout;
ID3D10Buffer *vb;
- D3D10_SUBRESOURCE_DATA resource_data;
- D3D10_BUFFER_DESC buffer_desc;
unsigned int stride, offset;
ID3D10Device *device;
D3D10_VIEWPORT vp;
@@ -6319,18 +6182,7 @@ static void test_swapchain_flip(void)
vp.MaxDepth = 1.0f;
ID3D10Device_RSSetViewports(device, 1, &vp);
- buffer_desc.ByteWidth = sizeof(quad);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- resource_data.pSysMem = quad;
- resource_data.SysMemPitch = 0;
- resource_data.SysMemSlicePitch = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
- ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
+ vb = create_buffer(device, D3D10_BIND_VERTEX_BUFFER, sizeof(quad), quad);
hr = ID3D10Device_CreateVertexShader(device, vs_code, sizeof(vs_code), &vs);
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
@@ -6601,7 +6453,6 @@ static void test_draw_depth_only(void)
struct d3d10core_test_context test_context;
ID3D10PixelShader *ps_color, *ps_depth;
D3D10_TEXTURE2D_DESC texture_desc;
- D3D10_BUFFER_DESC buffer_desc;
ID3D10DepthStencilView *dsv;
struct texture_readback rb;
ID3D10Texture2D *texture;
@@ -6651,14 +6502,7 @@ static void test_draw_depth_only(void)
device = test_context.device;
- buffer_desc.ByteWidth = sizeof(depth);
- buffer_desc.Usage = D3D10_USAGE_DEFAULT;
- buffer_desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER;
- buffer_desc.CPUAccessFlags = 0;
- buffer_desc.MiscFlags = 0;
-
- hr = ID3D10Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
- ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
+ cb = create_buffer(device, D3D10_BIND_CONSTANT_BUFFER, sizeof(depth), NULL);
texture_desc.Width = 640;
texture_desc.Height = 480;
--
2.7.3
More information about the wine-patches
mailing list