[PATCH 09/10] d3d11/tests: Remove test_texture_data_init().

Józef Kucia jkucia at codeweavers.com
Wed Nov 9 05:35:29 CST 2016


This test fails consistently on Windows 10 with Intel GPU, and MSDN says
that the initial content of the resource memory is undefined. Moreover,
failures in other tests have shown that the initial texture data is not
always initialized on other vendors GPUs.

Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/d3d11/tests/d3d11.c | 96 ------------------------------------------------
 1 file changed, 96 deletions(-)

diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
index f073d04..123676d 100644
--- a/dlls/d3d11/tests/d3d11.c
+++ b/dlls/d3d11/tests/d3d11.c
@@ -7370,101 +7370,6 @@ done:
     ok(!refcount, "Device has %u references left.\n", refcount);
 }
 
-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 *texture;
-    ID3D11Device *device;
-    UINT count = 0;
-    HRESULT hr;
-
-    if (!init_test_context(&test_context, NULL))
-        return;
-
-    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");
-        release_test_context(&test_context);
-        return;
-    }
-
-    ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white);
-
-    desc.ArraySize = 1;
-    desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
-    desc.SampleDesc.Count = 2;
-    desc.SampleDesc.Quality = 0;
-    desc.BindFlags = D3D11_BIND_RENDER_TARGET;
-    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 *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
-
-    todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
-
-    ID3D11Texture2D_Release(texture);
-
-    release_test_context(&test_context);
-}
-
 static void test_check_multisample_quality_levels(void)
 {
     ID3D11Device *device;
@@ -11034,7 +10939,6 @@ START_TEST(d3d11)
     test_update_subresource();
     test_copy_subresource_region();
     test_resource_map();
-    test_texture_data_init();
     test_check_multisample_quality_levels();
     run_for_each_feature_level(test_swapchain_formats);
     test_swapchain_views();
-- 
2.7.3




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