[PATCH 1/2] d3d10core/tests: Prefer draw_color_quad() to custom pixel shader.
Józef Kucia
jkucia at codeweavers.com
Sun Jul 9 06:52:19 CDT 2017
Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
dlls/d3d10core/tests/device.c | 28 +++-------------------------
1 file changed, 3 insertions(+), 25 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c
index 5159bad378..a10f40d80b 100644
--- a/dlls/d3d10core/tests/device.c
+++ b/dlls/d3d10core/tests/device.c
@@ -4279,37 +4279,18 @@ static void test_scissor(void)
D3D10_RASTERIZER_DESC rs_desc;
ID3D10RasterizerState *rs;
D3D10_RECT scissor_rect;
- ID3D10PixelShader *ps;
ID3D10Device *device;
DWORD color;
HRESULT hr;
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
- static const DWORD ps_code[] =
- {
-#if 0
- float4 main(float4 position : SV_POSITION) : SV_Target
- {
- return float4(0.0, 1.0, 0.0, 1.0);
- }
-#endif
- 0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
- 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
- 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
- 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
- 0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
- 0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
- 0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
- };
+ static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
- hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
- ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
-
rs_desc.FillMode = D3D10_FILL_SOLID;
rs_desc.CullMode = D3D10_CULL_BACK;
rs_desc.FrontCounterClockwise = FALSE;
@@ -4323,8 +4304,6 @@ static void test_scissor(void)
hr = ID3D10Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
- ID3D10Device_PSSetShader(device, ps);
-
scissor_rect.left = 160;
scissor_rect.top = 120;
scissor_rect.right = 480;
@@ -4334,7 +4313,7 @@ static void test_scissor(void)
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
- draw_quad(&test_context);
+ draw_color_quad(&test_context, &green);
color = get_texture_color(test_context.backbuffer, 320, 60);
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 80, 240);
@@ -4348,7 +4327,7 @@ static void test_scissor(void)
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, red);
ID3D10Device_RSSetState(device, rs);
- draw_quad(&test_context);
+ draw_color_quad(&test_context, &green);
color = get_texture_color(test_context.backbuffer, 320, 60);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 80, 240);
@@ -4361,7 +4340,6 @@ static void test_scissor(void)
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
ID3D10RasterizerState_Release(rs);
- ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
--
2.13.0
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