d3d11/tests: Correctly check for multisample support.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -26254,7 +26254,8 @@ static void test_alpha_to_coverage(void)
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ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
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hr = ID3D11Device_CheckMultisampleQualityLevels(device,
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texture_desc.Format, 4, &quality_level_count);
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if (FAILED(hr))
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ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
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if (!quality_level_count)
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{
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skip("4xMSAA not supported.\n");
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goto done;
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@ -26773,8 +26774,9 @@ static void test_multisample_resolve(void)
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device = test_context.device;
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context = test_context.immediate_context;
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if (FAILED(hr = ID3D11Device_CheckMultisampleQualityLevels(device,
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DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i)))
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hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i);
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ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
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if (!i)
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{
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skip("4xMSAA not supported.\n");
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release_test_context(&test_context);
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