From 2fb789931f65f17d08f9f35a06da183b5d8cd8d1 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Tue, 26 Jan 2016 00:34:02 +0100 Subject: [PATCH] d3d11/tests: Add test for integer textures. MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Signed-off-by: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 166 +++++++++++++++++++++++++++++---------- 1 file changed, 125 insertions(+), 41 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 93b50ac9875..ba9cc524ba9 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2944,6 +2944,75 @@ static void test_texture(void) 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00107e46, 0x00000000, 0x0100003e, }; + static const DWORD ps_ld_sint8_code[] = + { +#if 0 + Texture2D t; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float3 p, s; + int4 c; + + p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f); + t.GetDimensions(0, s.x, s.y, s.z); + p *= s; + + c = t.Load(int3(p)); + return (max(c / (float4)127, (float4)-1) + (float4)1) / 2.0f; + } +#endif + 0x43425844, 0xb3d0b0fc, 0x0e486f4a, 0xf67eec12, 0xfb9dd52f, 0x00000001, 0x00000240, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x000001a4, 0x00000040, + 0x00000069, 0x04001858, 0x00107000, 0x00000000, 0x00003333, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001, + 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036, + 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, + 0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, + 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00107e46, 0x00000000, 0x0500002b, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038, + 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3c010204, 0x3c010204, 0x3c010204, + 0x3c010204, 0x0a000034, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0xbf800000, + 0xbf800000, 0xbf800000, 0xbf800000, 0x0a000000, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00004002, 0x3f800000, 0x3f800000, 0x3f800000, 0x3f800000, 0x0a000038, 0x001020f2, 0x00000000, + 0x00100e46, 0x00000000, 0x00004002, 0x3f000000, 0x3f000000, 0x3f000000, 0x3f000000, 0x0100003e, + }; + static const DWORD ps_ld_uint8_code[] = + { +#if 0 + Texture2D t; + + float4 main(float4 position : SV_POSITION) : SV_TARGET + { + float3 p, s; + + p = float3(position.x / 640.0f, position.y / 480.0f, 0.0f); + t.GetDimensions(0, s.x, s.y, s.z); + p *= s; + + return t.Load(int3(p)) / (float4)255; + } +#endif + 0x43425844, 0xd09917eb, 0x4508a07e, 0xb0b7250a, 0x228c1f0e, 0x00000001, 0x000001c8, 0x00000003, + 0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49, + 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054, 0x52444853, 0x0000012c, 0x00000040, + 0x0000004b, 0x04001858, 0x00107000, 0x00000000, 0x00004444, 0x04002064, 0x00101032, 0x00000000, + 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x0700003d, 0x001000f2, + 0x00000000, 0x00004001, 0x00000000, 0x00107e46, 0x00000000, 0x0a000038, 0x00100032, 0x00000001, + 0x00101046, 0x00000000, 0x00004002, 0x3acccccd, 0x3b088889, 0x00000000, 0x00000000, 0x08000036, + 0x001000c2, 0x00000001, 0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x07000038, + 0x001000f2, 0x00000000, 0x00100f46, 0x00000000, 0x00100e46, 0x00000001, 0x0500001b, 0x001000f2, + 0x00000000, 0x00100e46, 0x00000000, 0x0700002d, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, + 0x00107e46, 0x00000000, 0x05000056, 0x001000f2, 0x00000000, 0x00100e46, 0x00000000, 0x0a000038, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000000, 0x00004002, 0x3b808081, 0x3b808081, 0x3b808081, + 0x3b808081, 0x0100003e, + }; static const DWORD ps_sample_code[] = { #if 0 @@ -3000,6 +3069,8 @@ static void test_texture(void) 0x0020800a, 0x00000000, 0x00000000, 0x0100003e, }; static const struct shader ps_ld = {ps_ld_code, sizeof(ps_ld_code)}; + static const struct shader ps_ld_sint8 = {ps_ld_sint8_code, sizeof(ps_ld_sint8_code)}; + static const struct shader ps_ld_uint8 = {ps_ld_uint8_code, sizeof(ps_ld_uint8_code)}; static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)}; static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)}; static const struct @@ -3062,6 +3133,10 @@ static void test_texture(void) static const struct texture bc1_texture = {8, 8, 1, DXGI_FORMAT_BC1_UNORM, {{bc1_data, 2 * 8}}}; static const struct texture bc2_texture = {8, 8, 1, DXGI_FORMAT_BC2_UNORM, {{bc2_data, 2 * 16}}}; static const struct texture bc3_texture = {8, 8, 1, DXGI_FORMAT_BC3_UNORM, {{bc3_data, 2 * 16}}}; + static const struct texture sint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_SINT, + {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}}; + static const struct texture uint8_texture = {4, 4, 1, DXGI_FORMAT_R8G8B8A8_UINT, + {{rgba_level_0, 4 * sizeof(*rgba_level_0)}}}; static const DWORD level_1_colors[] = { 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, @@ -3090,6 +3165,13 @@ static void test_texture(void) 0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff, 0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff, }; + static const DWORD sint8_colors[] = + { + 0x7e80807e, 0x7e807e7e, 0x7e807e80, 0x7e7e7e80, + 0x7e7e8080, 0x7e7e7f7f, 0x7e808080, 0x7effffff, + 0x7e7e7e7e, 0x7e7e7e7e, 0x7e7e7e7e, 0x7e808080, + 0x7e7e7e7e, 0x7e7f7f7f, 0x7e7f7f7f, 0x7e7f7f7f, + }; static const DWORD zero_colors[4 * 4] = {0}; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; @@ -3106,47 +3188,49 @@ static void test_texture(void) } tests[] = { - {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, - {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors}, - {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors}, - {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors}, - {&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, - {&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, - {&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, - {&ps_sample, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_sample, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, - {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, - {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, rgba_level_0}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, rgba_level_0}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, rgba_level_0}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors}, - {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, + {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, level_1_colors}, + {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 2.0f, level_2_colors}, + {&ps_ld, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 3.0f, zero_colors}, + {&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_ld, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, + {&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_ld, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, + {&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_ld, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 1.0f, zero_colors}, + {&ps_ld_sint8, &sint8_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, sint8_colors}, + {&ps_ld_uint8, &uint8_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + {&ps_sample, &bc1_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_sample, &bc2_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_sample, &bc3_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, bc_colors}, + {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + {&ps_sample, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, rgba_level_0}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, rgba_level_0}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, rgba_level_0}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, rgba_level_0}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2_colors}, + {&ps_sample_l, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2_colors}, }; if (!(device = create_device(NULL)))