From 334081882bfd752c3c27425c6a80967ca1a18a85 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Thu, 7 Jan 2016 10:54:42 +0100 Subject: [PATCH] d3d11/tests: Add test for block-compressed 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 | 251 +++++++++++++++++++++++---------------- 1 file changed, 151 insertions(+), 100 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 94d9b426880..3fdc897c3c8 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -2856,8 +2856,17 @@ static void test_texture(void) const DWORD *code; size_t size; }; + struct texture + { + UINT width; + UINT height; + UINT miplevel_count; + DXGI_FORMAT format; + D3D11_SUBRESOURCE_DATA data[3]; + }; - D3D11_SUBRESOURCE_DATA resource_data[3]; + D3D11_SUBRESOURCE_DATA resource_data; + const struct texture *current_texture; D3D11_TEXTURE2D_DESC texture_desc; D3D11_SAMPLER_DESC sampler_desc; ID3D11InputLayout *input_layout; @@ -2869,7 +2878,6 @@ static void test_texture(void) ID3D11RenderTargetView *rtv; ID3D11SamplerState *sampler; unsigned int stride, offset; - DWORD color, expected_color; struct texture_readback rb; IDXGISwapChain *swapchain; ID3D11Texture2D *texture; @@ -2882,6 +2890,7 @@ static void test_texture(void) D3D11_VIEWPORT vp; ULONG refcount; HWND window; + DWORD color; HRESULT hr; static const D3D11_INPUT_ELEMENT_DESC layout_desc[] = @@ -3023,80 +3032,131 @@ static void test_texture(void) {{ 1.0f, -1.0f}}, {{ 1.0f, 1.0f}}, }; - static const DWORD bitmap_level_0[] = + static const DWORD rgba_level_0[] = { 0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00, 0xffff0000, 0xffff00ff, 0xff000000, 0xff7f7f7f, 0xffffffff, 0xffffffff, 0xffffffff, 0xff000000, 0xffffffff, 0xff000000, 0xff000000, 0xff000000, }; - static const DWORD bitmap_level_1[] = + static const DWORD rgba_level_1[] = { 0xffffffff, 0xff0000ff, 0xff000000, 0xff00ff00, }; - static const DWORD bitmap_level_2[] = + static const DWORD rgba_level_2[] = { 0xffff0000, }; - static const DWORD bitmap_lerp_1_2[] = + static const BYTE bc1_data[4 * 8] = + { + 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, + 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, + 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + }; + static const BYTE bc2_data[4 * 16] = + { + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + }; + static const BYTE bc3_data[4 * 16] = + { + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xf8, 0x00, 0xf8, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xe0, 0x07, 0xe0, 0x07, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00, + 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff, 0x00, 0x00, 0x00, 0x00, + }; + static const struct texture rgba_texture = + { + 4, 4, 3, DXGI_FORMAT_R8G8B8A8_UNORM, + { + {rgba_level_0, 4 * sizeof(*rgba_level_0), 0}, + {rgba_level_1, 2 * sizeof(*rgba_level_1), 0}, + {rgba_level_2, sizeof(*rgba_level_2), 0}, + } + }; + 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 DWORD level_1_colors[] = + { + 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, + 0xffffffff, 0xffffffff, 0xff0000ff, 0xff0000ff, + 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, + 0xff000000, 0xff000000, 0xff00ff00, 0xff00ff00, + }; + static const DWORD lerp_1_2_colors[] = { 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, 0xffff7f7f, 0xffff7f7f, 0xff7f007f, 0xff7f007f, 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, 0xff7f0000, 0xff7f0000, 0xff7f7f00, 0xff7f7f00, }; + static const DWORD level_2_colors[] = + { + 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, + 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, + 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, + 0xffff0000, 0xffff0000, 0xffff0000, 0xffff0000, + }; + static const DWORD bc_colors[] = + { + 0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00, + 0xff0000ff, 0xff0000ff, 0xff00ff00, 0xff00ff00, + 0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff, + 0xffff0000, 0xffff0000, 0xffffffff, 0xffffffff, + }; static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f}; static const struct test { const struct shader *ps; + const struct texture *texture; D3D11_FILTER filter; float lod_bias; float min_lod; float max_lod; float miplevel; - enum - { - level_0, - level_1, - level_2, - lerp_1_2, - } - expected_bitmap; + const DWORD *expected_colors; } tests[] = { - {&ps_ld_0, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0}, - {&ps_ld_1, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1}, - {&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_0}, - {&ps_sample, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_0}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_0}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.4f, level_0}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 0.5f, level_1}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_1}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.4f, level_1}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 2.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 3.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 4.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 0.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, lerp_1_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -2.0f, level_0}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, -1.0f, level_1}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 0.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 0.0f, D3D11_FLOAT32_MAX, 1.5f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -9.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, -1.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 0.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 1.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR, 2.0f, 2.0f, 2.0f, 9.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -9.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, -1.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 0.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 1.0f, level_2}, - {&ps_sample_l, D3D11_FILTER_MIN_MAG_MIP_POINT, 2.0f, 2.0f, 2.0f, 9.0f, level_2}, + {&ps_ld_0, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, rgba_level_0}, + {&ps_ld_1, &rgba_texture, D3D11_FILTER_MIN_MAG_MIP_POINT, 0.0f, 0.0f, 0.0f, 0.0f, level_1_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}, }; if (!(device = create_device(NULL))) @@ -3121,11 +3181,11 @@ static void test_texture(void) buffer_desc.MiscFlags = 0; buffer_desc.StructureByteStride = 0; - resource_data[0].pSysMem = quad; - resource_data[0].SysMemPitch = 0; - resource_data[0].SysMemSlicePitch = 0; + resource_data.pSysMem = quad; + resource_data.SysMemPitch = 0; + resource_data.SysMemSlicePitch = 0; - hr = ID3D11Device_CreateBuffer(device, &buffer_desc, resource_data, &vb); + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb); ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr); buffer_desc.ByteWidth = sizeof(miplevel); @@ -3137,33 +3197,6 @@ static void test_texture(void) hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs); ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr); - texture_desc.Width = 4; - texture_desc.Height = 4; - texture_desc.MipLevels = 3; - texture_desc.ArraySize = 1; - texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - texture_desc.SampleDesc.Count = 1; - texture_desc.SampleDesc.Quality = 0; - texture_desc.Usage = D3D11_USAGE_DEFAULT; - texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; - texture_desc.CPUAccessFlags = 0; - texture_desc.MiscFlags = 0; - - resource_data[0].pSysMem = bitmap_level_0; - resource_data[0].SysMemPitch = 4 * sizeof(*bitmap_level_0); - resource_data[1].pSysMem = bitmap_level_1; - resource_data[1].SysMemPitch = 2 * sizeof(*bitmap_level_1); - resource_data[1].SysMemSlicePitch = 0; - resource_data[2].pSysMem = bitmap_level_2; - resource_data[2].SysMemPitch = sizeof(*bitmap_level_2); - resource_data[2].SysMemSlicePitch = 0; - - hr = ID3D11Device_CreateTexture2D(device, &texture_desc, resource_data, &texture); - ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr); - - hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv); - ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr); - hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)backbuffer, NULL, &rtv); ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); @@ -3177,7 +3210,6 @@ static void test_texture(void) ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset); ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); - ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; @@ -3187,6 +3219,18 @@ static void test_texture(void) vp.MaxDepth = 1.0f; ID3D11DeviceContext_RSSetViewports(context, 1, &vp); + texture_desc.Width = 4; + texture_desc.Height = 4; + texture_desc.MipLevels = 3; + texture_desc.ArraySize = 1; + texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + texture_desc.SampleDesc.Count = 1; + texture_desc.SampleDesc.Quality = 0; + texture_desc.Usage = D3D11_USAGE_DEFAULT; + texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + texture_desc.CPUAccessFlags = 0; + texture_desc.MiscFlags = 0; + sampler_desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; sampler_desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; sampler_desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; @@ -3202,8 +3246,11 @@ static void test_texture(void) sampler_desc.MaxLOD = D3D11_FLOAT32_MAX; ps = NULL; + srv = NULL; sampler = NULL; + texture = NULL; current_ps = NULL; + current_texture = NULL; for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { const struct test *test = &tests[i]; @@ -3213,12 +3260,35 @@ static void test_texture(void) if (ps) ID3D11PixelShader_Release(ps); - hr = ID3D11Device_CreatePixelShader(device, test->ps->code, test->ps->size, NULL, &ps); + current_ps = test->ps; + + hr = ID3D11Device_CreatePixelShader(device, current_ps->code, current_ps->size, NULL, &ps); ok(SUCCEEDED(hr), "Test %u: Failed to create pixel shader, hr %#x.\n", i, hr); ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); + } - current_ps = test->ps; + if (current_texture != test->texture) + { + if (texture) + ID3D11Texture2D_Release(texture); + if (srv) + ID3D11ShaderResourceView_Release(srv); + + current_texture = test->texture; + + texture_desc.Width = current_texture->width; + texture_desc.Height = current_texture->height; + texture_desc.MipLevels = current_texture->miplevel_count; + texture_desc.Format = current_texture->format; + + hr = ID3D11Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture); + ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr); + + hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv); + ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr); + + ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv); } if (!sampler || (sampler_desc.Filter != test->filter @@ -3252,36 +3322,17 @@ static void test_texture(void) for (y = 0; y < 4; ++y) { color = get_readback_color(&rb, 80 + x * 160, 60 + y * 120); - switch (test->expected_bitmap) - { - case level_0: - expected_color = bitmap_level_0[y * 4 + x]; - break; - case level_1: - expected_color = bitmap_level_1[y / 2 * 2 + x / 2]; - break; - case level_2: - expected_color = *bitmap_level_2; - break; - case lerp_1_2: - expected_color = bitmap_lerp_1_2[y * 4 + x]; - break; - default: - expected_color = 0xdeadbeef; - break; - } - - ok(compare_color(color, expected_color, 1), + ok(compare_color(color, test->expected_colors[y * 4 + x], 1), "Test %u: Got unexpected color 0x%08x at (%u, %u).\n", i, color, x, y); } } release_texture_readback(&rb); } + ID3D11ShaderResourceView_Release(srv); ID3D11SamplerState_Release(sampler); + ID3D11Texture2D_Release(texture); ID3D11PixelShader_Release(ps); - ID3D11ShaderResourceView_Release(srv); - ID3D11Texture2D_Release(texture); ID3D11Buffer_Release(cb); ID3D11VertexShader_Release(vs); ID3D11Buffer_Release(vb);