d3d11/tests: Add test for resource access flags.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
a2fe3ff066
commit
34edee9039
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@ -24,7 +24,7 @@
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#include <stdlib.h>
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#define COBJMACROS
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#include "initguid.h"
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#include "d3d11_1.h"
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#include "d3d11_4.h"
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#include "wine/test.h"
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#ifndef ARRAY_SIZE
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@ -1092,6 +1092,21 @@ static BOOL is_nvidia_device(ID3D11Device *device)
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return is_vendor_device(device, 0x10de);
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}
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static BOOL is_d3d11_2_runtime(ID3D11Device *device)
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{
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ID3D11Device2 *device2;
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HRESULT hr;
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/* FIXME: Wine doesn't implement required interfaces yet, but we want to test new behavior. */
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if (!strcmp(winetest_platform, "wine"))
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return TRUE;
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hr = ID3D11Device_QueryInterface(device, &IID_ID3D11Device2, (void **)&device2);
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if (SUCCEEDED(hr))
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ID3D11Device2_Release(device2);
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return hr == S_OK;
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}
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static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
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{
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D3D11_FEATURE_DATA_D3D10_X_HARDWARE_OPTIONS options;
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@ -1102,6 +1117,13 @@ static BOOL check_compute_shaders_via_sm4_support(ID3D11Device *device)
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return options.ComputeShaders_Plus_RawAndStructuredBuffers_Via_Shader_4_x;
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}
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static BOOL is_buffer(ID3D11Resource *resource)
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{
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D3D11_RESOURCE_DIMENSION dimension;
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ID3D11Resource_GetType(resource, &dimension);
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return dimension == D3D11_RESOURCE_DIMENSION_BUFFER;
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}
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static IDXGISwapChain *create_swapchain(ID3D11Device *device, HWND window,
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const struct swapchain_desc *swapchain_desc)
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{
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@ -10928,6 +10950,338 @@ static void test_resource_map(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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#define check_resource_cpu_access(a, b, c, d, e) check_resource_cpu_access_(__LINE__, a, b, c, d, e)
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static void check_resource_cpu_access_(unsigned int line, ID3D11DeviceContext *context,
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ID3D11Resource *resource, D3D11_USAGE usage, UINT bind_flags, UINT cpu_access)
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{
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BOOL cpu_write = cpu_access & D3D11_CPU_ACCESS_WRITE;
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BOOL cpu_read = cpu_access & D3D11_CPU_ACCESS_READ;
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BOOL dynamic = usage == D3D11_USAGE_DYNAMIC;
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D3D11_MAPPED_SUBRESOURCE map_desc;
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HRESULT hr, expected_hr;
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ID3D11Device *device;
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expected_hr = cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_READ, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ.\n", hr);
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if (SUCCEEDED(hr))
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ID3D11DeviceContext_Unmap(context, resource, 0);
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/* WRITE_DISCARD and WRITE_NO_OVERWRITE are the only allowed options for dynamic resources. */
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expected_hr = !dynamic && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D11DeviceContext_Unmap(context, resource, 0);
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expected_hr = cpu_read && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_READ_WRITE, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for READ_WRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D11DeviceContext_Unmap(context, resource, 0);
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expected_hr = dynamic ? S_OK : E_INVALIDARG;
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hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE_DISCARD, 0, &map_desc);
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr, "Got hr %#x for WRITE_DISCARD.\n", hr);
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if (SUCCEEDED(hr))
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ID3D11DeviceContext_Unmap(context, resource, 0);
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if (!dynamic)
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return;
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ID3D11DeviceContext_GetDevice(context, &device);
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/* WRITE_NO_OVERWRITE is supported only for buffers. */
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expected_hr = is_buffer(resource) ? S_OK : E_INVALIDARG;
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hr = ID3D11DeviceContext_Map(context, resource, 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0, &map_desc);
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/* D3D11.1 is required for constant and shader buffers. */
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todo_wine_if(expected_hr != S_OK)
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ok_(__FILE__, line)(hr == expected_hr
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|| broken(bind_flags & (D3D11_BIND_CONSTANT_BUFFER | D3D11_BIND_SHADER_RESOURCE)),
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"Got hr %#x for WRITE_NO_OVERWRITE.\n", hr);
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if (SUCCEEDED(hr))
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ID3D11DeviceContext_Unmap(context, resource, 0);
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ID3D11Device_Release(device);
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}
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static void test_resource_access(const D3D_FEATURE_LEVEL feature_level)
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{
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D3D11_TEXTURE2D_DESC texture_desc;
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struct device_desc device_desc;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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D3D11_SUBRESOURCE_DATA data;
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ID3D11Resource *resource;
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BOOL required_cpu_access;
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BOOL cpu_write, cpu_read;
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HRESULT hr, expected_hr;
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UINT allowed_cpu_access;
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BOOL broken_validation;
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ID3D11Device *device;
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unsigned int i;
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ULONG refcount;
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static const struct
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{
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D3D11_USAGE usage;
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UINT bind_flags;
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BOOL is_valid;
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UINT allowed_cpu_access;
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}
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tests[] =
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{
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/* Default resources cannot be written by CPU. */
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{D3D11_USAGE_DEFAULT, D3D11_BIND_VERTEX_BUFFER, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_INDEX_BUFFER, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_CONSTANT_BUFFER, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_STREAM_OUTPUT, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_RENDER_TARGET, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_DEPTH_STENCIL, TRUE, 0},
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{D3D11_USAGE_DEFAULT, D3D11_BIND_UNORDERED_ACCESS, TRUE, 0},
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/* Immutable resources cannot be written by CPU and GPU. */
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{D3D11_USAGE_IMMUTABLE, 0, FALSE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_VERTEX_BUFFER, TRUE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_INDEX_BUFFER, TRUE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_CONSTANT_BUFFER, TRUE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_SHADER_RESOURCE, TRUE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_STREAM_OUTPUT, FALSE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_RENDER_TARGET, FALSE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_DEPTH_STENCIL, FALSE, 0},
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{D3D11_USAGE_IMMUTABLE, D3D11_BIND_UNORDERED_ACCESS, FALSE, 0},
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/* Dynamic resources cannot be written by GPU. */
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{D3D11_USAGE_DYNAMIC, 0, FALSE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_VERTEX_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_INDEX_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, TRUE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_SHADER_RESOURCE, TRUE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_STREAM_OUTPUT, FALSE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_RENDER_TARGET, FALSE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_DEPTH_STENCIL, FALSE, D3D11_CPU_ACCESS_WRITE},
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{D3D11_USAGE_DYNAMIC, D3D11_BIND_UNORDERED_ACCESS, FALSE, D3D11_CPU_ACCESS_WRITE},
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/* Staging resources support only data transfer. */
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{D3D11_USAGE_STAGING, 0, TRUE, D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ},
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{D3D11_USAGE_STAGING, D3D11_BIND_VERTEX_BUFFER, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_INDEX_BUFFER, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_CONSTANT_BUFFER, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_SHADER_RESOURCE, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_STREAM_OUTPUT, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_RENDER_TARGET, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_DEPTH_STENCIL, FALSE, 0},
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{D3D11_USAGE_STAGING, D3D11_BIND_UNORDERED_ACCESS, FALSE, 0},
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};
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device_desc.feature_level = &feature_level;
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device_desc.flags = 0;
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if (!(device = create_device(&device_desc)))
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{
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skip("Failed to create device for feature level %#x.\n", feature_level);
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return;
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}
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ID3D11Device_GetImmediateContext(device, &context);
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data.SysMemPitch = 0;
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data.SysMemSlicePitch = 0;
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data.pSysMem = HeapAlloc(GetProcessHeap(), 0, 10240);
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ok(!!data.pSysMem, "Failed to allocate memory.\n");
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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switch (tests[i].bind_flags)
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{
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case D3D11_BIND_DEPTH_STENCIL:
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continue;
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case D3D11_BIND_SHADER_RESOURCE:
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case D3D11_BIND_STREAM_OUTPUT:
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case D3D11_BIND_RENDER_TARGET:
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if (feature_level < D3D_FEATURE_LEVEL_10_0)
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continue;
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break;
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case D3D11_BIND_UNORDERED_ACCESS:
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if (feature_level < D3D_FEATURE_LEVEL_11_0)
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continue;
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break;
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default:
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break;
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}
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allowed_cpu_access = tests[i].allowed_cpu_access;
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if (feature_level >= D3D_FEATURE_LEVEL_11_0 && is_d3d11_2_runtime(device)
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&& tests[i].usage == D3D11_USAGE_DEFAULT
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&& (tests[i].bind_flags == D3D11_BIND_SHADER_RESOURCE
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|| tests[i].bind_flags == D3D11_BIND_UNORDERED_ACCESS))
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allowed_cpu_access |= D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
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required_cpu_access = tests[i].usage == D3D11_USAGE_DYNAMIC || tests[i].usage == D3D11_USAGE_STAGING;
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cpu_write = allowed_cpu_access & D3D11_CPU_ACCESS_WRITE;
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cpu_read = allowed_cpu_access & D3D11_CPU_ACCESS_READ;
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buffer_desc.ByteWidth = 1024;
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buffer_desc.Usage = tests[i].usage;
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buffer_desc.BindFlags = tests[i].bind_flags;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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buffer_desc.CPUAccessFlags = 0;
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expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_resource_cpu_access(context, resource,
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buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_resource_cpu_access(context, resource,
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buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_resource_cpu_access(context, resource,
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buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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buffer_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &data, (ID3D11Buffer **)&resource);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_resource_cpu_access(context, resource,
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buffer_desc.Usage, buffer_desc.BindFlags, buffer_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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}
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data.SysMemPitch = 16;
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for (i = 0; i < ARRAY_SIZE(tests); ++i)
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{
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switch (tests[i].bind_flags)
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{
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case D3D11_BIND_VERTEX_BUFFER:
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case D3D11_BIND_INDEX_BUFFER:
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case D3D11_BIND_CONSTANT_BUFFER:
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case D3D11_BIND_STREAM_OUTPUT:
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continue;
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case D3D11_BIND_UNORDERED_ACCESS:
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if (feature_level < D3D_FEATURE_LEVEL_11_0)
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continue;
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break;
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default:
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break;
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}
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broken_validation = tests[i].usage == D3D11_USAGE_DEFAULT
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&& (tests[i].bind_flags == D3D11_BIND_SHADER_RESOURCE
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|| tests[i].bind_flags == D3D11_BIND_RENDER_TARGET
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|| tests[i].bind_flags == D3D11_BIND_UNORDERED_ACCESS);
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required_cpu_access = tests[i].usage == D3D11_USAGE_DYNAMIC || tests[i].usage == D3D11_USAGE_STAGING;
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cpu_write = tests[i].allowed_cpu_access & D3D11_CPU_ACCESS_WRITE;
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cpu_read = tests[i].allowed_cpu_access & D3D11_CPU_ACCESS_READ;
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texture_desc.Width = 4;
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texture_desc.Height = 4;
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texture_desc.MipLevels = 1;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = tests[i].usage;
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texture_desc.BindFlags = tests[i].bind_flags;
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texture_desc.MiscFlags = 0;
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if (tests[i].bind_flags == D3D11_BIND_DEPTH_STENCIL)
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texture_desc.Format = DXGI_FORMAT_D16_UNORM;
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texture_desc.CPUAccessFlags = 0;
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expected_hr = tests[i].is_valid && !required_cpu_access ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
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ok(hr == expected_hr, "Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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check_resource_cpu_access(context, resource,
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texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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expected_hr = tests[i].is_valid && cpu_write ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
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ok(hr == expected_hr || (hr == S_OK && broken_validation),
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"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
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if (broken_validation)
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texture_desc.CPUAccessFlags = 0;
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check_resource_cpu_access(context, resource,
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texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
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ID3D11Resource_Release(resource);
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}
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texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
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expected_hr = tests[i].is_valid && cpu_read ? S_OK : E_INVALIDARG;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
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ok(hr == expected_hr || (hr == S_OK && broken_validation),
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"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
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if (SUCCEEDED(hr))
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{
|
||||
if (broken_validation)
|
||||
texture_desc.CPUAccessFlags = 0;
|
||||
check_resource_cpu_access(context, resource,
|
||||
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
|
||||
ID3D11Resource_Release(resource);
|
||||
}
|
||||
|
||||
texture_desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE | D3D11_CPU_ACCESS_READ;
|
||||
expected_hr = tests[i].is_valid && cpu_write && cpu_read ? S_OK : E_INVALIDARG;
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &data, (ID3D11Texture2D **)&resource);
|
||||
ok(hr == expected_hr || (hr == S_OK && broken_validation),
|
||||
"Got hr %#x, expected %#x, test %u.\n", hr, expected_hr, i);
|
||||
if (SUCCEEDED(hr))
|
||||
{
|
||||
if (broken_validation)
|
||||
texture_desc.CPUAccessFlags = 0;
|
||||
check_resource_cpu_access(context, resource,
|
||||
texture_desc.Usage, texture_desc.BindFlags, texture_desc.CPUAccessFlags);
|
||||
ID3D11Resource_Release(resource);
|
||||
}
|
||||
}
|
||||
|
||||
HeapFree(GetProcessHeap(), 0, (void *)data.pSysMem);
|
||||
|
||||
ID3D11DeviceContext_Release(context);
|
||||
refcount = ID3D11Device_Release(device);
|
||||
ok(!refcount, "Device has %u references left.\n", refcount);
|
||||
}
|
||||
|
||||
static void test_check_multisample_quality_levels(void)
|
||||
{
|
||||
ID3D11Device *device;
|
||||
|
@ -24425,6 +24779,7 @@ START_TEST(d3d11)
|
|||
test_update_subresource();
|
||||
test_copy_subresource_region();
|
||||
test_resource_map();
|
||||
run_for_each_feature_level(test_resource_access);
|
||||
test_check_multisample_quality_levels();
|
||||
run_for_each_feature_level(test_swapchain_formats);
|
||||
test_swapchain_views();
|
||||
|
|
Loading…
Reference in New Issue