d3d11/tests: Add test for NULL sampler.
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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@ -7446,6 +7446,89 @@ static void test_input_assembler(void)
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release_test_context(&test_context);
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}
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static void test_null_sampler(void)
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{
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struct d3d11_test_context test_context;
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D3D11_TEXTURE2D_DESC texture_desc;
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ID3D11ShaderResourceView *srv;
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ID3D11DeviceContext *context;
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ID3D11RenderTargetView *rtv;
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ID3D11SamplerState *sampler;
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ID3D11Texture2D *texture;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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HRESULT hr;
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
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}
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#endif
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0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
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if (!init_test_context(&test_context, NULL))
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return;
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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texture_desc.Width = 64;
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texture_desc.Height = 64;
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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 = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv);
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ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
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ID3D11DeviceContext_ClearRenderTargetView(context, rtv, blue);
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ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
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ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &srv);
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sampler = NULL;
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ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler);
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draw_quad(&test_context);
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check_texture_color(test_context.backbuffer, 0xffff0000, 0);
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ID3D11ShaderResourceView_Release(srv);
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ID3D11RenderTargetView_Release(rtv);
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ID3D11Texture2D_Release(texture);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -7490,4 +7573,5 @@ START_TEST(d3d11)
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test_sm4_if_instruction();
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test_sm4_breakc_instruction();
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test_input_assembler();
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test_null_sampler();
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}
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