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>
This commit is contained in:
Józef Kucia 2016-06-03 11:33:00 +02:00 committed by Alexandre Julliard
parent 7456d5e433
commit 4c26025321
1 changed files with 84 additions and 0 deletions

View File

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