diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 74feaa25b1b..7191563a713 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -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(); }