d3d11/tests: Add more tests for bind 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>
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@ -1639,9 +1639,16 @@ static void test_create_texture2d(void)
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{DXGI_FORMAT_R32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL, 0,
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TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE,
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TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_RENDER_TARGET | D3D11_BIND_DEPTH_STENCIL, 0,
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FALSE, TRUE},
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{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
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{DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL | D3D11_BIND_UNORDERED_ACCESS, 0,
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FALSE, TRUE},
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{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_VERTEX_BUFFER, 0, FALSE, TRUE},
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{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_INDEX_BUFFER, 0, FALSE, TRUE},
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{DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE},
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@ -1662,8 +1669,13 @@ static void test_create_texture2d(void)
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{DXGI_FORMAT_R8G8B8A8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
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{DXGI_FORMAT_R8G8B8A8_SNORM, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
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{DXGI_FORMAT_R8G8B8A8_SINT, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE},
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{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
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{DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
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{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE},
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{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_DEPTH_STENCIL, 0,
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FALSE, TRUE},
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{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE},
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{DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE},
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};
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if (!(device = create_device(NULL)))
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@ -1787,7 +1799,8 @@ static void test_create_texture2d(void)
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hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, (ID3D11Texture2D **)&texture);
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todo_wine_if(todo)
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ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
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ok(hr == expected_hr, "Test %u: Got unexpected hr %#x (format %#x).\n",
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i, hr, desc.Format);
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if (SUCCEEDED(hr))
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ID3D11Texture2D_Release(texture);
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