d3d10core/tests: Add a small test for ID3D10Device_CreateDepthStencilView().
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@ -202,6 +202,42 @@ static void test_create_texture3d(ID3D10Device *device)
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ID3D10Texture3D_Release(texture);
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ID3D10Texture3D_Release(texture);
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}
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}
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static void test_create_depthstencil_view(ID3D10Device *device)
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{
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D3D10_DEPTH_STENCIL_VIEW_DESC dsv_desc;
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D3D10_TEXTURE2D_DESC texture_desc;
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ID3D10DepthStencilView *dsview;
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ID3D10Texture2D *texture;
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HRESULT hr;
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texture_desc.Width = 512;
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texture_desc.Height = 512;
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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_D24_UNORM_S8_UINT;
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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 = D3D10_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D10_BIND_DEPTH_STENCIL;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x\n", hr);
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hr = ID3D10Device_CreateDepthStencilView(device, (ID3D10Resource *)texture, NULL, &dsview);
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ok(SUCCEEDED(hr), "Failed to create a depthstencil view, hr %#x\n", hr);
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ID3D10DepthStencilView_GetDesc(dsview, &dsv_desc);
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ok(dsv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", dsv_desc.Format);
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ok(dsv_desc.ViewDimension == D3D10_DSV_DIMENSION_TEXTURE2D,
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"Got unexpected view dimension %#x.\n", dsv_desc.ViewDimension);
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ok(U(dsv_desc).Texture2D.MipSlice == 0, "Got Unexpected mip slice %u.\n", U(dsv_desc).Texture2D.MipSlice);
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ID3D10DepthStencilView_Release(dsview);
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ID3D10Texture2D_Release(texture);
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}
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static void test_create_rendertarget_view(ID3D10Device *device)
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static void test_create_rendertarget_view(ID3D10Device *device)
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{
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{
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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D3D10_RENDER_TARGET_VIEW_DESC rtv_desc;
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@ -409,6 +445,7 @@ START_TEST(device)
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test_device_interfaces(device);
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test_device_interfaces(device);
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test_create_texture2d(device);
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test_create_texture2d(device);
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test_create_texture3d(device);
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test_create_texture3d(device);
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test_create_depthstencil_view(device);
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test_create_rendertarget_view(device);
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test_create_rendertarget_view(device);
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test_create_shader(device);
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test_create_shader(device);
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