d3d10core/tests: Add tests for accessing unbound 2d array textures.
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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@ -4450,6 +4450,8 @@ static void test_texture(void)
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{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 3.0f, blue_colors},
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{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 3.1f, blue_colors},
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{&ps_sample_2d_array, &array_2d_texture, POINT, 0.0f, 0.0f, MIP_MAX, 9.0f, blue_colors},
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{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, 0.0f, 0.0f, zero_colors},
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{&ps_sample_2d_array, NULL, POINT, 0.0f, 0.0f, MIP_MAX, 0.0f, zero_colors},
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#undef POINT
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#undef POINT_LINEAR
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#undef MIP_MAX
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@ -4524,17 +4526,25 @@ static void test_texture(void)
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current_texture = test->texture;
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texture_desc.Width = current_texture->width;
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texture_desc.Height = current_texture->height;
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texture_desc.MipLevels = current_texture->miplevel_count;
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texture_desc.ArraySize = current_texture->array_size;
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texture_desc.Format = current_texture->format;
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if (current_texture)
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{
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texture_desc.Width = current_texture->width;
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texture_desc.Height = current_texture->height;
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texture_desc.MipLevels = current_texture->miplevel_count;
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texture_desc.ArraySize = current_texture->array_size;
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texture_desc.Format = current_texture->format;
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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hr = ID3D10Device_CreateTexture2D(device, &texture_desc, current_texture->data, &texture);
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ok(SUCCEEDED(hr), "Test %u: Failed to create 2d texture, hr %#x.\n", i, hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
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hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
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ok(SUCCEEDED(hr), "Test %u: Failed to create shader resource view, hr %#x.\n", i, hr);
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}
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else
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{
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texture = NULL;
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srv = NULL;
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}
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ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
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}
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@ -4577,9 +4587,11 @@ static void test_texture(void)
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}
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release_texture_readback(&rb);
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}
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ID3D10ShaderResourceView_Release(srv);
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if (srv)
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ID3D10ShaderResourceView_Release(srv);
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ID3D10SamplerState_Release(sampler);
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ID3D10Texture2D_Release(texture);
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if (texture)
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ID3D10Texture2D_Release(texture);
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ID3D10PixelShader_Release(ps);
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ID3D10Buffer_Release(cb);
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