d3d10core/tests: Correctly check for multisample support.

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 2018-05-16 11:55:30 +02:00 committed by Alexandre Julliard
parent 0e397cfd7b
commit a10804ea41
1 changed files with 5 additions and 3 deletions

View File

@ -16281,7 +16281,8 @@ static void test_alpha_to_coverage(void)
ID3D10Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D10Device_CheckMultisampleQualityLevels(device,
texture_desc.Format, 4, &quality_level_count);
if (FAILED(hr))
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!quality_level_count)
{
skip("4xMSAA not supported.\n");
goto done;
@ -16794,8 +16795,9 @@ static void test_multisample_resolve(void)
return;
device = test_context.device;
if (FAILED(hr = ID3D10Device_CheckMultisampleQualityLevels(device,
DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i)))
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i);
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!i)
{
skip("4xMSAA not supported.\n");
release_test_context(&test_context);