d3d10core/tests: Add more tests for texture data initialization.

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 2016-04-08 13:26:36 +02:00 committed by Alexandre Julliard
parent 6d05587baf
commit b3b4a943dd
1 changed files with 58 additions and 14 deletions

View File

@ -5330,12 +5330,12 @@ static void test_copy_subresource_region(void)
release_test_context(&test_context); release_test_context(&test_context);
} }
static void test_multisample_init(void) static void test_texture_data_init(void)
{ {
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d10core_test_context test_context; struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC desc; D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *multi; ID3D10Texture2D *texture;
ID3D10Device *device; ID3D10Device *device;
UINT count = 0; UINT count = 0;
HRESULT hr; HRESULT hr;
@ -5345,37 +5345,81 @@ static void test_multisample_init(void)
device = test_context.device; device = test_context.device;
desc.Width = 640;
desc.Height = 480;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = 0;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D32_FLOAT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
desc.ArraySize = 4;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D32_FLOAT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count); hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
if (!count) if (!count)
{ {
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n"); skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
goto done; release_test_context(&test_context);
return;
} }
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
desc.Width = 640;
desc.Height = 480;
desc.MipLevels = 1;
desc.ArraySize = 1; desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 2; desc.SampleDesc.Count = 2;
desc.SampleDesc.Quality = 0; desc.SampleDesc.Quality = 0;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = D3D10_BIND_RENDER_TARGET; desc.BindFlags = D3D10_BIND_RENDER_TARGET;
desc.CPUAccessFlags = 0; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &multi);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0, ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
(ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM); (ID3D10Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0); todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
ID3D10Texture2D_Release(multi); ID3D10Texture2D_Release(texture);
done:
release_test_context(&test_context); release_test_context(&test_context);
} }
@ -6287,7 +6331,7 @@ START_TEST(device)
test_fragment_coords(); test_fragment_coords();
test_update_subresource(); test_update_subresource();
test_copy_subresource_region(); test_copy_subresource_region();
test_multisample_init(); test_texture_data_init();
test_check_multisample_quality_levels(); test_check_multisample_quality_levels();
test_cb_relative_addressing(); test_cb_relative_addressing();
test_swapchain_flip(); test_swapchain_flip();