d3d11/tests: Remove test_buffer_data_init().
This test fails consistently on Windows 10 with Intel GPU, and MSDN says that the initial content of the resource memory is undefined. Moreover, failures in other tests have shown that the initial buffer data is not always initialized on other vendors GPUs. 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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@ -7370,33 +7370,6 @@ done:
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_buffer_data_init(void)
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{
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struct resource_readback rb;
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ID3D11Buffer *buffer;
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ID3D11Device *device;
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unsigned int i;
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if (!(device = create_device(NULL)))
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{
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skip("Failed to create device.\n");
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return;
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}
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buffer = create_buffer(device, D3D11_BIND_SHADER_RESOURCE, 1024, NULL);
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get_buffer_readback(buffer, &rb);
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for (i = 0; i < rb.width; ++i)
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{
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DWORD r = get_readback_color(&rb, i / sizeof(DWORD), 0);
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ok(!r, "Got unexpected result %#x at offset %u.\n", r, i);
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}
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release_resource_readback(&rb);
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ID3D11Buffer_Release(buffer);
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ID3D11Device_Release(device);
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}
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static void test_texture_data_init(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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@ -11061,7 +11034,6 @@ START_TEST(d3d11)
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test_update_subresource();
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test_copy_subresource_region();
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test_resource_map();
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test_buffer_data_init();
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test_texture_data_init();
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test_check_multisample_quality_levels();
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run_for_each_feature_level(test_swapchain_formats);
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