d3d11/tests: Rebind the pixel shader between runs with different sample counts in test_sampleinfo_instruction().
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -20005,7 +20005,6 @@ static void test_sampleinfo_instruction(void)
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hr = ID3D11Device_CreatePixelShader(device, ps_rt_code, sizeof(ps_rt_code), NULL, &ps_rt);
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ok(hr == S_OK, "Failed to create pixel shader, hr %#x.\n", hr);
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ID3D11DeviceContext_PSSetShader(context, ps_rt, NULL, 0);
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for (sample_count = 1; sample_count <= 8; sample_count *= 2)
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{
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texture_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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@ -20026,6 +20025,11 @@ static void test_sampleinfo_instruction(void)
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ok(hr == S_OK, "Failed to create render target view, hr %#x.\n", hr);
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ID3D11DeviceContext_OMSetRenderTargets(context, 1, &rtv, NULL);
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/* Some drivers (AMD Radeon HD 6310) return stale sample counts if we
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* don't rebind the pixel shader between runs with different sample
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* counts. */
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ID3D11DeviceContext_PSSetShader(context, NULL, NULL, 0);
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ID3D11DeviceContext_PSSetShader(context, ps_rt, NULL, 0);
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draw_quad(&test_context);
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if (sample_count != 1)
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