d3d11/tests: Port test_create_shader_resource_view() from d3d10core.
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8972105ee5
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@ -989,6 +989,102 @@ static void test_create_rendertarget_view(void)
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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static void test_create_shader_resource_view(void)
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{
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D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D11_TEXTURE2D_DESC texture_desc;
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ULONG refcount, expected_refcount;
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ID3D11ShaderResourceView *srview;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11Device *device, *tmp;
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ID3D11Texture2D *texture;
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ID3D11Buffer *buffer;
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IUnknown *iface;
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HRESULT hr;
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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_desc.ByteWidth = 1024;
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &buffer);
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ok(SUCCEEDED(hr), "Failed to create a buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, NULL, &srview);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
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srv_desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER;
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U(srv_desc).Buffer.ElementOffset = 0;
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U(srv_desc).Buffer.ElementWidth = 64;
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expected_refcount = get_refcount((IUnknown *)device) + 1;
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)buffer, &srv_desc, &srview);
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ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount >= expected_refcount, "Got unexpected refcount %u, expected >= %u.\n", refcount, expected_refcount);
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tmp = NULL;
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expected_refcount = refcount + 1;
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ID3D11ShaderResourceView_GetDevice(srview, &tmp);
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ok(tmp == device, "Got unexpected device %p, expected %p.\n", tmp, device);
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refcount = get_refcount((IUnknown *)device);
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ok(refcount == expected_refcount, "Got unexpected refcount %u, expected %u.\n", refcount, expected_refcount);
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ID3D11Device_Release(tmp);
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hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Shader resource view should implement ID3D10ShaderResourceView.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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ID3D11ShaderResourceView_Release(srview);
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ID3D11Buffer_Release(buffer);
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texture_desc.Width = 512;
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texture_desc.Height = 512;
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texture_desc.MipLevels = 0;
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texture_desc.ArraySize = 1;
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texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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texture_desc.SampleDesc.Count = 1;
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texture_desc.SampleDesc.Quality = 0;
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texture_desc.Usage = D3D11_USAGE_DEFAULT;
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texture_desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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texture_desc.CPUAccessFlags = 0;
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texture_desc.MiscFlags = 0;
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hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create a 2d texture, hr %#x.\n", hr);
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, NULL, &srview);
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ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr);
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hr = ID3D11ShaderResourceView_QueryInterface(srview, &IID_ID3D10ShaderResourceView, (void **)&iface);
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ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
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"Shader resource view should implement ID3D10ShaderResourceView.\n");
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if (SUCCEEDED(hr)) IUnknown_Release(iface);
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ID3D11ShaderResourceView_GetDesc(srview, &srv_desc);
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ok(srv_desc.Format == texture_desc.Format, "Got unexpected format %#x.\n", srv_desc.Format);
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ok(srv_desc.ViewDimension == D3D11_SRV_DIMENSION_TEXTURE2D,
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"Got unexpected view dimension %#x.\n", srv_desc.ViewDimension);
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ok(U(srv_desc).Texture2D.MostDetailedMip == 0, "Got unexpected MostDetailedMip %u.\n",
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U(srv_desc).Texture2D.MostDetailedMip);
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ok(U(srv_desc).Texture2D.MipLevels == 10, "Got unexpected MipLevels %u.\n", U(srv_desc).Texture2D.MipLevels);
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ID3D11ShaderResourceView_Release(srview);
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ID3D11Texture2D_Release(texture);
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refcount = ID3D11Device_Release(device);
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ok(!refcount, "Device has %u references left.\n", refcount);
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}
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START_TEST(d3d11)
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{
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test_create_device();
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@ -1000,4 +1096,5 @@ START_TEST(d3d11)
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test_buffer_interfaces();
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test_depthstencil_view_interfaces();
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test_create_rendertarget_view();
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test_create_shader_resource_view();
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}
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