Re: [PATCH 1/2] d3d10core/tests: Multisampled render targets are zeroed on creation (v2).
On 6 January 2016 at 23:56, Stefan Dösinger <stefandoesinger(a)gmx.at> wrote:
+ hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &single); + ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); + ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)single, 0, + (ID3D10Resource *)multi, 0, DXGI_FORMAT_R8G8B8A8_UNORM); + + get_texture_readback(single, &rb); + for (y = 0; y < 480; ++y) + { + for (x = 0; x < 640; ++x) + { + color = get_readback_color(&rb, x, y); + if (!compare_color(color, 0x00000000, 0)) + { + all_zero = FALSE; + break; + } + } + if (!all_zero) + break; + } + release_texture_readback(&rb); + ok(all_zero, "Got unexpected color 0x%08x, position %ux%u.\n", color, x, y); + This probably works, but depends very much on ResolveSubresource() working as intended. I think it would be a little more robust to first clear "single" with a different color. Also, it's not strictly required, but if you use a swapchain surface to resolve to, it's easier to later debug the test visually by inserting a Present() call in the appropriate place.
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Henri Verbeet