Module: wine Branch: master Commit: b1ba91b227e0866db7f7d01a0999729e581a3f3a URL: http://source.winehq.org/git/wine.git/?a=commit;h=b1ba91b227e0866db7f7d01a09...
Author: Józef Kucia jkucia@codeweavers.com Date: Fri Apr 8 13:26:39 2016 +0200
d3d11/tests: Test creating 2D array textures.
Signed-off-by: Józef Kucia jkucia@codeweavers.com Signed-off-by: Henri Verbeet hverbeet@codeweavers.com Signed-off-by: Alexandre Julliard julliard@winehq.org
---
dlls/d3d11/tests/d3d11.c | 98 ++++++++++++++++++++++++++++++++++-------------- 1 file changed, 70 insertions(+), 28 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 30bda07..33c26d4 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -818,6 +818,7 @@ static void test_create_texture2d(void) { ULONG refcount, expected_refcount; D3D11_SUBRESOURCE_DATA data = {0}; + D3D_FEATURE_LEVEL feature_level; ID3D11Device *device, *tmp; D3D11_TEXTURE2D_DESC desc; ID3D11Texture2D *texture; @@ -829,45 +830,73 @@ static void test_create_texture2d(void) static const struct { DXGI_FORMAT format; + UINT array_size; D3D11_BIND_FLAG bind_flags; + UINT misc_flags; BOOL succeeds; BOOL todo; } tests[] = { - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_VERTEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_INDEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_CONSTANT_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D11_BIND_DEPTH_STENCIL, FALSE, FALSE}, - {DXGI_FORMAT_R32G32B32_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D11_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32G32_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R32G8X24_TYPELESS, D3D11_BIND_DEPTH_STENCIL, TRUE, TRUE}, - {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D11_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D11_BIND_VERTEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D11_BIND_INDEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D11_BIND_CONSTANT_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D11_BIND_DEPTH_STENCIL, TRUE, FALSE}, - {DXGI_FORMAT_R8G8_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R8_TYPELESS, D3D11_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R8G8B8A8_UNORM, D3D11_BIND_DEPTH_STENCIL, FALSE, FALSE}, - {DXGI_FORMAT_D24_UNORM_S8_UINT, D3D11_BIND_RENDER_TARGET, FALSE, FALSE}, - {DXGI_FORMAT_D32_FLOAT, D3D11_BIND_RENDER_TARGET, FALSE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_VERTEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_INDEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 5, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 6, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 7, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 10, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 12, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D11_BIND_RENDER_TARGET, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 9, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, FALSE, FALSE}, + {DXGI_FORMAT_R32G32B32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, TRUE}, + {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D11_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 0, D3D11_BIND_SHADER_RESOURCE, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 9, D3D11_BIND_SHADER_RESOURCE, D3D11_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_VERTEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_INDEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D11_BIND_DEPTH_STENCIL, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8G8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8_TYPELESS, 1, D3D11_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D11_BIND_DEPTH_STENCIL, 0, FALSE, FALSE}, + {DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE}, + {DXGI_FORMAT_D32_FLOAT, 1, D3D11_BIND_RENDER_TARGET, 0, FALSE, FALSE}, };
if (!(device = create_device(NULL))) { - skip("Failed to create device, skipping tests.\n"); + skip("Failed to create device.\n"); return; }
+ feature_level = ID3D11Device_GetFeatureLevel(device); + desc.Width = 512; desc.Height = 512; desc.MipLevels = 1; @@ -963,12 +992,25 @@ static void test_create_texture2d(void) desc.SampleDesc.Count = 1; for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { + HRESULT expected_hr = tests[i].succeeds ? S_OK : E_INVALIDARG; + BOOL todo = tests[i].todo; + + if (feature_level < D3D_FEATURE_LEVEL_10_1 + && (tests[i].misc_flags & D3D11_RESOURCE_MISC_TEXTURECUBE) + && tests[i].array_size > 6) + { + expected_hr = E_INVALIDARG; + todo = TRUE; + } + + desc.ArraySize = tests[i].array_size; desc.Format = tests[i].format; desc.BindFlags = tests[i].bind_flags; + desc.MiscFlags = tests[i].misc_flags; hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, (ID3D11Texture2D **)&texture);
- todo_wine_if(tests[i].todo) - ok(hr == (tests[i].succeeds ? S_OK : E_INVALIDARG), "Test %u: Got unexpected hr %#x.\n", i, hr); + todo_wine_if(todo) + ok(hr == expected_hr, "Test %u: Got unexpected hr %#x.\n", i, hr);
if (SUCCEEDED(hr)) ID3D11Texture2D_Release(texture);