Module: wine Branch: master Commit: a0d54ccf619a6ec7ac21773014c5781c26e83043 URL: http://source.winehq.org/git/wine.git/?a=commit;h=a0d54ccf619a6ec7ac21773014...
Author: Józef Kucia jkucia@codeweavers.com Date: Fri Apr 8 13:26:38 2016 +0200
d3d10core/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/d3d10core/tests/device.c | 78 +++++++++++++++++++++++++++++-------------- 1 file changed, 53 insertions(+), 25 deletions(-)
diff --git a/dlls/d3d10core/tests/device.c b/dlls/d3d10core/tests/device.c index 13df12b..f9a17f4 100644 --- a/dlls/d3d10core/tests/device.c +++ b/dlls/d3d10core/tests/device.c @@ -562,37 +562,63 @@ static void test_create_texture2d(void) static const struct { DXGI_FORMAT format; + UINT array_size; D3D10_BIND_FLAG bind_flags; + UINT misc_flags; BOOL succeeds; BOOL todo; } tests[] = { - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_VERTEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_INDEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32G32B32A32_TYPELESS, D3D10_BIND_DEPTH_STENCIL, FALSE, FALSE}, - {DXGI_FORMAT_R32G32B32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16G16B16A16_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32G32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R32G8X24_TYPELESS, D3D10_BIND_DEPTH_STENCIL, TRUE, TRUE}, - {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R10G10B10A2_TYPELESS, D3D10_BIND_RENDER_TARGET, TRUE, FALSE}, - {DXGI_FORMAT_R32_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_VERTEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_INDEX_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_CONSTANT_BUFFER, FALSE, TRUE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R24G8_TYPELESS, D3D10_BIND_DEPTH_STENCIL, TRUE, FALSE}, - {DXGI_FORMAT_R8G8_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R16_TYPELESS, D3D10_BIND_SHADER_RESOURCE, TRUE, FALSE}, - {DXGI_FORMAT_R8_TYPELESS, D3D10_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, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 3, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 5, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 6, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 7, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 10, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 12, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 0, D3D10_BIND_RENDER_TARGET, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 2, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 9, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32B32A32_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE}, + {DXGI_FORMAT_R32G32B32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16G16B16A16_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32G8X24_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, TRUE}, + {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R10G10B10A2_TYPELESS, 1, D3D10_BIND_RENDER_TARGET, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 0, D3D10_BIND_SHADER_RESOURCE, 0, FALSE, TRUE}, + {DXGI_FORMAT_R32_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R32_TYPELESS, 9, D3D10_BIND_SHADER_RESOURCE, D3D10_RESOURCE_MISC_TEXTURECUBE, + FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_VERTEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_INDEX_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_CONSTANT_BUFFER, 0, FALSE, TRUE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R24G8_TYPELESS, 1, D3D10_BIND_DEPTH_STENCIL, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8G8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R16_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8_TYPELESS, 1, D3D10_BIND_SHADER_RESOURCE, 0, TRUE, FALSE}, + {DXGI_FORMAT_R8G8B8A8_UNORM, 1, D3D10_BIND_DEPTH_STENCIL, 0, FALSE, FALSE}, + {DXGI_FORMAT_D24_UNORM_S8_UINT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE}, + {DXGI_FORMAT_D32_FLOAT, 1, D3D10_BIND_RENDER_TARGET, 0, FALSE, FALSE}, };
if (!(device = create_device())) @@ -698,8 +724,10 @@ static void test_create_texture2d(void) desc.SampleDesc.Count = 1; for (i = 0; i < sizeof(tests) / sizeof(*tests); ++i) { + desc.ArraySize = tests[i].array_size; desc.Format = tests[i].format; desc.BindFlags = tests[i].bind_flags; + desc.MiscFlags = tests[i].misc_flags; hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, (ID3D10Texture2D **)&texture);
todo_wine_if(tests[i].todo)