There seems to be a good amount of overlap between this test and
test_texture(). Would it make sense to merge them? Also, I assume
you'll add a d3d10core version of the test as well?
On 1 January 2016 at 18:08, Józef Kucia <jkucia(a)codeweavers.com> wrote:
> + float miplevel[4] = {0};
A struct vec4 would perhaps be more appropriate. IIRC MSVC gets a bit
unhappy about initializing floating-point variables with anything
other than floating-point constants, so it would perhaps be better to
use 0.0f here. However, ...
> + buffer_desc.ByteWidth = sizeof(miplevel);
> + buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
> +
> + resource_data[0].pSysMem = &miplevel;
> +
> + hr = ID3D11Device_CreateBuffer(device, &buffer_desc, resource_data, &cb);
> + ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
...
> + *miplevel = test->miplevel;
> + ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, miplevel, 0, 0);
... I don't think you should need to pass in initial data in the first place.