On Mon, May 9, 2016 at 11:04 AM, Alistair Leslie-Hughes
<leslie_alistair(a)hotmail.com> wrote:
> Added sign.
>
> Signed-off-by: Alistair Leslie-Hughes <leslie_alistair(a)hotmail.com>
> ---
> dlls/d3d11/tests/d3d11.c | 5 +++++
> 1 file changed, 5 insertions(+)
>
> diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c
> index 03b6113..988c83b 100644
> --- a/dlls/d3d11/tests/d3d11.c
> +++ b/dlls/d3d11/tests/d3d11.c
> @@ -882,6 +882,11 @@ static void test_device_interfaces(void)
> "Device should implement ID3D10Multithread interface, hr %#x.\n", hr);
> if (SUCCEEDED(hr)) IUnknown_Release(iface);
>
> + hr = ID3D11Device_QueryInterface(device, &IID_ID3D11InfoQueue, (void **)&iface);
> + ok(SUCCEEDED(hr) || broken(hr == E_NOINTERFACE) /* Not available on all Windows versions. */,
> + "Device should implement ID3D11InfoQueue interface, hr %#x.\n", hr);
> + if (SUCCEEDED(hr)) IUnknown_Release(iface);
> +
> hr = ID3D11Device_QueryInterface(device, &IID_ID3D10Device, (void **)&iface);
> todo_wine ok(hr == E_NOINTERFACE, "Device should not implement ID3D10Device interface, hr %#x.\n", hr);
> if (SUCCEEDED(hr)) IUnknown_Release(iface);
I think this test is wrong. AFAIK ID3D11InfoQueue is only available
when you have the debug layer enabled. You can enable the debug layer
by creating a device with the D3D11_CREATE_DEVICE_DEBUG flag.