Signed-off-by: Józef Kucia jkucia@codeweavers.com --- dlls/d3d11/tests/d3d11.c | 38 +++++++------------------------------- 1 file changed, 7 insertions(+), 31 deletions(-)
diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index 1826114c2c81..6d7fccdcfb6f 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -12614,14 +12614,13 @@ static void test_draw_uav_only(void) ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0); - /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ - ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &test_context.backbuffer_rtv, NULL, + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL, 0, 1, &uav, NULL);
ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values); memset(&vp, 0, sizeof(vp)); - vp.Width = 1.0f; - vp.Height = 100.0f; + vp.Width = 10.0f; + vp.Height = 10.0f; ID3D11DeviceContext_RSSetViewports(context, 1, &vp); ID3D11DeviceContext_ClearUnorderedAccessViewUint(context, uav, values); draw_quad(&test_context); @@ -17685,9 +17684,8 @@ static void test_ps_cs_uav_binding(void) ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cs_cb); ID3D11DeviceContext_CSSetUnorderedAccessViews(context, 0, 1, &cs_uav, NULL); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb); - /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, - 1, &test_context.backbuffer_rtv, NULL, 1, 1, &ps_uav, NULL); + 0, NULL, NULL, 1, 1, &ps_uav, NULL);
ID3D11DeviceContext_ClearUnorderedAccessViewFloat(context, cs_uav, zero); check_texture_float(cs_texture, 0.0f, 2); @@ -17749,11 +17747,8 @@ static void test_atomic_instructions(void) D3D11_UNORDERED_ACCESS_VIEW_DESC uav_desc; struct d3d11_test_context test_context; struct resource_readback rb, out_rb; - D3D11_TEXTURE2D_DESC texture_desc; D3D11_BUFFER_DESC buffer_desc; ID3D11DeviceContext *context; - ID3D11RenderTargetView *rtv; - ID3D11Texture2D *texture; ID3D11ComputeShader *cs; ID3D11PixelShader *ps; ID3D11Device *device; @@ -17883,22 +17878,6 @@ static void test_atomic_instructions(void) device = test_context.device; context = test_context.immediate_context;
- texture_desc.Width = 1; - texture_desc.Height = 1; - texture_desc.MipLevels = 1; - texture_desc.ArraySize = 1; - texture_desc.Format = DXGI_FORMAT_R32_FLOAT; - texture_desc.SampleDesc.Count = 1; - texture_desc.SampleDesc.Quality = 0; - texture_desc.Usage = D3D11_USAGE_DEFAULT; - texture_desc.BindFlags = D3D11_BIND_RENDER_TARGET; - texture_desc.CPUAccessFlags = 0; - texture_desc.MiscFlags = 0; - hr = ID3D11Device_CreateTexture2D(device, &texture_desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - hr = ID3D11Device_CreateRenderTargetView(device, (ID3D11Resource *)texture, NULL, &rtv); - ok(SUCCEEDED(hr), "Failed to create rendertarget view, hr %#x.\n", hr); - cb = create_buffer(device, D3D11_BIND_CONSTANT_BUFFER, 2 * sizeof(struct uvec4), NULL); ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb); ID3D11DeviceContext_CSSetConstantBuffers(context, 0, 1, &cb); @@ -17925,8 +17904,8 @@ static void test_atomic_instructions(void)
vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; - vp.Width = texture_desc.Width; - vp.Height = texture_desc.Height; + vp.Width = 1.0f; + vp.Height = 1.0f; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; ID3D11DeviceContext_RSSetViewports(context, 1, &vp); @@ -17949,8 +17928,7 @@ static void test_atomic_instructions(void) ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)in_buffer, 0, NULL, test->input, 0, 0);
- /* FIXME: Set the render targets to NULL when no attachment draw calls are supported in wined3d. */ - ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 1, &rtv, NULL, + ID3D11DeviceContext_OMSetRenderTargetsAndUnorderedAccessViews(context, 0, NULL, NULL, 0, 1, &in_uav, NULL);
draw_quad(&test_context); @@ -18007,8 +17985,6 @@ static void test_atomic_instructions(void) ID3D11Buffer_Release(out_buffer); ID3D11ComputeShader_Release(cs); ID3D11PixelShader_Release(ps); - ID3D11RenderTargetView_Release(rtv); - ID3D11Texture2D_Release(texture); ID3D11UnorderedAccessView_Release(in_uav); ID3D11UnorderedAccessView_Release(out_uav); release_test_context(&test_context);