On Wed, Mar 25, 2020 at 7:17 PM Connor McAdams conmanx360@gmail.com wrote:
- hr = ID3D10Device_CreateTexture2D(device, &tex_desc, NULL, tex);
- ok(SUCCEEDED(hr), "Failed to create a 2D texture, hr %#x.\n", hr);
- hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)*tex, NULL, srv);
- ok(SUCCEEDED(hr), "Failed to create a shader resource view, hr %#x.\n", hr);
Please use the same style as the previous tests:
ok(hr == S_OK, "Got unexpected hr %#x.\n", hr);
+}
+static void get_effect_shader_resource_variable(ID3D10EffectVariable *var,
ID3D10EffectShaderResourceVariable **srv)
+{
- D3D10_EFFECT_TYPE_DESC type_desc;
- ID3D10EffectType *type;
- HRESULT hr;
- type = var->lpVtbl->GetType(var);
- hr = type->lpVtbl->GetDesc(type, &type_desc);
- ok(SUCCEEDED(hr), "GetDesc failed (%x).\n", hr);
Same.
- ok(type_desc.Type == D3D10_SVT_TEXTURE2D, "Type is %x, expected %x.\n", type_desc.Type, D3D10_SVT_TEXTURE2D);
- *srv = var->lpVtbl->AsShaderResource(var);
+}
+static void test_effect_resource_variable(void) +{
- ID3D10ShaderResourceView *srv0, *srv_a[2], *srv_tmp[2];
- ID3D10EffectShaderResourceVariable *t0, *t_a, *t_a_0;
- ID3D10EffectTechnique *technique;
- ID3D10Texture2D *tex0, *tex_a[2];
- ID3D10EffectVariable *var;
- ID3D10EffectPass *pass;
- ID3D10Device *device;
- ID3D10Effect *effect;
- unsigned int i;
- ULONG refcount;
- HRESULT hr;
- if (!(device = create_device()))
- {
skip("Failed to create device, skipping tests.\n");
return;
- }
- hr = create_effect(fx_test_resource_variable, 0, device, NULL, &effect);
- ok(SUCCEEDED(hr), "D3D10CreateEffectFromMemory failed (%x).\n", hr);
- var = effect->lpVtbl->GetVariableByName(effect, "t0");
- get_effect_shader_resource_variable(var, &t0);
- create_effect_texture_resource(device, &srv0, &tex0);
- hr = t0->lpVtbl->SetResource(t0, srv0);
- ok(hr == S_OK, "Failed to SetResource, hr %#x.\n", hr);
Same, here and elsewhere below.