From: Zebediah Figura zfigura@codeweavers.com
This was fixed by ef2908462d37951761f2f820b6fdb6446787543c. I misremembered when writing that commit's message; we don't actually invalidate STATE_SAMPLER when binding an SRV. Hence the code was not just "fragile" but in fact already broken. --- dlls/d3d10core/tests/d3d10core.c | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/dlls/d3d10core/tests/d3d10core.c b/dlls/d3d10core/tests/d3d10core.c index fadf9211640..9cb0ec118a4 100644 --- a/dlls/d3d10core/tests/d3d10core.c +++ b/dlls/d3d10core/tests/d3d10core.c @@ -14186,7 +14186,7 @@ static void test_unbind_shader_resource_view(void) ID3D10Device_PSSetShaderResources(device, 1, 1, &srv2); ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white); draw_quad(&test_context); - todo_wine_if (!damavand) check_texture_color(test_context.backbuffer, 0x00000000, 1); + check_texture_color(test_context.backbuffer, 0x00000000, 1);
ID3D10PixelShader_Release(ps); ID3D10ShaderResourceView_Release(srv);