[PATCH] d2d1/tests: Add some tests for ID2D1Bitmap1::GetSurface().

Henri Verbeet hverbeet at gmail.com
Tue Aug 21 06:10:44 CDT 2018


On 19 August 2018 at 17:18, Nikolay Sivov <nsivov at codeweavers.com> wrote:
> +static void test_check_bitmap_surface(ID2D1Bitmap1 *bitmap, BOOL has_surface, DWORD expected_options)
> +{
> +    D2D1_BITMAP_OPTIONS options;
> +    IDXGISurface *surface;
> +    HRESULT hr;
> +
> +    options = ID2D1Bitmap1_GetOptions(bitmap);
> +    ok(options == expected_options, "Unexpected bitmap options %#x, expected %#x.\n", options, expected_options);
> +
> +    surface = (void *)0xdeadbeef;
> +    hr = ID2D1Bitmap1_GetSurface(bitmap, &surface);
> +    if (has_surface)
> +    {
> +        D3D10_TEXTURE2D_DESC desc;
> +        ID3D10Texture2D *texture;
> +
> +    todo_wine
> +        ok(SUCCEEDED(hr), "Failed to get bitmap surface, hr %#x.\n", hr);
> +        ok(!!surface, "Expected surface instance.\n");
> +
> +    if (SUCCEEDED(hr))
> +    {
> +        /* Correlate with resource configuration. */
> +        hr = IDXGISurface_QueryInterface(surface, &IID_ID3D10Texture2D, (void **)&texture);
> +        ok(SUCCEEDED(hr), "Failed to get texture pointer, hr %#x.\n", hr);
> +
> +        ID3D10Texture2D_GetDesc(texture, &desc);
> +        ok(desc.Usage == 0, "Unexpected usage %#x.\n", desc.Usage);
> +        ok(desc.BindFlags == (options & D2D1_BITMAP_OPTIONS_TARGET ? D3D10_BIND_RENDER_TARGET : D3D10_BIND_SHADER_RESOURCE),
> +                "Unexpected bind flags %#x, bitmap options %#x.\n", desc.BindFlags, options);
> +        ok(desc.CPUAccessFlags == 0, "Unexpected cpu access flags %#x.\n", desc.CPUAccessFlags);
> +        ok(desc.MiscFlags == 0, "Unexpected misc flags %#x.\n", desc.MiscFlags);
> +
> +        ID3D10Texture2D_Release(texture);
> +
> +        IDXGISurface_Release(surface);
> +    }
> +    }
> +    else
> +    {
> +    todo_wine {
> +        ok(hr == D2DERR_INVALID_CALL, "Unexpected hr %#x.\n", hr);
> +        ok(!surface, "Unexpected surface instance.\n");
> +    }
> +    }
> +}
That's going to be a bit of a pain to trace back to the test if it
fails. Would something along the lines of e.g. check_texture_color()
in the d3d11 tests work?



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