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d3d10core/tests: Remove test_texture_data_init().
This test fails consistently on Windows 10 with Intel GPU, and MSDN says that the initial content of the resource memory is undefined. Moreover, failures in other tests have shown that the initial texture data is not always initialized on other vendors GPUs. Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -6931,99 +6931,6 @@ static void test_copy_subresource_region(void)
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release_test_context(&test_context);
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}
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static void test_texture_data_init(void)
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{
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static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
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struct d3d10core_test_context test_context;
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D3D10_TEXTURE2D_DESC desc;
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ID3D10Texture2D *texture;
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ID3D10Device *device;
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UINT count = 0;
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HRESULT hr;
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if (!init_test_context(&test_context))
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return;
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device = test_context.device;
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desc.Width = 640;
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desc.Height = 480;
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desc.MipLevels = 1;
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desc.ArraySize = 1;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Quality = 0;
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desc.Usage = D3D10_USAGE_DEFAULT;
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desc.BindFlags = 0;
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desc.CPUAccessFlags = 0;
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desc.MiscFlags = 0;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_color(texture, 0x00000000, 0);
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ID3D10Texture2D_Release(texture);
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desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_color(texture, 0x00000000, 0);
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ID3D10Texture2D_Release(texture);
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desc.Format = DXGI_FORMAT_D32_FLOAT;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_float(texture, 0.0f, 0);
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ID3D10Texture2D_Release(texture);
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desc.ArraySize = 4;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_float(texture, 0.0f, 0);
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ID3D10Texture2D_Release(texture);
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desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_color(texture, 0x00000000, 0);
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ID3D10Texture2D_Release(texture);
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desc.Format = DXGI_FORMAT_D32_FLOAT;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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check_texture_float(texture, 0.0f, 0);
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ID3D10Texture2D_Release(texture);
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hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
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ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
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if (!count)
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{
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skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
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release_test_context(&test_context);
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return;
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}
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ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
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desc.ArraySize = 1;
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desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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desc.SampleDesc.Count = 2;
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desc.SampleDesc.Quality = 0;
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desc.BindFlags = D3D10_BIND_RENDER_TARGET;
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hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
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ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
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ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
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(ID3D10Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
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todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
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ID3D10Texture2D_Release(texture);
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release_test_context(&test_context);
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}
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static void test_check_multisample_quality_levels(void)
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{
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ID3D10Device *device;
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@ -9726,7 +9633,6 @@ START_TEST(device)
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test_fragment_coords();
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test_update_subresource();
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test_copy_subresource_region();
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test_texture_data_init();
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test_check_multisample_quality_levels();
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test_cb_relative_addressing();
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test_swapchain_formats();
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