d3d8/tests: Do not test sysmem textures in test_mipmap_upload().

This does not work reliably on Windows. The application in question uses a managed texture.
This commit is contained in:
Zebediah Figura 2023-10-26 13:44:11 -05:00 committed by Alexandre Julliard
parent 4e1da07b27
commit 8141f89374

View file

@ -12129,11 +12129,11 @@ static void test_managed_reset(void)
release_test_context(&context); release_test_context(&context);
} }
/* Some applications lock a mipmapped texture at level 0, write every level at /* Some applications (Vivisector, Cryostasis) lock a mipmapped managed texture
* once, and expect it to be uploaded. */ * at level 0, write every level at once, and expect it to be uploaded. */
static void test_mipmap_upload(void) static void test_mipmap_upload(void)
{ {
unsigned int i, j, width, level_count; unsigned int j, width, level_count;
struct d3d8_test_context context; struct d3d8_test_context context;
IDirect3DTexture8 *texture; IDirect3DTexture8 *texture;
D3DLOCKED_RECT locked_rect; D3DLOCKED_RECT locked_rect;
@ -12141,64 +12141,50 @@ static void test_mipmap_upload(void)
unsigned int *mem; unsigned int *mem;
HRESULT hr; HRESULT hr;
static const D3DPOOL pools[] =
{
D3DPOOL_MANAGED,
D3DPOOL_SYSTEMMEM,
};
if (!init_test_context(&context)) if (!init_test_context(&context))
return; return;
device = context.device; device = context.device;
for (i = 0; i < ARRAY_SIZE(pools); ++i) hr = IDirect3DDevice8_CreateTexture(device, 32, 32, 0, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
level_count = IDirect3DBaseTexture8_GetLevelCount(texture);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
mem = locked_rect.pBits;
for (j = 0; j < level_count; ++j)
{ {
winetest_push_context("pool %#x", pools[i]); width = 32 >> j;
memset(mem, 0x11 * (j + 1), width * width * 4);
mem += width * width;
}
hr = IDirect3DDevice8_CreateTexture(device, 32, 32, 0, 0, hr = IDirect3DTexture8_UnlockRect(texture, 0);
D3DFMT_A8R8G8B8, pools[i], &texture); ok(hr == S_OK, "Got hr %#lx.\n", hr);
for (j = 0; j < level_count; ++j)
{
winetest_push_context("level %u", j);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr); ok(hr == S_OK, "Got hr %#lx.\n", hr);
level_count = IDirect3DBaseTexture8_GetLevelCount(texture); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0); hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, j);
ok(hr == S_OK, "Got hr %#lx.\n", hr); ok(hr == S_OK, "Got hr %#lx.\n", hr);
mem = locked_rect.pBits; draw_textured_quad(&context, texture);
check_rt_color(context.backbuffer, 0x00111111 * (j + 1));
for (j = 0; j < level_count; ++j)
{
width = 32 >> j;
memset(mem, 0x11 * (j + 1), width * width * 4);
mem += width * width;
}
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
for (j = 0; j < level_count; ++j)
{
winetest_push_context("level %u", j);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, j);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
draw_textured_quad(&context, texture);
/* AMD Windows drivers don't sample from sysmem textures. */
check_rt_color_broken(context.backbuffer, 0x00111111 * (j + 1), 0x00000000, pools[i] == D3DPOOL_SYSTEMMEM);
winetest_pop_context();
}
IDirect3DTexture8_Release(texture);
winetest_pop_context(); winetest_pop_context();
} }
IDirect3DTexture8_Release(texture);
release_test_context(&context); release_test_context(&context);
} }