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d3d11/tests: Test NV12 textures without render target.
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7aad548155
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99c1305577
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@ -36335,6 +36335,8 @@ static void test_nv12(void)
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winetest_push_context("test %u (%ux%u)", test_idx, width, height);
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winetest_push_context("test %u (%ux%u)", test_idx, width, height);
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/* Apparently no Vulkan implementation supports rendering to a NV12 texture, so here we do
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* not request D3D11_BIND_RENDER_TARGET. We will recreate it later for render target usage. */
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desc.Width = width;
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desc.Width = width;
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desc.Height = height;
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desc.Height = height;
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desc.MipLevels = 1;
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desc.MipLevels = 1;
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@ -36342,7 +36344,7 @@ static void test_nv12(void)
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desc.Format = DXGI_FORMAT_NV12;
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desc.Format = DXGI_FORMAT_NV12;
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desc.SampleDesc.Count = 1;
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desc.SampleDesc.Count = 1;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
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content = calloc(width * height * 3 / 2, 1);
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content = calloc(width * height * 3 / 2, 1);
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ok(!!content, "Failed to allocate memory.\n");
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ok(!!content, "Failed to allocate memory.\n");
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@ -36427,6 +36429,31 @@ static void test_nv12(void)
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check_readback_data_u8_with_buffer(&rb, content, width, 0);
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check_readback_data_u8_with_buffer(&rb, content, width, 0);
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release_resource_readback(&rb);
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release_resource_readback(&rb);
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ID3D11ShaderResourceView_Release(srvs[0]);
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ID3D11ShaderResourceView_Release(srvs[1]);
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ID3D11Texture2D_Release(texture);
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desc.Height = height;
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desc.Format = DXGI_FORMAT_NV12;
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desc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
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hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture);
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todo_wine
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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if (FAILED(hr))
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goto no_render_target;
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srv_desc.Format = DXGI_FORMAT_R8_UINT;
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srvs[0]);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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srv_desc.Format = DXGI_FORMAT_R8G8_UINT;
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hr = ID3D11Device_CreateShaderResourceView(device, (ID3D11Resource *)texture, &srv_desc, &srvs[1]);
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ok(hr == S_OK, "Got hr %#lx.\n", hr);
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rtv_desc.Format = DXGI_FORMAT_R8_UINT;
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rtv_desc.Format = DXGI_FORMAT_R8_UINT;
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rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtv_desc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
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rtv_desc.Texture2D.MipSlice = 0;
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rtv_desc.Texture2D.MipSlice = 0;
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@ -36466,6 +36493,8 @@ static void test_nv12(void)
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ID3D11RenderTargetView_Release(rtv2);
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ID3D11RenderTargetView_Release(rtv2);
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ID3D11RenderTargetView_Release(rtv1);
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ID3D11RenderTargetView_Release(rtv1);
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no_render_target:
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ID3D11Buffer_Release(cbuffer);
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ID3D11Buffer_Release(cbuffer);
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ID3D11UnorderedAccessView_Release(check_uav);
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ID3D11UnorderedAccessView_Release(check_uav);
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ID3D11ShaderResourceView_Release(srvs[1]);
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ID3D11ShaderResourceView_Release(srvs[1]);
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