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d3d10core/tests: Read back directly from the mipmap texture in test_generate_mips().
This is far simpler than drawing with it. The immediate motivation here is that the DXGI_FORMAT_R8G8B8A8_UINT test causes a validation error when drawing, since the shader declares its resource as a float4 texture, which does not match the UINT view format. This could be fixed by using a different shader, but it seems more prudent to just simplify the test to not draw at all.
This commit is contained in:
parent
0135114951
commit
9f2cf25c2d
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@ -594,8 +594,8 @@ struct resource_readback
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{
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D3D10_RESOURCE_DIMENSION dimension;
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ID3D10Resource *resource;
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D3D10_MAPPED_TEXTURE2D map_desc;
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unsigned int width, height, sub_resource_idx;
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D3D10_MAPPED_TEXTURE3D map_desc;
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unsigned int width, height, depth, sub_resource_idx;
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};
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static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback *rb)
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@ -623,6 +623,7 @@ static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback *
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rb->width = buffer_desc.ByteWidth;
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rb->height = 1;
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rb->depth = 1;
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rb->sub_resource_idx = 0;
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ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)buffer);
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@ -633,6 +634,7 @@ static void get_buffer_readback(ID3D10Buffer *buffer, struct resource_readback *
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rb->resource = NULL;
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}
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rb->map_desc.RowPitch = 0;
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rb->map_desc.DepthPitch = 0;
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ID3D10Device_Release(device);
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}
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@ -665,6 +667,7 @@ static void get_texture1d_readback(ID3D10Texture1D *texture, unsigned int sub_re
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miplevel = sub_resource_idx % texture_desc.MipLevels;
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rb->width = max(1, texture_desc.Width >> miplevel);
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rb->height = 1;
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rb->depth = 1;
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rb->sub_resource_idx = sub_resource_idx;
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ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)texture);
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@ -676,6 +679,7 @@ static void get_texture1d_readback(ID3D10Texture1D *texture, unsigned int sub_re
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rb->resource = NULL;
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}
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rb->map_desc.RowPitch = 0;
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rb->map_desc.DepthPitch = 0;
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ID3D10Device_Release(device);
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}
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@ -684,6 +688,7 @@ static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_reso
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struct resource_readback *rb)
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{
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D3D10_TEXTURE2D_DESC texture_desc;
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D3D10_MAPPED_TEXTURE2D map_desc;
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unsigned int miplevel;
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ID3D10Device *device;
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HRESULT hr;
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@ -708,10 +713,57 @@ static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_reso
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miplevel = sub_resource_idx % texture_desc.MipLevels;
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rb->width = max(1, texture_desc.Width >> miplevel);
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rb->height = max(1, texture_desc.Height >> miplevel);
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rb->depth = 1;
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rb->sub_resource_idx = sub_resource_idx;
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ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)texture);
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if (FAILED(hr = ID3D10Texture2D_Map((ID3D10Texture2D *)rb->resource, sub_resource_idx,
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D3D10_MAP_READ, 0, &map_desc)))
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{
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trace("Failed to map sub-resource %u, hr %#lx.\n", sub_resource_idx, hr);
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ID3D10Resource_Release(rb->resource);
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rb->resource = NULL;
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}
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rb->map_desc.pData = map_desc.pData;
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rb->map_desc.RowPitch = map_desc.RowPitch;
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rb->map_desc.DepthPitch = 0;
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ID3D10Device_Release(device);
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}
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static void get_texture3d_readback(ID3D10Texture3D *texture, unsigned int sub_resource_idx,
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struct resource_readback *rb)
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{
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D3D10_TEXTURE3D_DESC texture_desc;
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unsigned int miplevel;
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ID3D10Device *device;
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HRESULT hr;
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memset(rb, 0, sizeof(*rb));
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rb->dimension = D3D10_RESOURCE_DIMENSION_TEXTURE3D;
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ID3D10Texture3D_GetDevice(texture, &device);
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ID3D10Texture3D_GetDesc(texture, &texture_desc);
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texture_desc.Usage = D3D10_USAGE_STAGING;
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texture_desc.BindFlags = 0;
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texture_desc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;
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texture_desc.MiscFlags = 0;
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if (FAILED(hr = ID3D10Device_CreateTexture3D(device, &texture_desc, NULL, (ID3D10Texture3D **)&rb->resource)))
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{
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trace("Failed to create texture, hr %#lx.\n", hr);
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ID3D10Device_Release(device);
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return;
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}
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miplevel = sub_resource_idx % texture_desc.MipLevels;
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rb->width = max(1, texture_desc.Width >> miplevel);
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rb->height = max(1, texture_desc.Height >> miplevel);
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rb->depth = max(1, texture_desc.Depth >> miplevel);
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rb->sub_resource_idx = sub_resource_idx;
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ID3D10Device_CopyResource(device, rb->resource, (ID3D10Resource *)texture);
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if (FAILED(hr = ID3D10Texture3D_Map((ID3D10Texture3D *)rb->resource, sub_resource_idx,
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D3D10_MAP_READ, 0, &rb->map_desc)))
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{
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trace("Failed to map sub-resource %u, hr %#lx.\n", sub_resource_idx, hr);
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@ -722,6 +774,36 @@ static void get_texture_readback(ID3D10Texture2D *texture, unsigned int sub_reso
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ID3D10Device_Release(device);
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}
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static void get_resource_readback(ID3D10Resource *resource,
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unsigned int sub_resource_idx, struct resource_readback *rb)
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{
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D3D10_RESOURCE_DIMENSION d;
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ID3D10Resource_GetType(resource, &d);
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switch (d)
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{
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case D3D10_RESOURCE_DIMENSION_BUFFER:
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get_buffer_readback((ID3D10Buffer *)resource, rb);
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return;
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case D3D10_RESOURCE_DIMENSION_TEXTURE1D:
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get_texture1d_readback((ID3D10Texture1D *)resource, sub_resource_idx, rb);
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return;
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case D3D10_RESOURCE_DIMENSION_TEXTURE2D:
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get_texture_readback((ID3D10Texture2D *)resource, sub_resource_idx, rb);
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return;
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case D3D10_RESOURCE_DIMENSION_TEXTURE3D:
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get_texture3d_readback((ID3D10Texture3D *)resource, sub_resource_idx, rb);
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return;
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default:
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memset(rb, 0, sizeof(*rb));
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return;
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}
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}
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static void *get_readback_data(struct resource_readback *rb, unsigned int x, unsigned int y, unsigned byte_width)
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{
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return (BYTE *)rb->map_desc.pData + y * rb->map_desc.RowPitch + x * byte_width;
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@ -775,6 +857,9 @@ static void release_resource_readback(struct resource_readback *rb)
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case D3D10_RESOURCE_DIMENSION_TEXTURE2D:
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ID3D10Texture2D_Unmap((ID3D10Texture2D *)rb->resource, rb->sub_resource_idx);
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break;
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case D3D10_RESOURCE_DIMENSION_TEXTURE3D:
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ID3D10Texture3D_Unmap((ID3D10Texture3D *)rb->resource, rb->sub_resource_idx);
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break;
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default:
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trace("Unhandled resource dimension %#x.\n", rb->dimension);
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break;
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@ -17116,60 +17201,6 @@ static void test_combined_clip_and_cull_distances(void)
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static void test_generate_mips(void)
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{
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static const DWORD ps_code[] =
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{
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#if 0
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Texture2D t;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float2 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
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0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
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0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_code_3d[] =
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{
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#if 0
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Texture3D t;
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SamplerState s;
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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float3 p;
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p.x = position.x / 640.0f;
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p.y = position.y / 480.0f;
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p.z = 0.5f;
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return t.Sample(s, p);
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}
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#endif
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0x43425844, 0xa1e26083, 0xeb45763e, 0x1e5a5089, 0xdfbbe0df, 0x00000001, 0x00000148, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x000000ac, 0x00000040,
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0x0000002b, 0x0300005a, 0x00106000, 0x00000000, 0x04002858, 0x00107000, 0x00000000, 0x00005555,
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0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
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0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
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0x3b088889, 0x00000000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x00004001, 0x3f000000,
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0x09000045, 0x001020f2, 0x00000000, 0x00100246, 0x00000000, 0x00107e46, 0x00000000, 0x00106000,
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0x00000000, 0x0100003e,
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};
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static const struct
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{
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D3D10_RESOURCE_DIMENSION dim;
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}
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expected[] =
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{
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{{200, 200}, 0xffff0000},
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{{280, 200}, 0xffff0000},
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{{360, 200}, 0xff00ff00},
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{{440, 200}, 0xff00ff00},
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{{200, 270}, 0xff0000ff},
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{{280, 270}, 0xff0000ff},
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{{360, 270}, 0xff000000},
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{{440, 270}, 0xff000000},
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{{10, 12}, 0xffff0000},
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{{14, 12}, 0xffff0000},
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{{18, 12}, 0xff00ff00},
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{{22, 12}, 0xff00ff00},
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{{10, 18}, 0xff0000ff},
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{{14, 18}, 0xff0000ff},
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{{18, 18}, 0xff000000},
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{{22, 18}, 0xff000000},
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};
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static const struct vec4 white = {1.0f, 1.0f, 1.0f, 1.0f};
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static const RECT r1 = {8, 8, 16, 16};
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static const RECT r2 = {16, 8, 24, 16};
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static const RECT r3 = {8, 16, 16, 24};
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static const RECT r4 = {16, 16, 24, 24};
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unsigned int *data, *zero_data, color, expected_color, i, j, k, x, y, z;
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ID3D10ShaderResourceView *srv, *srv_sampling;
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struct d3d10core_test_context test_context;
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D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc;
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D3D10_TEXTURE2D_DESC texture2d_desc;
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D3D10_TEXTURE3D_DESC texture3d_desc;
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ID3D10SamplerState *sampler_state;
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D3D10_SAMPLER_DESC sampler_desc;
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ID3D10ShaderResourceView *srv;
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D3D10_BUFFER_DESC buffer_desc;
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ID3D10PixelShader *ps, *ps_3d;
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struct resource_readback rb;
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ID3D10Resource *resource;
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ID3D10Device *device;
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HRESULT hr;
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HRESULT hr = S_OK;
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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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hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
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hr = ID3D10Device_CreatePixelShader(device, ps_code_3d, sizeof(ps_code_3d), &ps_3d);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#lx.\n", hr);
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sampler_desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT;
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sampler_desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP;
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sampler_desc.MipLODBias = 0.0f;
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sampler_desc.MaxAnisotropy = 0;
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sampler_desc.ComparisonFunc = D3D10_COMPARISON_NEVER;
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sampler_desc.BorderColor[0] = 0.0f;
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sampler_desc.BorderColor[1] = 0.0f;
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sampler_desc.BorderColor[2] = 0.0f;
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sampler_desc.BorderColor[3] = 0.0f;
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sampler_desc.MinLOD = 0.0f;
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sampler_desc.MaxLOD = D3D10_FLOAT32_MAX;
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hr = ID3D10Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
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ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#lx.\n", hr);
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ID3D10Device_PSSetSamplers(device, 0, 1, &sampler_state);
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data = heap_alloc(sizeof(*data) * 32 * 32 * 32);
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for (z = 0; z < 32; ++z)
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@ -17433,35 +17436,17 @@ static void test_generate_mips(void)
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ID3D10Device_GenerateMips(device, srv);
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clear_backbuffer_rtv(&test_context, &white);
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srv_desc.Format = tests[j].texture_format == DXGI_FORMAT_R8G8B8A8_UINT
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? DXGI_FORMAT_R8G8B8A8_UINT : DXGI_FORMAT_R8G8B8A8_UNORM;
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srv_desc.ViewDimension = resource_types[i].dim == D3D10_RESOURCE_DIMENSION_TEXTURE3D
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? D3D10_SRV_DIMENSION_TEXTURE3D : D3D10_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MostDetailedMip = tests[j].base_level + 1;
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srv_desc.Texture2D.MipLevels = ~0u;
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hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling);
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ok(SUCCEEDED(hr), "Resource type %u, test %u: failed to create shader resource view, "
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"hr %#lx.\n", i, j, hr);
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ID3D10Device_PSSetShader(device, resource_types[i].dim
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== D3D10_RESOURCE_DIMENSION_TEXTURE3D ? ps_3d : ps);
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ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, 0, &rb);
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get_resource_readback(resource, tests[j].base_level + 1, &rb);
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for (k = 0; k < ARRAY_SIZE(expected); ++k)
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{
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color = get_readback_color(&rb, expected[k].pos.x, expected[k].pos.y);
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color = get_readback_color(&rb, expected[k].pos.x >> 1, expected[k].pos.y >> 1);
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expected_color = tests[j].expected_mips ? expected[k].color : 0;
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ok(color == expected_color, "Resource type %u, test %u: pixel (%ld, %ld) "
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"has color %08x, expected %08x.\n",
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i, j, expected[k].pos.x, expected[k].pos.y, color, expected_color);
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i, j, expected[k].pos.x >> 1, expected[k].pos.y >> 1, color, expected_color);
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}
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release_resource_readback(&rb);
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ID3D10ShaderResourceView_Release(srv_sampling);
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ID3D10ShaderResourceView_Release(srv);
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ID3D10Resource_Release(resource);
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}
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@ -17472,9 +17457,6 @@ static void test_generate_mips(void)
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win_skip("Creating the next texture crashes WARP on some testbot boxes.\n");
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heap_free(zero_data);
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heap_free(data);
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ID3D10SamplerState_Release(sampler_state);
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ID3D10PixelShader_Release(ps_3d);
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ID3D10PixelShader_Release(ps);
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release_test_context(&test_context);
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return;
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}
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@ -17515,26 +17497,12 @@ static void test_generate_mips(void)
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ID3D10Device_GenerateMips(device, srv);
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clear_backbuffer_rtv(&test_context, &white);
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srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
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srv_desc.Texture2D.MostDetailedMip = 1;
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srv_desc.Texture2D.MipLevels = ~0u;
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hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling);
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ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
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||||
ID3D10Device_PSSetShader(device, ps);
|
||||
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling);
|
||||
|
||||
draw_quad(&test_context);
|
||||
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
color = get_readback_color(&rb, 320, 240);
|
||||
get_resource_readback(resource, 1, &rb);
|
||||
color = get_readback_color(&rb, 8, 8);
|
||||
ok(compare_color(color, 0x7fbcbcbc, 1) || broken(compare_color(color, 0x7f7f7f7f, 1)), /* AMD */
|
||||
"Unexpected color %08x.\n", color);
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D10ShaderResourceView_Release(srv_sampling);
|
||||
ID3D10ShaderResourceView_Release(srv);
|
||||
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
|
@ -17547,24 +17515,10 @@ static void test_generate_mips(void)
|
|||
|
||||
ID3D10Device_GenerateMips(device, srv);
|
||||
|
||||
clear_backbuffer_rtv(&test_context, &white);
|
||||
|
||||
srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
|
||||
srv_desc.Texture2D.MostDetailedMip = 1;
|
||||
srv_desc.Texture2D.MipLevels = ~0u;
|
||||
hr = ID3D10Device_CreateShaderResourceView(device, resource, &srv_desc, &srv_sampling);
|
||||
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#lx.\n", hr);
|
||||
ID3D10Device_PSSetShader(device, ps);
|
||||
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv_sampling);
|
||||
|
||||
draw_quad(&test_context);
|
||||
|
||||
get_texture_readback(test_context.backbuffer, 0, &rb);
|
||||
get_resource_readback(resource, 1, &rb);
|
||||
check_readback_data_color(&rb, NULL, 0x7f7f7f7f, 1);
|
||||
release_resource_readback(&rb);
|
||||
|
||||
ID3D10ShaderResourceView_Release(srv_sampling);
|
||||
ID3D10ShaderResourceView_Release(srv);
|
||||
|
||||
ID3D10Resource_Release(resource);
|
||||
|
@ -17572,9 +17526,6 @@ static void test_generate_mips(void)
|
|||
heap_free(zero_data);
|
||||
heap_free(data);
|
||||
|
||||
ID3D10SamplerState_Release(sampler_state);
|
||||
ID3D10PixelShader_Release(ps_3d);
|
||||
ID3D10PixelShader_Release(ps);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue