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d3d11/tests: Introduce draw_quad().
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
57a15f2fd7
commit
c5bacb66dd
1 changed files with 106 additions and 338 deletions
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@ -252,6 +252,10 @@ struct d3d11_test_context
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ID3D11Texture2D *backbuffer;
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ID3D11RenderTargetView *backbuffer_rtv;
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ID3D11DeviceContext *immediate_context;
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ID3D11InputLayout *input_layout;
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ID3D11VertexShader *vs;
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ID3D11Buffer *vb;
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};
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#define init_test_context(c) init_test_context_(__LINE__, c)
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@ -297,6 +301,13 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context *
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{
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ULONG ref;
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if (context->input_layout)
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ID3D11InputLayout_Release(context->input_layout);
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if (context->vs)
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ID3D11VertexShader_Release(context->vs);
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if (context->vb)
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ID3D11Buffer_Release(context->vb);
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ID3D11DeviceContext_Release(context->immediate_context);
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ID3D11RenderTargetView_Release(context->backbuffer_rtv);
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ID3D11Texture2D_Release(context->backbuffer);
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@ -307,6 +318,82 @@ static void release_test_context_(unsigned int line, struct d3d11_test_context *
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ok_(__FILE__, line)(!ref, "Device has %u references left.\n", ref);
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}
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#define draw_quad(c) draw_quad_(__LINE__, c)
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static void draw_quad_(unsigned int line, struct d3d11_test_context *context)
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{
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static const D3D11_INPUT_ELEMENT_DESC default_layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD default_vs_code[] =
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{
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#if 0
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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const struct
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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};
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ID3D11Device *device = context->device;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_BUFFER_DESC buffer_desc;
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unsigned int stride, offset;
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HRESULT hr;
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if (!context->input_layout)
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{
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hr = ID3D11Device_CreateInputLayout(device, default_layout_desc,
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sizeof(default_layout_desc) / sizeof(*default_layout_desc),
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default_vs_code, sizeof(default_vs_code), &context->input_layout);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &context->vb);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, default_vs_code, sizeof(default_vs_code), NULL, &context->vs);
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ok_(__FILE__, line)(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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}
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ID3D11DeviceContext_IASetInputLayout(context->immediate_context, context->input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context->immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context->immediate_context, 0, 1, &context->vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context->immediate_context, context->vs, NULL, 0);
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ID3D11DeviceContext_Draw(context->immediate_context, 4, 0);
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}
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static void test_create_device(void)
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{
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D3D_FEATURE_LEVEL feature_level, supported_feature_level;
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@ -3059,47 +3146,23 @@ static void test_texture(void)
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struct d3d11_test_context test_context;
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const struct texture *current_texture;
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D3D11_SUBRESOURCE_DATA resource_data;
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D3D11_TEXTURE2D_DESC texture_desc;
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D3D11_SAMPLER_DESC sampler_desc;
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ID3D11InputLayout *input_layout;
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const struct shader *current_ps;
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ID3D11ShaderResourceView *srv;
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D3D11_BUFFER_DESC buffer_desc;
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ID3D11DeviceContext *context;
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ID3D11SamplerState *sampler;
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unsigned int stride, offset;
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struct texture_readback rb;
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ID3D11Texture2D *texture;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Buffer *vb, *cb;
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ID3D11Device *device;
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unsigned int i, x, y;
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struct vec4 miplevel;
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ID3D11Buffer *cb;
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DWORD color;
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HRESULT hr;
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
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};
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static const DWORD ps_ld_code[] =
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{
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#if 0
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@ -3290,17 +3353,6 @@ static void test_texture(void)
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static const struct shader ps_sample = {ps_sample_code, sizeof(ps_sample_code)};
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static const struct shader ps_sample_b = {ps_sample_b_code, sizeof(ps_sample_b_code)};
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static const struct shader ps_sample_l = {ps_sample_l_code, sizeof(ps_sample_l_code)};
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static const struct
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{
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struct vec2 position;
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}
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quad[] =
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{
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{{-1.0f, -1.0f}},
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{{-1.0f, 1.0f}},
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{{ 1.0f, -1.0f}},
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{{ 1.0f, 1.0f}},
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};
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static const DWORD rgba_level_0[] =
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{
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0xff0000ff, 0xff00ffff, 0xff00ff00, 0xffffff00,
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@ -3526,39 +3578,16 @@ static void test_texture(void)
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device = test_context.device;
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context = test_context.immediate_context;
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.ByteWidth = sizeof(miplevel);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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resource_data.pSysMem = quad;
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resource_data.SysMemPitch = 0;
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resource_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(miplevel);
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buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, NULL, &cb);
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ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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ID3D11DeviceContext_IASetInputLayout(context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &cb);
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texture_desc.Width = 4;
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@ -3656,7 +3685,8 @@ static void test_texture(void)
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ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)cb, 0, NULL, &miplevel, 0, 0);
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ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
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ID3D11DeviceContext_Draw(context, 4, 0);
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draw_quad(&test_context);
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get_texture_readback(test_context.backbuffer, &rb);
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for (x = 0; x < 4; ++x)
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@ -3676,9 +3706,6 @@ static void test_texture(void)
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ID3D11PixelShader_Release(ps);
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ID3D11Buffer_Release(cb);
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ID3D11VertexShader_Release(vs);
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ID3D11Buffer_Release(vb);
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ID3D11InputLayout_Release(input_layout);
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release_test_context(&test_context);
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}
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@ -3872,48 +3899,15 @@ static void test_scissor(void)
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{
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struct d3d11_test_context test_context;
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ID3D11DeviceContext *immediate_context;
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D3D11_SUBRESOURCE_DATA buffer_data;
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ID3D11InputLayout *input_layout;
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D3D11_RASTERIZER_DESC rs_desc;
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D3D11_BUFFER_DESC buffer_desc;
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unsigned int stride, offset;
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ID3D11RasterizerState *rs;
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D3D11_RECT scissor_rect;
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ID3D11VertexShader *vs;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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ID3D11Buffer *vb;
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DWORD color;
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HRESULT hr;
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static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
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static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
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{
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{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
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};
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static const DWORD vs_code[] =
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{
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#if 0
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float4 main(float4 position : POSITION) : SV_POSITION
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{
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return position;
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}
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#endif
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0x43425844, 0x1fa8c27f, 0x52d2f21d, 0xc196fdb7, 0x376f283a, 0x00000001, 0x000001b4, 0x00000005,
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0x00000034, 0x0000008c, 0x000000c0, 0x000000f4, 0x00000138, 0x46454452, 0x00000050, 0x00000000,
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0x00000000, 0x00000000, 0x0000001c, 0xfffe0400, 0x00000100, 0x0000001c, 0x7263694d, 0x666f736f,
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0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, 0x6c69706d, 0x39207265, 0x2e30332e,
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0x30303239, 0x3336312e, 0xab003438, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
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0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
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0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
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0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e, 0x54415453, 0x00000074,
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0x00000002, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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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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@ -3937,17 +3931,6 @@ static void test_scissor(void)
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0x00000000, 0x00000000, 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000,
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0x00000000, 0x00000000, 0x00000000, 0x00000000,
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};
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static const struct
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{
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float x, y;
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}
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quad[] =
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{
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{-1.0f, -1.0f},
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{-1.0f, 1.0f},
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{ 1.0f, -1.0f},
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{ 1.0f, 1.0f},
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};
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if (!init_test_context(&test_context))
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return;
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@ -3955,25 +3938,6 @@ static void test_scissor(void)
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device = test_context.device;
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immediate_context = test_context.immediate_context;
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hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
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vs_code, sizeof(vs_code), &input_layout);
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ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
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buffer_desc.ByteWidth = sizeof(quad);
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buffer_desc.Usage = D3D11_USAGE_DEFAULT;
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buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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buffer_desc.CPUAccessFlags = 0;
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buffer_desc.MiscFlags = 0;
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buffer_desc.StructureByteStride = 0;
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buffer_data.pSysMem = quad;
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buffer_data.SysMemPitch = 0;
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buffer_data.SysMemSlicePitch = 0;
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hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &buffer_data, &vb);
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ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
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hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
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ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
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hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
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ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
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@ -3990,12 +3954,6 @@ static void test_scissor(void)
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hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
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ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
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ID3D11DeviceContext_IASetInputLayout(immediate_context, input_layout);
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ID3D11DeviceContext_IASetPrimitiveTopology(immediate_context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
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stride = sizeof(*quad);
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offset = 0;
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ID3D11DeviceContext_IASetVertexBuffers(immediate_context, 0, 1, &vb, &stride, &offset);
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ID3D11DeviceContext_VSSetShader(immediate_context, vs, NULL, 0);
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ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0);
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scissor_rect.left = 160;
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@ -4007,7 +3965,7 @@ static void test_scissor(void)
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ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
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check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
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ID3D11DeviceContext_Draw(immediate_context, 4, 0);
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draw_quad(&test_context);
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color = get_texture_color(test_context.backbuffer, 320, 60);
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ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(test_context.backbuffer, 80, 240);
|
||||
|
@ -4021,7 +3979,7 @@ static void test_scissor(void)
|
|||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
|
||||
ID3D11DeviceContext_RSSetState(immediate_context, rs);
|
||||
ID3D11DeviceContext_Draw(immediate_context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
color = get_texture_color(test_context.backbuffer, 320, 60);
|
||||
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
color = get_texture_color(test_context.backbuffer, 80, 240);
|
||||
|
@ -4035,9 +3993,6 @@ static void test_scissor(void)
|
|||
|
||||
ID3D11RasterizerState_Release(rs);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
|
@ -4256,37 +4211,14 @@ static void test_fragment_coords(void)
|
|||
{
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
ID3D11InputLayout *input_layout;
|
||||
ID3D11PixelShader *ps, *ps_frac;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
unsigned int stride, offset;
|
||||
ID3D11Buffer *vb, *ps_cb;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11Device *device;
|
||||
ID3D11Buffer *ps_cb;
|
||||
DWORD color;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
{
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
static const DWORD vs_code[] =
|
||||
{
|
||||
#if 0
|
||||
float4 main(float4 position : POSITION) : SV_POSITION
|
||||
{
|
||||
return position;
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
||||
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
||||
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
||||
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
||||
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
||||
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
||||
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
||||
};
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
#if 0
|
||||
|
@ -4333,17 +4265,6 @@ static void test_fragment_coords(void)
|
|||
0x0500001a, 0x00102032, 0x00000000, 0x00101046, 0x00000000, 0x08000036, 0x001020c2, 0x00000000,
|
||||
0x00004002, 0x00000000, 0x00000000, 0x00000000, 0x3f800000, 0x0100003e,
|
||||
};
|
||||
static const struct
|
||||
{
|
||||
struct vec2 position;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{{-1.0f, -1.0f}},
|
||||
{{-1.0f, 1.0f}},
|
||||
{{ 1.0f, -1.0f}},
|
||||
{{ 1.0f, 1.0f}},
|
||||
};
|
||||
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
||||
struct vec4 cutoff = {320.0f, 240.0f, 0.0f, 0.0f};
|
||||
|
||||
|
@ -4353,51 +4274,31 @@ static void test_fragment_coords(void)
|
|||
device = test_context.device;
|
||||
context = test_context.immediate_context;
|
||||
|
||||
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
||||
vs_code, sizeof(vs_code), &input_layout);
|
||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||
|
||||
buffer_desc.ByteWidth = sizeof(quad);
|
||||
buffer_desc.ByteWidth = sizeof(cutoff);
|
||||
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
buffer_desc.CPUAccessFlags = 0;
|
||||
buffer_desc.MiscFlags = 0;
|
||||
buffer_desc.StructureByteStride = 0;
|
||||
|
||||
resource_data.pSysMem = quad;
|
||||
resource_data.pSysMem = &cutoff;
|
||||
resource_data.SysMemPitch = 0;
|
||||
resource_data.SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
||||
|
||||
buffer_desc.ByteWidth = sizeof(cutoff);
|
||||
buffer_desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
|
||||
|
||||
resource_data.pSysMem = &cutoff;
|
||||
|
||||
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &ps_cb);
|
||||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreatePixelShader(device, ps_frac_code, sizeof(ps_frac_code), NULL, &ps_frac);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
offset = 0;
|
||||
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
||||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
||||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
|
||||
color = get_texture_color(test_context.backbuffer, 319, 239);
|
||||
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
@ -4415,7 +4316,7 @@ static void test_fragment_coords(void)
|
|||
ok(SUCCEEDED(hr), "Failed to create constant buffer, hr %#x.\n", hr);
|
||||
ID3D11DeviceContext_PSSetConstantBuffers(context, 0, 1, &ps_cb);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
|
||||
color = get_texture_color(test_context.backbuffer, 14, 14);
|
||||
ok(compare_color(color, 0xff000000, 1), "Got unexpected color 0x%08x.\n", color);
|
||||
|
@ -4437,55 +4338,26 @@ static void test_fragment_coords(void)
|
|||
ID3D11Buffer_Release(ps_cb);
|
||||
ID3D11PixelShader_Release(ps_frac);
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
static void test_update_subresource(void)
|
||||
{
|
||||
struct d3d11_test_context test_context;
|
||||
D3D11_SUBRESOURCE_DATA resource_data;
|
||||
D3D11_TEXTURE2D_DESC texture_desc;
|
||||
ID3D11SamplerState *sampler_state;
|
||||
ID3D11ShaderResourceView *ps_srv;
|
||||
D3D11_SAMPLER_DESC sampler_desc;
|
||||
ID3D11InputLayout *input_layout;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
unsigned int stride, offset;
|
||||
struct texture_readback rb;
|
||||
ID3D11Texture2D *texture;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
unsigned int i, j;
|
||||
ID3D11Buffer *vb;
|
||||
D3D11_BOX box;
|
||||
DWORD color;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
{
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
static const DWORD vs_code[] =
|
||||
{
|
||||
#if 0
|
||||
float4 main(float4 position : POSITION) : SV_POSITION
|
||||
{
|
||||
return position;
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
||||
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
||||
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
||||
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
||||
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
||||
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
||||
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
||||
};
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
#if 0
|
||||
|
@ -4512,17 +4384,6 @@ static void test_update_subresource(void)
|
|||
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
||||
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
||||
};
|
||||
static const struct
|
||||
{
|
||||
float x, y;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{-1.0f, -1.0f},
|
||||
{-1.0f, 1.0f},
|
||||
{ 1.0f, -1.0f},
|
||||
{ 1.0f, 1.0f},
|
||||
};
|
||||
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
||||
static const DWORD bitmap_data[] =
|
||||
{
|
||||
|
@ -4545,24 +4406,6 @@ static void test_update_subresource(void)
|
|||
device = test_context.device;
|
||||
context = test_context.immediate_context;
|
||||
|
||||
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
||||
vs_code, sizeof(vs_code), &input_layout);
|
||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||
|
||||
buffer_desc.ByteWidth = sizeof(quad);
|
||||
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
buffer_desc.CPUAccessFlags = 0;
|
||||
buffer_desc.MiscFlags = 0;
|
||||
buffer_desc.StructureByteStride = 0;
|
||||
|
||||
resource_data.pSysMem = quad;
|
||||
resource_data.SysMemPitch = 0;
|
||||
resource_data.SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
||||
|
||||
texture_desc.Width = 4;
|
||||
texture_desc.Height = 4;
|
||||
texture_desc.MipLevels = 1;
|
||||
|
@ -4598,17 +4441,9 @@ static void test_update_subresource(void)
|
|||
hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
||||
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
offset = 0;
|
||||
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
||||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
|
||||
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
@ -4616,7 +4451,7 @@ static void test_update_subresource(void)
|
|||
ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, red);
|
||||
check_texture_color(test_context.backbuffer, 0x7f0000ff, 1);
|
||||
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
check_texture_color(test_context.backbuffer, 0x00000000, 0);
|
||||
|
||||
set_box(&box, 1, 1, 0, 3, 3, 1);
|
||||
|
@ -4637,7 +4472,7 @@ static void test_update_subresource(void)
|
|||
set_box(&box, 0, 0, 0, 4, 4, 0);
|
||||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, &box,
|
||||
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
|
@ -4653,7 +4488,7 @@ static void test_update_subresource(void)
|
|||
|
||||
ID3D11DeviceContext_UpdateSubresource(context, (ID3D11Resource *)texture, 0, NULL,
|
||||
bitmap_data, 4 * sizeof(*bitmap_data), 0);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
|
@ -4668,12 +4503,9 @@ static void test_update_subresource(void)
|
|||
release_texture_readback(&rb);
|
||||
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11SamplerState_Release(sampler_state);
|
||||
ID3D11ShaderResourceView_Release(ps_srv);
|
||||
ID3D11Texture2D_Release(texture);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
|
@ -4686,40 +4518,15 @@ static void test_copy_subresource_region(void)
|
|||
ID3D11SamplerState *sampler_state;
|
||||
ID3D11ShaderResourceView *ps_srv;
|
||||
D3D11_SAMPLER_DESC sampler_desc;
|
||||
ID3D11InputLayout *input_layout;
|
||||
D3D11_BUFFER_DESC buffer_desc;
|
||||
ID3D11DeviceContext *context;
|
||||
unsigned int stride, offset;
|
||||
struct texture_readback rb;
|
||||
ID3D11VertexShader *vs;
|
||||
ID3D11PixelShader *ps;
|
||||
ID3D11Device *device;
|
||||
unsigned int i, j;
|
||||
ID3D11Buffer *vb;
|
||||
D3D11_BOX box;
|
||||
DWORD color;
|
||||
HRESULT hr;
|
||||
|
||||
static const D3D11_INPUT_ELEMENT_DESC layout_desc[] =
|
||||
{
|
||||
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
|
||||
};
|
||||
static const DWORD vs_code[] =
|
||||
{
|
||||
#if 0
|
||||
float4 main(float4 position : POSITION) : SV_POSITION
|
||||
{
|
||||
return position;
|
||||
}
|
||||
#endif
|
||||
0x43425844, 0xa7a2f22d, 0x83ff2560, 0xe61638bd, 0x87e3ce90, 0x00000001, 0x000000d8, 0x00000003,
|
||||
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
|
||||
0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000f0f, 0x49534f50, 0x4e4f4954, 0xababab00,
|
||||
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000001, 0x00000003,
|
||||
0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49, 0x52444853, 0x0000003c, 0x00010040,
|
||||
0x0000000f, 0x0300005f, 0x001010f2, 0x00000000, 0x04000067, 0x001020f2, 0x00000000, 0x00000001,
|
||||
0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000000, 0x0100003e,
|
||||
};
|
||||
static const DWORD ps_code[] =
|
||||
{
|
||||
#if 0
|
||||
|
@ -4746,17 +4553,6 @@ static void test_copy_subresource_region(void)
|
|||
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
|
||||
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
|
||||
};
|
||||
static const struct
|
||||
{
|
||||
float x, y;
|
||||
}
|
||||
quad[] =
|
||||
{
|
||||
{-1.0f, -1.0f},
|
||||
{-1.0f, 1.0f},
|
||||
{ 1.0f, -1.0f},
|
||||
{ 1.0f, 1.0f},
|
||||
};
|
||||
static const float red[] = {1.0f, 0.0f, 0.0f, 0.5f};
|
||||
static const DWORD bitmap_data[] =
|
||||
{
|
||||
|
@ -4779,24 +4575,6 @@ static void test_copy_subresource_region(void)
|
|||
device = test_context.device;
|
||||
context = test_context.immediate_context;
|
||||
|
||||
hr = ID3D11Device_CreateInputLayout(device, layout_desc, sizeof(layout_desc) / sizeof(*layout_desc),
|
||||
vs_code, sizeof(vs_code), &input_layout);
|
||||
ok(SUCCEEDED(hr), "Failed to create input layout, hr %#x.\n", hr);
|
||||
|
||||
buffer_desc.ByteWidth = sizeof(quad);
|
||||
buffer_desc.Usage = D3D11_USAGE_DEFAULT;
|
||||
buffer_desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
|
||||
buffer_desc.CPUAccessFlags = 0;
|
||||
buffer_desc.MiscFlags = 0;
|
||||
buffer_desc.StructureByteStride = 0;
|
||||
|
||||
resource_data.pSysMem = quad;
|
||||
resource_data.SysMemPitch = 0;
|
||||
resource_data.SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D11Device_CreateBuffer(device, &buffer_desc, &resource_data, &vb);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex buffer, hr %#x.\n", hr);
|
||||
|
||||
texture_desc.Width = 4;
|
||||
texture_desc.Height = 4;
|
||||
texture_desc.MipLevels = 1;
|
||||
|
@ -4816,6 +4594,7 @@ static void test_copy_subresource_region(void)
|
|||
|
||||
resource_data.pSysMem = bitmap_data;
|
||||
resource_data.SysMemPitch = 4 * sizeof(*bitmap_data);
|
||||
resource_data.SysMemSlicePitch = 0;
|
||||
|
||||
hr = ID3D11Device_CreateTexture2D(device, &texture_desc, &resource_data, &src_texture);
|
||||
ok(SUCCEEDED(hr), "Failed to create 2d texture, hr %#x.\n", hr);
|
||||
|
@ -4840,17 +4619,9 @@ static void test_copy_subresource_region(void)
|
|||
hr = ID3D11Device_CreateSamplerState(device, &sampler_desc, &sampler_state);
|
||||
ok(SUCCEEDED(hr), "Failed to create sampler state, hr %#x.\n", hr);
|
||||
|
||||
hr = ID3D11Device_CreateVertexShader(device, vs_code, sizeof(vs_code), NULL, &vs);
|
||||
ok(SUCCEEDED(hr), "Failed to create vertex shader, hr %#x.\n", hr);
|
||||
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
|
||||
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
|
||||
|
||||
ID3D11DeviceContext_IASetInputLayout(context, input_layout);
|
||||
ID3D11DeviceContext_IASetPrimitiveTopology(context, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
|
||||
stride = sizeof(*quad);
|
||||
offset = 0;
|
||||
ID3D11DeviceContext_IASetVertexBuffers(context, 0, 1, &vb, &stride, &offset);
|
||||
ID3D11DeviceContext_VSSetShader(context, vs, NULL, 0);
|
||||
ID3D11DeviceContext_PSSetShaderResources(context, 0, 1, &ps_srv);
|
||||
ID3D11DeviceContext_PSSetSamplers(context, 0, 1, &sampler_state);
|
||||
ID3D11DeviceContext_PSSetShader(context, ps, NULL, 0);
|
||||
|
@ -4875,7 +4646,7 @@ static void test_copy_subresource_region(void)
|
|||
set_box(&box, 0, 0, 0, 4, 4, 0);
|
||||
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
||||
0, 0, 0, (ID3D11Resource *)src_texture, 0, &box);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
|
@ -4891,7 +4662,7 @@ static void test_copy_subresource_region(void)
|
|||
|
||||
ID3D11DeviceContext_CopySubresourceRegion(context, (ID3D11Resource *)dst_texture, 0,
|
||||
0, 0, 0, (ID3D11Resource *)src_texture, 0, NULL);
|
||||
ID3D11DeviceContext_Draw(context, 4, 0);
|
||||
draw_quad(&test_context);
|
||||
get_texture_readback(test_context.backbuffer, &rb);
|
||||
for (i = 0; i < 4; ++i)
|
||||
{
|
||||
|
@ -4906,13 +4677,10 @@ static void test_copy_subresource_region(void)
|
|||
release_texture_readback(&rb);
|
||||
|
||||
ID3D11PixelShader_Release(ps);
|
||||
ID3D11VertexShader_Release(vs);
|
||||
ID3D11SamplerState_Release(sampler_state);
|
||||
ID3D11ShaderResourceView_Release(ps_srv);
|
||||
ID3D11Texture2D_Release(dst_texture);
|
||||
ID3D11Texture2D_Release(src_texture);
|
||||
ID3D11Buffer_Release(vb);
|
||||
ID3D11InputLayout_Release(input_layout);
|
||||
release_test_context(&test_context);
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue