Commit 442fb186 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Add test for NULL sampler.

parent 4c260253
......@@ -7268,6 +7268,87 @@ static void test_input_assembler(void)
release_test_context(&test_context);
}
static void test_null_sampler(void)
{
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC texture_desc;
ID3D10ShaderResourceView *srv;
ID3D10RenderTargetView *rtv;
ID3D10SamplerState *sampler;
ID3D10Texture2D *texture;
ID3D10PixelShader *ps;
ID3D10Device *device;
HRESULT hr;
static const DWORD ps_code[] =
{
#if 0
Texture2D t;
SamplerState s;
float4 main(float4 position : SV_POSITION) : SV_Target
{
return t.Sample(s, float2(position.x / 640.0f, position.y / 480.0f));
}
#endif
0x43425844, 0x1ce9b612, 0xc8176faa, 0xd37844af, 0xdb515605, 0x00000001, 0x00000134, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000030f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000098, 0x00000040,
0x00000026, 0x0300005a, 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555,
0x04002064, 0x00101032, 0x00000000, 0x00000001, 0x03000065, 0x001020f2, 0x00000000, 0x02000068,
0x00000001, 0x0a000038, 0x00100032, 0x00000000, 0x00101046, 0x00000000, 0x00004002, 0x3acccccd,
0x3b088889, 0x00000000, 0x00000000, 0x09000045, 0x001020f2, 0x00000000, 0x00100046, 0x00000000,
0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x0100003e,
};
static const float blue[] = {0.0f, 0.0f, 1.0f, 1.0f};
if (!init_test_context(&test_context))
return;
device = test_context.device;
hr = ID3D10Device_CreatePixelShader(device, ps_code, sizeof(ps_code), &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
texture_desc.Width = 64;
texture_desc.Height = 64;
texture_desc.MipLevels = 1;
texture_desc.ArraySize = 1;
texture_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
texture_desc.SampleDesc.Count = 1;
texture_desc.SampleDesc.Quality = 0;
texture_desc.Usage = D3D10_USAGE_DEFAULT;
texture_desc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
texture_desc.CPUAccessFlags = 0;
texture_desc.MiscFlags = 0;
hr = ID3D10Device_CreateTexture2D(device, &texture_desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
hr = ID3D10Device_CreateRenderTargetView(device, (ID3D10Resource *)texture, NULL, &rtv);
ok(SUCCEEDED(hr), "Failed to create render target view, hr %#x.\n", hr);
hr = ID3D10Device_CreateShaderResourceView(device, (ID3D10Resource *)texture, NULL, &srv);
ok(SUCCEEDED(hr), "Failed to create shader resource view, hr %#x.\n", hr);
ID3D10Device_ClearRenderTargetView(device, rtv, blue);
ID3D10Device_PSSetShader(device, ps);
ID3D10Device_PSSetShaderResources(device, 0, 1, &srv);
sampler = NULL;
ID3D10Device_PSSetSamplers(device, 0, 1, &sampler);
draw_quad(&test_context);
check_texture_color(test_context.backbuffer, 0xffff0000, 0);
ID3D10ShaderResourceView_Release(srv);
ID3D10RenderTargetView_Release(rtv);
ID3D10Texture2D_Release(texture);
ID3D10PixelShader_Release(ps);
release_test_context(&test_context);
}
START_TEST(device)
{
test_feature_level();
......@@ -7309,4 +7390,5 @@ START_TEST(device)
test_sm4_if_instruction();
test_sm4_breakc_instruction();
test_input_assembler();
test_null_sampler();
}
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