Commit 464b2dc6 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

d3dcompiler/tests: Avoid initializing nameless unions in designated initializers.

Old versions of gcc can't handle this. Wine-Bug: https://bugs.winehq.org/show_bug.cgi?id=50397Signed-off-by: 's avatarZebediah Figura <z.figura12@gmail.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 59e0c9e9
...@@ -526,6 +526,7 @@ static void test_trig(void) ...@@ -526,6 +526,7 @@ static void test_trig(void)
static void test_sampling(void) static void test_sampling(void)
{ {
D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc = {0};
struct test_context test_context; struct test_context test_context;
ID3D11ShaderResourceView *srv; ID3D11ShaderResourceView *srv;
ID3D11SamplerState *sampler; ID3D11SamplerState *sampler;
...@@ -592,13 +593,6 @@ static void test_sampling(void) ...@@ -592,13 +593,6 @@ static void test_sampling(void)
static const D3D11_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 2}; static const D3D11_SUBRESOURCE_DATA resource_data = {&texture_data, sizeof(texture_data) / 2};
static const D3D11_SHADER_RESOURCE_VIEW_DESC srv_desc =
{
.Format = DXGI_FORMAT_R32G32B32A32_FLOAT,
.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D,
.Texture2D.MipLevels = 1,
};
static const D3D11_SAMPLER_DESC sampler_desc = static const D3D11_SAMPLER_DESC sampler_desc =
{ {
.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR, .Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR,
...@@ -614,6 +608,9 @@ static void test_sampling(void) ...@@ -614,6 +608,9 @@ static void test_sampling(void)
hr = ID3D11Device_CreateTexture2D(test_context.device, &texture_desc, &resource_data, &texture); hr = ID3D11Device_CreateTexture2D(test_context.device, &texture_desc, &resource_data, &texture);
ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr); ok(hr == S_OK, "Failed to create texture, hr %#x.\n", hr);
srv_desc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
srv_desc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srv_desc.Texture2D.MipLevels = 1;
hr = ID3D11Device_CreateShaderResourceView(test_context.device, (ID3D11Resource *)texture, &srv_desc, &srv); hr = ID3D11Device_CreateShaderResourceView(test_context.device, (ID3D11Resource *)texture, &srv_desc, &srv);
ok(hr == S_OK, "Failed to create SRV, hr %#x.\n", hr); ok(hr == S_OK, "Failed to create SRV, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShaderResources(test_context.immediate_context, 0, 1, &srv); ID3D11DeviceContext_PSSetShaderResources(test_context.immediate_context, 0, 1, &srv);
......
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