Commit 474288a0 authored by Józef Kucia's avatar Józef Kucia Committed by Alexandre Julliard

d3d10core/tests: Remove test_texture_data_init().

This test fails consistently on Windows 10 with Intel GPU, and MSDN says that the initial content of the resource memory is undefined. Moreover, failures in other tests have shown that the initial texture data is not always initialized on other vendors GPUs. Signed-off-by: 's avatarJózef Kucia <jkucia@codeweavers.com> Signed-off-by: 's avatarHenri Verbeet <hverbeet@codeweavers.com> Signed-off-by: 's avatarAlexandre Julliard <julliard@winehq.org>
parent 87ae0a43
...@@ -6931,99 +6931,6 @@ static void test_copy_subresource_region(void) ...@@ -6931,99 +6931,6 @@ static void test_copy_subresource_region(void)
release_test_context(&test_context); release_test_context(&test_context);
} }
static void test_texture_data_init(void)
{
static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f};
struct d3d10core_test_context test_context;
D3D10_TEXTURE2D_DESC desc;
ID3D10Texture2D *texture;
ID3D10Device *device;
UINT count = 0;
HRESULT hr;
if (!init_test_context(&test_context))
return;
device = test_context.device;
desc.Width = 640;
desc.Height = 480;
desc.MipLevels = 1;
desc.ArraySize = 1;
desc.SampleDesc.Count = 1;
desc.SampleDesc.Quality = 0;
desc.Usage = D3D10_USAGE_DEFAULT;
desc.BindFlags = 0;
desc.CPUAccessFlags = 0;
desc.MiscFlags = 0;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D32_FLOAT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
desc.ArraySize = 4;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_color(texture, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
desc.Format = DXGI_FORMAT_D32_FLOAT;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
check_texture_float(texture, 0.0f, 0);
ID3D10Texture2D_Release(texture);
hr = ID3D10Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_UNORM, 2, &count);
ok(SUCCEEDED(hr), "Failed to get quality levels, hr %#x.\n", hr);
if (!count)
{
skip("Multisampling not supported for DXGI_FORMAT_R8G8B8A8_UNORM, skipping tests.\n");
release_test_context(&test_context);
return;
}
ID3D10Device_ClearRenderTargetView(device, test_context.backbuffer_rtv, white);
desc.ArraySize = 1;
desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
desc.SampleDesc.Count = 2;
desc.SampleDesc.Quality = 0;
desc.BindFlags = D3D10_BIND_RENDER_TARGET;
hr = ID3D10Device_CreateTexture2D(device, &desc, NULL, &texture);
ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr);
ID3D10Device_ResolveSubresource(device, (ID3D10Resource *)test_context.backbuffer, 0,
(ID3D10Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM);
todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0);
ID3D10Texture2D_Release(texture);
release_test_context(&test_context);
}
static void test_check_multisample_quality_levels(void) static void test_check_multisample_quality_levels(void)
{ {
ID3D10Device *device; ID3D10Device *device;
...@@ -9726,7 +9633,6 @@ START_TEST(device) ...@@ -9726,7 +9633,6 @@ START_TEST(device)
test_fragment_coords(); test_fragment_coords();
test_update_subresource(); test_update_subresource();
test_copy_subresource_region(); test_copy_subresource_region();
test_texture_data_init();
test_check_multisample_quality_levels(); test_check_multisample_quality_levels();
test_cb_relative_addressing(); test_cb_relative_addressing();
test_swapchain_formats(); test_swapchain_formats();
......
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