Commit 8141f893 authored by Zebediah Figura's avatar Zebediah Figura Committed by Alexandre Julliard

d3d8/tests: Do not test sysmem textures in test_mipmap_upload().

This does not work reliably on Windows. The application in question uses a managed texture.
parent 4e1da07b
......@@ -12129,11 +12129,11 @@ static void test_managed_reset(void)
release_test_context(&context);
}
/* Some applications lock a mipmapped texture at level 0, write every level at
* once, and expect it to be uploaded. */
/* Some applications (Vivisector, Cryostasis) lock a mipmapped managed texture
* at level 0, write every level at once, and expect it to be uploaded. */
static void test_mipmap_upload(void)
{
unsigned int i, j, width, level_count;
unsigned int j, width, level_count;
struct d3d8_test_context context;
IDirect3DTexture8 *texture;
D3DLOCKED_RECT locked_rect;
......@@ -12141,64 +12141,50 @@ static void test_mipmap_upload(void)
unsigned int *mem;
HRESULT hr;
static const D3DPOOL pools[] =
{
D3DPOOL_MANAGED,
D3DPOOL_SYSTEMMEM,
};
if (!init_test_context(&context))
return;
device = context.device;
for (i = 0; i < ARRAY_SIZE(pools); ++i)
{
winetest_push_context("pool %#x", pools[i]);
hr = IDirect3DDevice8_CreateTexture(device, 32, 32, 0, 0,
D3DFMT_A8R8G8B8, pools[i], &texture);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
level_count = IDirect3DBaseTexture8_GetLevelCount(texture);
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_CreateTexture(device, 32, 32, 0, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, &texture);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
mem = locked_rect.pBits;
level_count = IDirect3DBaseTexture8_GetLevelCount(texture);
for (j = 0; j < level_count; ++j)
{
width = 32 >> j;
memset(mem, 0x11 * (j + 1), width * width * 4);
mem += width * width;
}
hr = IDirect3DTexture8_LockRect(texture, 0, &locked_rect, NULL, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
mem = locked_rect.pBits;
for (j = 0; j < level_count; ++j)
{
winetest_push_context("level %u", j);
for (j = 0; j < level_count; ++j)
{
width = 32 >> j;
memset(mem, 0x11 * (j + 1), width * width * 4);
mem += width * width;
}
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DTexture8_UnlockRect(texture, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, j);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
for (j = 0; j < level_count; ++j)
{
winetest_push_context("level %u", j);
draw_textured_quad(&context, texture);
/* AMD Windows drivers don't sample from sysmem textures. */
check_rt_color_broken(context.backbuffer, 0x00111111 * (j + 1), 0x00000000, pools[i] == D3DPOOL_SYSTEMMEM);
hr = IDirect3DDevice8_Clear(device, 0, NULL, D3DCLEAR_TARGET, 0xffff0000, 0.0, 0);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
winetest_pop_context();
}
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MIPFILTER, D3DTEXF_POINT);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
hr = IDirect3DDevice8_SetTextureStageState(device, 0, D3DTSS_MAXMIPLEVEL, j);
ok(hr == S_OK, "Got hr %#lx.\n", hr);
IDirect3DTexture8_Release(texture);
draw_textured_quad(&context, texture);
check_rt_color(context.backbuffer, 0x00111111 * (j + 1));
winetest_pop_context();
}
IDirect3DTexture8_Release(texture);
release_test_context(&context);
}
......
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