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d3d11/tests: Prefer draw_color_quad() to custom pixel shader.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -7967,28 +7967,12 @@ static void test_scissor(void)
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D3D11_RASTERIZER_DESC rs_desc;
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ID3D11RasterizerState *rs;
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D3D11_RECT scissor_rect;
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ID3D11PixelShader *ps;
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ID3D11Device *device;
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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 DWORD ps_code[] =
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{
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#if 0
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float4 main(float4 position : SV_POSITION) : SV_Target
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{
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return float4(0.0, 1.0, 0.0, 1.0);
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}
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#endif
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0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
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0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
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0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
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0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
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0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
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0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
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0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
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};
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static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
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if (!init_test_context(&test_context, NULL))
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return;
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@ -7996,9 +7980,6 @@ 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_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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rs_desc.FillMode = D3D11_FILL_SOLID;
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rs_desc.CullMode = D3D11_CULL_BACK;
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rs_desc.FrontCounterClockwise = FALSE;
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@ -8012,8 +7993,6 @@ 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_PSSetShader(immediate_context, ps, NULL, 0);
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scissor_rect.left = 160;
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scissor_rect.top = 120;
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scissor_rect.right = 480;
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@ -8023,7 +8002,7 @@ 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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draw_quad(&test_context);
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draw_color_quad(&test_context, &green);
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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);
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@ -8037,7 +8016,7 @@ static void test_scissor(void)
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ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
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ID3D11DeviceContext_RSSetState(immediate_context, rs);
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draw_quad(&test_context);
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draw_color_quad(&test_context, &green);
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color = get_texture_color(test_context.backbuffer, 320, 60);
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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color = get_texture_color(test_context.backbuffer, 80, 240);
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@ -8050,7 +8029,6 @@ static void test_scissor(void)
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ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
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ID3D11RasterizerState_Release(rs);
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ID3D11PixelShader_Release(ps);
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release_test_context(&test_context);
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}
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