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>
This commit is contained in:
Józef Kucia 2017-07-09 13:52:20 +02:00 committed by Alexandre Julliard
parent d165f4200d
commit 0c2bbdd95c

View File

@ -7967,28 +7967,12 @@ static void test_scissor(void)
D3D11_RASTERIZER_DESC rs_desc;
ID3D11RasterizerState *rs;
D3D11_RECT scissor_rect;
ID3D11PixelShader *ps;
ID3D11Device *device;
DWORD color;
HRESULT hr;
static const float red[] = {1.0f, 0.0f, 0.0f, 1.0f};
static const DWORD ps_code[] =
{
#if 0
float4 main(float4 position : SV_POSITION) : SV_Target
{
return float4(0.0, 1.0, 0.0, 1.0);
}
#endif
0x43425844, 0x30240e72, 0x012f250c, 0x8673c6ea, 0x392e4cec, 0x00000001, 0x000000d4, 0x00000003,
0x0000002c, 0x00000060, 0x00000094, 0x4e475349, 0x0000002c, 0x00000001, 0x00000008, 0x00000020,
0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x505f5653, 0x5449534f, 0x004e4f49,
0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003,
0x00000000, 0x0000000f, 0x545f5653, 0x65677261, 0xabab0074, 0x52444853, 0x00000038, 0x00000040,
0x0000000e, 0x03000065, 0x001020f2, 0x00000000, 0x08000036, 0x001020f2, 0x00000000, 0x00004002,
0x00000000, 0x3f800000, 0x00000000, 0x3f800000, 0x0100003e,
};
static const struct vec4 green = {0.0f, 1.0f, 0.0f, 1.0f};
if (!init_test_context(&test_context, NULL))
return;
@ -7996,9 +7980,6 @@ static void test_scissor(void)
device = test_context.device;
immediate_context = test_context.immediate_context;
hr = ID3D11Device_CreatePixelShader(device, ps_code, sizeof(ps_code), NULL, &ps);
ok(SUCCEEDED(hr), "Failed to create pixel shader, hr %#x.\n", hr);
rs_desc.FillMode = D3D11_FILL_SOLID;
rs_desc.CullMode = D3D11_CULL_BACK;
rs_desc.FrontCounterClockwise = FALSE;
@ -8012,8 +7993,6 @@ static void test_scissor(void)
hr = ID3D11Device_CreateRasterizerState(device, &rs_desc, &rs);
ok(SUCCEEDED(hr), "Failed to create rasterizer state, hr %#x.\n", hr);
ID3D11DeviceContext_PSSetShader(immediate_context, ps, NULL, 0);
scissor_rect.left = 160;
scissor_rect.top = 120;
scissor_rect.right = 480;
@ -8023,7 +8002,7 @@ static void test_scissor(void)
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
check_texture_color(test_context.backbuffer, 0xff0000ff, 1);
draw_quad(&test_context);
draw_color_quad(&test_context, &green);
color = get_texture_color(test_context.backbuffer, 320, 60);
ok(compare_color(color, 0xff00ff00, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 80, 240);
@ -8037,7 +8016,7 @@ static void test_scissor(void)
ID3D11DeviceContext_ClearRenderTargetView(immediate_context, test_context.backbuffer_rtv, red);
ID3D11DeviceContext_RSSetState(immediate_context, rs);
draw_quad(&test_context);
draw_color_quad(&test_context, &green);
color = get_texture_color(test_context.backbuffer, 320, 60);
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
color = get_texture_color(test_context.backbuffer, 80, 240);
@ -8050,7 +8029,6 @@ static void test_scissor(void)
ok(compare_color(color, 0xff0000ff, 1), "Got unexpected color 0x%08x.\n", color);
ID3D11RasterizerState_Release(rs);
ID3D11PixelShader_Release(ps);
release_test_context(&test_context);
}