From 87ae0a4308283d05e0e5d7196cc26c6de69de4d8 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B3zef=20Kucia?= Date: Wed, 9 Nov 2016 12:35:29 +0100 Subject: [PATCH] d3d11/tests: Remove test_texture_data_init(). MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 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: Józef Kucia Signed-off-by: Henri Verbeet Signed-off-by: Alexandre Julliard --- dlls/d3d11/tests/d3d11.c | 96 ---------------------------------------- 1 file changed, 96 deletions(-) diff --git a/dlls/d3d11/tests/d3d11.c b/dlls/d3d11/tests/d3d11.c index f073d040ec..123676de28 100644 --- a/dlls/d3d11/tests/d3d11.c +++ b/dlls/d3d11/tests/d3d11.c @@ -7370,101 +7370,6 @@ done: ok(!refcount, "Device has %u references left.\n", refcount); } -static void test_texture_data_init(void) -{ - static const float white[] = {1.0f, 1.0f, 1.0f, 1.0f}; - struct d3d11_test_context test_context; - ID3D11DeviceContext *context; - D3D11_TEXTURE2D_DESC desc; - ID3D11Texture2D *texture; - ID3D11Device *device; - UINT count = 0; - HRESULT hr; - - if (!init_test_context(&test_context, NULL)) - return; - - device = test_context.device; - context = test_context.immediate_context; - - desc.Width = 640; - desc.Height = 480; - desc.MipLevels = 1; - desc.ArraySize = 1; - desc.SampleDesc.Count = 1; - desc.SampleDesc.Quality = 0; - desc.Usage = D3D11_USAGE_DEFAULT; - desc.BindFlags = 0; - desc.CPUAccessFlags = 0; - desc.MiscFlags = 0; - - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_color(texture, 0x00000000, 0); - ID3D11Texture2D_Release(texture); - - desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_color(texture, 0x00000000, 0); - ID3D11Texture2D_Release(texture); - - desc.Format = DXGI_FORMAT_D32_FLOAT; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_float(texture, 0.0f, 0); - ID3D11Texture2D_Release(texture); - - desc.ArraySize = 4; - - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_float(texture, 0.0f, 0); - ID3D11Texture2D_Release(texture); - - desc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_color(texture, 0x00000000, 0); - ID3D11Texture2D_Release(texture); - - desc.Format = DXGI_FORMAT_D32_FLOAT; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - check_texture_float(texture, 0.0f, 0); - ID3D11Texture2D_Release(texture); - - hr = ID3D11Device_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; - } - - ID3D11DeviceContext_ClearRenderTargetView(context, test_context.backbuffer_rtv, white); - - desc.ArraySize = 1; - desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; - desc.SampleDesc.Count = 2; - desc.SampleDesc.Quality = 0; - desc.BindFlags = D3D11_BIND_RENDER_TARGET; - hr = ID3D11Device_CreateTexture2D(device, &desc, NULL, &texture); - ok(SUCCEEDED(hr), "Failed to create texture, hr %#x.\n", hr); - - ID3D11DeviceContext_ResolveSubresource(context, (ID3D11Resource *)test_context.backbuffer, 0, - (ID3D11Resource *)texture, 0, DXGI_FORMAT_R8G8B8A8_UNORM); - - todo_wine check_texture_color(test_context.backbuffer, 0x00000000, 0); - - ID3D11Texture2D_Release(texture); - - release_test_context(&test_context); -} - static void test_check_multisample_quality_levels(void) { ID3D11Device *device; @@ -11034,7 +10939,6 @@ START_TEST(d3d11) test_update_subresource(); test_copy_subresource_region(); test_resource_map(); - test_texture_data_init(); test_check_multisample_quality_levels(); run_for_each_feature_level(test_swapchain_formats); test_swapchain_views();