tests/d3d12: Test resource flags for multisampled resources.

This commit is contained in:
Conor McCarthy 2024-04-09 13:22:06 +10:00 committed by Alexandre Julliard
parent a7860ae752
commit e46de1daa2
Notes: Alexandre Julliard 2024-04-11 17:04:33 -05:00
Approved-by: Giovanni Mascellani (@giomasce)
Approved-by: Henri Verbeet (@hverbeet)
Approved-by: Alexandre Julliard (@julliard)
Merge-Request: https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/772

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@ -1601,7 +1601,25 @@ static void test_create_committed_resource(void)
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource); D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource);
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr); ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
/* The ALLOW_RENDER_TARGET or ALLOW_DEPTH_STENCIL flag is required for multisampled resources. */
resource_desc.SampleDesc.Count = 4;
resource_desc.Flags = 0;
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
todo
ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
if (SUCCEEDED(hr))
ID3D12Resource_Release(resource);
resource_desc.Format = DXGI_FORMAT_D32_FLOAT;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
ok(hr == S_OK, "Failed to create committed resource, hr %#x.\n", hr);
ID3D12Resource_Release(resource);
resource_desc.SampleDesc.Count = 1; resource_desc.SampleDesc.Count = 1;
resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
resource_desc.Format = DXGI_FORMAT_UNKNOWN; resource_desc.Format = DXGI_FORMAT_UNKNOWN;
hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc, hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,