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tests/d3d12: Test resource flags for multisampled resources.
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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
@ -1601,7 +1601,25 @@ static void test_create_committed_resource(void)
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource);
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D3D12_RESOURCE_STATE_RENDER_TARGET, &clear_value, &IID_ID3D12Resource, (void **)&resource);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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/* The ALLOW_RENDER_TARGET or ALLOW_DEPTH_STENCIL flag is required for multisampled resources. */
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resource_desc.SampleDesc.Count = 4;
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resource_desc.Flags = 0;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
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todo
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ok(hr == E_INVALIDARG, "Got unexpected hr %#x.\n", hr);
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if (SUCCEEDED(hr))
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ID3D12Resource_Release(resource);
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resource_desc.Format = DXGI_FORMAT_D32_FLOAT;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, NULL, &IID_ID3D12Resource, (void **)&resource);
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ok(hr == S_OK, "Failed to create committed resource, hr %#x.\n", hr);
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ID3D12Resource_Release(resource);
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resource_desc.SampleDesc.Count = 1;
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resource_desc.SampleDesc.Count = 1;
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resource_desc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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resource_desc.Format = DXGI_FORMAT_UNKNOWN;
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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hr = ID3D12Device_CreateCommittedResource(device, &heap_properties, D3D12_HEAP_FLAG_NONE, &resource_desc,
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