d3d11/tests: Correctly check for multisample support.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2018-05-16 11:55:29 +02:00 committed by Alexandre Julliard
parent 44c8a7ae67
commit 0e397cfd7b
1 changed files with 5 additions and 3 deletions

View File

@ -26254,7 +26254,8 @@ static void test_alpha_to_coverage(void)
ID3D11Texture2D_GetDesc(test_context.backbuffer, &texture_desc);
hr = ID3D11Device_CheckMultisampleQualityLevels(device,
texture_desc.Format, 4, &quality_level_count);
if (FAILED(hr))
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!quality_level_count)
{
skip("4xMSAA not supported.\n");
goto done;
@ -26773,8 +26774,9 @@ static void test_multisample_resolve(void)
device = test_context.device;
context = test_context.immediate_context;
if (FAILED(hr = ID3D11Device_CheckMultisampleQualityLevels(device,
DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i)))
hr = ID3D11Device_CheckMultisampleQualityLevels(device, DXGI_FORMAT_R8G8B8A8_TYPELESS, 4, &i);
ok(hr == S_OK, "Failed to check multisample quality levels, hr %#x.\n", hr);
if (!i)
{
skip("4xMSAA not supported.\n");
release_test_context(&test_context);